basilisk-engine 0.1.25__py3-none-any.whl → 0.1.27__py3-none-any.whl

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Files changed (90) hide show
  1. basilisk/__init__.py +15 -15
  2. basilisk/audio/sound.py +27 -27
  3. basilisk/bsk_assets/cube.obj +48 -48
  4. basilisk/collisions/broad/broad_aabb.py +102 -102
  5. basilisk/collisions/broad/broad_bvh.py +137 -137
  6. basilisk/collisions/collider.py +95 -95
  7. basilisk/collisions/collider_handler.py +224 -224
  8. basilisk/collisions/narrow/contact_manifold.py +95 -95
  9. basilisk/collisions/narrow/dataclasses.py +34 -34
  10. basilisk/collisions/narrow/deprecated.py +46 -46
  11. basilisk/collisions/narrow/epa.py +91 -91
  12. basilisk/collisions/narrow/gjk.py +66 -66
  13. basilisk/collisions/narrow/graham_scan.py +24 -24
  14. basilisk/collisions/narrow/helper.py +29 -29
  15. basilisk/collisions/narrow/line_intersections.py +106 -106
  16. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  17. basilisk/config.py +3 -3
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +175 -175
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +169 -169
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +72 -72
  25. basilisk/generic/input_validation.py +66 -66
  26. basilisk/generic/math.py +6 -6
  27. basilisk/generic/matrices.py +35 -35
  28. basilisk/generic/meshes.py +72 -72
  29. basilisk/generic/quat.py +142 -142
  30. basilisk/generic/quat_methods.py +7 -7
  31. basilisk/generic/raycast_result.py +26 -26
  32. basilisk/generic/vec3.py +143 -143
  33. basilisk/input_output/IO_handler.py +91 -91
  34. basilisk/input_output/clock.py +49 -49
  35. basilisk/input_output/keys.py +43 -43
  36. basilisk/input_output/mouse.py +89 -89
  37. basilisk/input_output/path.py +14 -14
  38. basilisk/mesh/cube.py +33 -33
  39. basilisk/mesh/mesh.py +233 -233
  40. basilisk/mesh/mesh_from_data.py +150 -150
  41. basilisk/mesh/model.py +271 -271
  42. basilisk/mesh/narrow_aabb.py +89 -89
  43. basilisk/mesh/narrow_bvh.py +91 -91
  44. basilisk/mesh/narrow_primative.py +23 -23
  45. basilisk/nodes/helper.py +28 -28
  46. basilisk/nodes/node.py +689 -689
  47. basilisk/nodes/node_handler.py +97 -97
  48. basilisk/particles/particle_handler.py +64 -64
  49. basilisk/particles/particle_renderer.py +92 -92
  50. basilisk/physics/impulse.py +112 -112
  51. basilisk/physics/physics_body.py +43 -43
  52. basilisk/physics/physics_engine.py +35 -35
  53. basilisk/render/batch.py +103 -103
  54. basilisk/render/camera.py +260 -257
  55. basilisk/render/chunk.py +106 -106
  56. basilisk/render/chunk_handler.py +165 -165
  57. basilisk/render/frame.py +95 -95
  58. basilisk/render/framebuffer.py +163 -289
  59. basilisk/render/image.py +87 -87
  60. basilisk/render/image_handler.py +120 -120
  61. basilisk/render/light.py +96 -96
  62. basilisk/render/light_handler.py +58 -58
  63. basilisk/render/material.py +219 -219
  64. basilisk/render/material_handler.py +131 -131
  65. basilisk/render/post_process.py +139 -139
  66. basilisk/render/shader.py +118 -118
  67. basilisk/render/shader_handler.py +83 -83
  68. basilisk/render/sky.py +120 -120
  69. basilisk/scene.py +279 -279
  70. basilisk/shaders/batch.frag +276 -276
  71. basilisk/shaders/batch.vert +115 -115
  72. basilisk/shaders/crt.frag +31 -31
  73. basilisk/shaders/draw.frag +22 -22
  74. basilisk/shaders/draw.vert +25 -25
  75. basilisk/shaders/filter.frag +22 -22
  76. basilisk/shaders/frame.frag +12 -12
  77. basilisk/shaders/frame.vert +13 -13
  78. basilisk/shaders/geometry.frag +8 -8
  79. basilisk/shaders/geometry.vert +41 -41
  80. basilisk/shaders/normal.frag +59 -59
  81. basilisk/shaders/normal.vert +96 -96
  82. basilisk/shaders/particle.frag +71 -71
  83. basilisk/shaders/particle.vert +84 -84
  84. basilisk/shaders/sky.frag +9 -9
  85. basilisk/shaders/sky.vert +13 -13
  86. {basilisk_engine-0.1.25.dist-info → basilisk_engine-0.1.27.dist-info}/METADATA +38 -45
  87. basilisk_engine-0.1.27.dist-info/RECORD +106 -0
  88. {basilisk_engine-0.1.25.dist-info → basilisk_engine-0.1.27.dist-info}/WHEEL +1 -1
  89. basilisk_engine-0.1.25.dist-info/RECORD +0 -106
  90. {basilisk_engine-0.1.25.dist-info → basilisk_engine-0.1.27.dist-info}/top_level.txt +0 -0
basilisk/nodes/node.py CHANGED
@@ -1,690 +1,690 @@
1
- import glm
2
- import numpy as np
3
- from .helper import node_is
4
- from ..generic.vec3 import Vec3
5
- from ..generic.quat import Quat
6
- from ..generic.matrices import get_model_matrix
7
- from ..mesh.mesh import Mesh
8
- from ..render.material import Material
9
- from ..physics.physics_body import PhysicsBody
10
- from ..collisions.collider import Collider
11
- from ..render.chunk import Chunk
12
- from ..render.shader import Shader
13
-
14
-
15
- class Node():
16
- position: Vec3
17
- """The position of the node in meters with swizzle xyz"""
18
- scale: Vec3
19
- """The scale of the node in meters in each direction"""
20
- rotation: Quat
21
- """The rotation of the node"""
22
- position_relative: bool
23
- """The position of this node relative to the parent node"""
24
- scale_relative: bool
25
- """The scale of this node relative to the parent node"""
26
- rotation_relative: bool
27
- """The rotation of this node relative to the parent node"""
28
- forward: glm.vec3
29
- """The forward facing vector of the node"""
30
- mesh: Mesh
31
- """The mesh of the node stored as a basilisk mesh object"""
32
- material: Material
33
- """The mesh of the node stored as a basilisk material object"""
34
- velocity: glm.vec3
35
- """The translational velocity of the node"""
36
- rotational_velocity: glm.vec3
37
- """The rotational velocity of the node"""
38
- physics: bool
39
- """Allows the node's movement to be affected by the physics engine and collisions"""
40
- mass: float
41
- """The mass of the node in kg"""
42
- collision: bool
43
- """Gives the node collision with other nodes in the scene"""
44
- collider_mesh: str
45
- """The collider type of the node. Can be either 'box' or 'mesh'"""
46
- static_friction: float
47
- """Determines the friction of the node when still: recommended value 0.0 - 1.0"""
48
- kinetic_friction: float
49
- """Determines the friction of the node when moving: recommended value 0.0 - 1.0"""
50
- elasticity: float
51
- """Determines how bouncy an object is: recommended value 0.0 - 1.0"""
52
- collision_group: str
53
- """Nodes of the same collision group do not collide with each other"""
54
- name: str
55
- """The name of the node for reference"""
56
- tags: list[str]
57
- """Tags are used to sort nodes into separate groups"""
58
- static: bool
59
- """Objects that don't move should be marked as static"""
60
- chunk: Chunk
61
- """The parent chunk of the node. Used for callbacks to update chunk meshes"""
62
- children: list
63
- """List of nodes that this node is a parent of"""
64
- shader: Shader
65
- """Shader that is used to render the node. If none is given, engine default will be used"""
66
-
67
- def __init__(self,
68
- position: glm.vec3=None,
69
- scale: glm.vec3=None,
70
- rotation: glm.quat=None,
71
- relative_position: bool=True,
72
- relative_scale: bool=True,
73
- relative_rotation: bool=True,
74
- forward: glm.vec3=None,
75
- mesh: Mesh=None,
76
- material: Material=None,
77
- velocity: glm.vec3=None,
78
- rotational_velocity: glm.vec3=None,
79
- physics: bool=False,
80
- mass: float=None,
81
- collision: bool=False,
82
- collider_mesh: str|Mesh=None,
83
- static_friction: float=None,
84
- kinetic_friction: float=None,
85
- elasticity: float=None,
86
- collision_group: float=None,
87
- name: str='',
88
- tags: list[str]=None,
89
- static: bool=None,
90
- shader: Shader=None
91
- ) -> None:
92
- """
93
- Basilisk node object.
94
- Contains mesh data, translation, material, physics, collider, and descriptive information.
95
- Base building block for populating a Basilisk scene.
96
- """
97
-
98
- # parents
99
- self.node_handler = None
100
- self.scene = None
101
- self.engine = None
102
- self.chunk = None
103
- self.parent = None
104
-
105
- # lazy update variables
106
- self.needs_geometric_center = True # pos
107
- self.needs_model_matrix = True # pos, scale, rot
108
-
109
- # node data
110
- self.internal_position: Vec3 = Vec3(position) if position else Vec3(0, 0, 0)
111
- self.internal_scale : Vec3 = Vec3(scale) if scale else Vec3(1, 1, 1)
112
- self.internal_rotation: Quat = Quat(rotation) if rotation else Quat(1, 0, 0, 0)
113
-
114
- # relative transformations
115
- self.relative_position = glm.vec3(0, 0, 0) if relative_position else None
116
- self.relative_scale = glm.vec3(0, 0, 0) if relative_scale else None
117
- self.relative_rotation = glm.quat(1, 0, 0, 0) if relative_rotation else None
118
-
119
- self.forward = forward if forward else glm.vec3(1, 0, 0)
120
- self.mesh = mesh
121
- self._mtl_list = material if isinstance(material, list) else [material]
122
- self.material = material if material else None
123
- self.velocity = velocity if velocity else glm.vec3(0, 0, 0)
124
- self.rotational_velocity = rotational_velocity if rotational_velocity else glm.vec3(0, 0, 0)
125
-
126
- self._static = static
127
-
128
- # Physics updates
129
- if physics: self.physics_body = PhysicsBody(mass = mass if mass else 1.0)
130
- elif mass: raise ValueError('Node: cannot have mass if it does not have physics')
131
- else: self.physics_body = None
132
-
133
- # collider
134
- if collision:
135
- self.collider = Collider(
136
- node = self,
137
- collider_mesh = collider_mesh,
138
- static_friction = static_friction,
139
- kinetic_friction = kinetic_friction,
140
- elasticity = elasticity,
141
- collision_group = collision_group
142
- )
143
- elif collider_mesh: raise ValueError('Node: cannot have collider mesh if it does not allow collisions')
144
- elif static_friction: raise ValueError('Node: cannot have static friction if it does not allow collisions')
145
- elif kinetic_friction: raise ValueError('Node: cannot have kinetic friction if it does not allow collisions')
146
- elif elasticity: raise ValueError('Node: cannot have elasticity if it does not allow collisions')
147
- elif collision_group: raise ValueError('Node: cannot have collider group if it does not allow collisions')
148
- else: self.collider = None
149
-
150
- # information and recursion
151
- self.name = name
152
- self.tags = tags if tags else []
153
-
154
- self.data_index = 0
155
- self.children = []
156
-
157
- # Shader given by user or none for default
158
- self.shader = shader
159
-
160
- # callback function to be added to the custom Vec3 and Quat classes
161
- def position_callback():
162
- if self.chunk:
163
- self.chunk.node_update_callback(self)
164
-
165
- # update variables
166
- self.needs_geometric_center = True
167
- self.needs_model_matrix = True
168
- if self.collider:
169
- self.collider.needs_bvh = True
170
- self.collider.needs_obb = True
171
-
172
- def scale_callback():
173
- if self.chunk:
174
- self.chunk.node_update_callback(self)
175
-
176
- # update variables
177
- self.needs_model_matrix = True
178
- if self.collider:
179
- self.collider.needs_bvh = True
180
- self.collider.needs_obb = True
181
- self.collider.needs_half_dimensions = True
182
-
183
- def rotation_callback():
184
- if self.chunk:
185
- self.chunk.node_update_callback(self)
186
-
187
- # update variables
188
- self.needs_model_matrix = True
189
- if self.collider:
190
- self.collider.needs_bvh = True
191
- self.collider.needs_obb = True
192
- self.collider.needs_half_dimensions = True
193
-
194
- self.internal_position.callback = position_callback
195
- self.internal_scale.callback = scale_callback
196
- self.internal_rotation.callback = rotation_callback
197
-
198
- def init_scene(self, scene: ...) -> None:
199
- """
200
- Updates the scene of the node
201
- """
202
- self.scene = scene
203
- self.engine = scene.engine
204
- self.node_handler = scene.node_handler
205
-
206
- # Update materials
207
- self.write_materials()
208
-
209
- # Update the mesh
210
- self.mesh = self.mesh if self.mesh else self.engine.cube
211
-
212
- # Update physics and collider
213
- if self.physics_body: self.physics_body.physics_engine = scene.physics_engine
214
- if self.collider: self.collider.collider_handler = scene.collider_handler
215
-
216
- def update(self, dt: float) -> None:
217
- """
218
- Updates the node's movement variables based on the delta time
219
- """
220
- # update based on physical properties
221
- if any(self.velocity): self.position += dt * self.velocity
222
- if any(self.rotational_velocity): self.rotation = glm.normalize(self.rotation.data - dt / 2 * self.rotation.data * glm.quat(0, *self.rotational_velocity))
223
-
224
- if self.physics_body:
225
- self.velocity += self.physics_body.get_delta_velocity(dt)
226
- self.rotational_velocity += self.physics_body.get_delta_rotational_velocity(dt)
227
-
228
- # update children transforms
229
- for child in self.children: child.sync_data()
230
-
231
- def sync_data(self) -> None:
232
- """
233
- Syncronizes this node with the parent node based on its relative positioning
234
- """
235
- # calculate transform matrix with the given input
236
- transform = glm.mat4x4()
237
- if self.relative_position: transform = glm.translate(transform, self.parent.position.data)
238
- if self.relative_rotation: transform *= glm.transpose(glm.mat4_cast(self.parent.rotation.data))
239
- if self.relative_scale: transform = glm.scale(transform, self.parent.scale.data)
240
-
241
- # set this node's transforms based on the parent
242
- self.position = transform * self.relative_position
243
- self.scale = self.relative_scale * self.parent.scale.data
244
- self.rotation = self.relative_rotation * self.parent.rotation.data
245
-
246
- for child in self.children: child.sync_data()
247
-
248
- def deep_copy(self) -> ...:
249
- """
250
- Creates a deep copy of this node and returns it. The new node is not added to the scene.
251
- """
252
-
253
- copy = Node(
254
- position = self.position,
255
- scale = self.scale,
256
- rotation = self.rotation,
257
- relative_position = bool(self.relative_position),
258
- relative_scale = bool(self.relative_scale),
259
- relative_rotation = bool(self.relative_rotation),
260
- forward = glm.vec3(self.forward),
261
- mesh = self.mesh,
262
- material = self.material,
263
- velocity = glm.vec3(self.velocity),
264
- rotational_velocity = glm.vec3(self.rotational_velocity),
265
- physics = bool(self.physics_body),
266
- mass = self.mass if self.physics_body else None,
267
- collision = bool(self.collider),
268
- static_friction = self.static_friction if self.collider else None,
269
- kinetic_friction = self.kinetic_friction if self.collider else None,
270
- elasticity = self.elasticity if self.collider else None,
271
- collision_group = self.collision_group if self.collider else None,
272
- name = self.name,
273
- tags = [tag for tag in self.tags], # deep copy tags list
274
- static = self.static,
275
- shader = self.shader
276
- )
277
-
278
- return copy
279
-
280
- def get_all(self, position: glm.vec3=None, scale: glm.vec3=None, rotation: glm.quat=None, forward: glm.vec3=None, mesh: Mesh=None, material: Material=None, velocity: glm.vec3=None, rotational_velocity: glm.quat=None, physics: bool=None, mass: float=None, collisions: bool=None, static_friction: float=None, kinetic_friction: float=None, elasticity: float=None, collision_group: float=None, name: str=None, tags: list[str]=None,static: bool=None) -> list:
281
- nodes = [self] if node_is(self, position, scale, rotation, forward, mesh, material, velocity, rotational_velocity, physics, mass, collisions, static_friction, kinetic_friction, elasticity, collision_group, name, tags, static) else []
282
- for node in self.children: nodes += node.get_all(position, scale, rotation, forward, mesh, material, velocity, rotational_velocity, physics, mass, collisions, static_friction, kinetic_friction, elasticity, collision_group, name, tags, static)
283
- return nodes
284
-
285
- # tree functions for managing children
286
- def add(self, child: ..., relative_position: bool=None, relative_scale: bool=None, relative_rotation: glm.vec3=None) -> None:
287
- """
288
- Adopts a node as a child. Relative transforms can be changed, if left bank they will not be chnaged from the current child nodes settings.
289
- """
290
- if child in self.children: return
291
-
292
- # compute relative transformations
293
- if relative_position or (relative_position is None and child.relative_position): child.relative_position = child.position.data - self.position.data
294
- if relative_scale or (relative_scale is None and child.relative_scale): child.relative_scale = child.scale.data / self.scale.data
295
- if relative_rotation or (relative_rotation is None and child.relative_rotation): child.relative_rotation = child.rotation.data * glm.inverse(self.rotation.data)
296
-
297
- # add as a child to by synchronized and controlled
298
- if self.node_handler: self.node_handler.add(child)
299
- child.parent = self
300
- self.children.append(child)
301
-
302
- def remove(self, child: ...) -> None:
303
- """
304
- Removes a child node from this nodes chlid list.
305
- """
306
- if child in self.children:
307
- if self.node_handler: self.node_handler.remove(child)
308
- child.parent = None
309
- self.children.remove(child)
310
-
311
- def apply_force(self, force: glm.vec3, dt: float) -> None:
312
- """
313
- Applies a force at the center of the node
314
- """
315
- self.apply_offset_force(force, glm.vec3(0.0), dt)
316
-
317
- def apply_offset_force(self, force: glm.vec3, offset: glm.vec3, dt: float) -> None:
318
- """
319
- Applies a force at the given offset
320
- """
321
- # translation
322
- assert self.physics_body, 'Node: Cannot apply a force to a node that doesn\'t have a physics body'
323
- self.velocity += force / self.mass * dt
324
-
325
- # rotation
326
- torque = glm.cross(offset, force)
327
- self.apply_torque(torque, dt)
328
-
329
- def apply_torque(self, torque: glm.vec3, dt: float) -> None:
330
- """
331
- Applies a torque on the node
332
- """
333
- assert self.physics_body, 'Node: Cannot apply a torque to a node that doesn\'t have a physics body'
334
- ...
335
-
336
- # TODO change geometric variables into properties
337
- def get_inverse_inertia(self) -> glm.mat3x3:
338
- """
339
- Transforms the mesh inertia tensor and inverts it
340
- """
341
- if not ((self.mesh or (self.collider and self.collider.mesh)) and self.physics_body): return None
342
- mesh = self.collider.mesh if self.collider else self.mesh
343
- inertia_tensor = mesh.get_inertia_tensor(self.scale) / 2
344
-
345
- # mass
346
- if self.physics_body: inertia_tensor *= self.physics_body.mass
347
-
348
- # rotation
349
- rotation_matrix = glm.mat3_cast(self.rotation.data)
350
- inertia_tensor = rotation_matrix * inertia_tensor * glm.transpose(rotation_matrix)
351
-
352
- return glm.inverse(inertia_tensor)
353
-
354
- def get_vertex(self, index) -> glm.vec3:
355
- """
356
- Gets the world space position of a vertex indicated by the index in the mesh
357
- """
358
- return glm.vec3(self.model_matrix * glm.vec4(*self.mesh.points[index], 1))
359
-
360
- def get_data(self) -> np.ndarray:
361
- """
362
- Gets the node batch data for chunk batching
363
- """
364
-
365
- # Get data from the mesh node
366
- mesh_data = self.mesh.data
367
- node_data = np.array([*self.position, *self.rotation, *self.scale, 0])
368
-
369
- per_vertex_mtl = isinstance(self.material, list)
370
-
371
- if not per_vertex_mtl: node_data[-1] = self.material.index
372
-
373
- # Create an array to hold the node's data
374
- width = 25 if not self.mesh.custom else 11 + mesh_data.shape[1]
375
- data = np.zeros(shape=(mesh_data.shape[0], width), dtype='f4')
376
-
377
-
378
- data[:,:mesh_data.shape[1]] = mesh_data
379
- data[:,mesh_data.shape[1]:] = node_data
380
-
381
- if per_vertex_mtl: data[:,-1] = self.material
382
-
383
- if self.shader and not self.mesh.custom: data = np.take(data, self.shader.attribute_indices, axis=1)
384
-
385
- return data
386
-
387
- def write_materials(self):
388
- """
389
- Internal function to write the material list to the material handler and get the material ids
390
- """
391
-
392
- if isinstance(self.material, list):
393
- mtl_index_list = []
394
- for mtl in self._mtl_list:
395
- self.engine.material_handler.add(mtl)
396
- mtl_index_list.append(mtl.index)
397
- mtl_index_list.append(mtl.index)
398
- mtl_index_list.append(mtl.index)
399
- self._material = mtl_index_list
400
-
401
- if isinstance(self.material, type(None)):
402
- self.material = self.engine.material_handler.base
403
-
404
-
405
- def __repr__(self) -> str:
406
- """
407
- Returns a string representation of the node
408
- """
409
-
410
- return f'<Bailisk Node | {self.name}, {self.mesh}, ({self.position})>'
411
-
412
- @property
413
- def position(self): return self.internal_position
414
- @property
415
- def scale(self): return self.internal_scale
416
- @property
417
- def rotation(self): return self.internal_rotation
418
- @property
419
- def forward(self): return self._forward
420
- @property
421
- def mesh(self): return self._mesh
422
- @property
423
- def material(self): return self._material
424
- @property
425
- def velocity(self): return self._velocity
426
- @property
427
- def rotational_velocity(self): return self._rotational_velocity
428
- @property
429
- def mass(self):
430
- if self.physics_body: return self.physics_body.mass
431
- raise RuntimeError('Node: Cannot access the mass of a node that has no physics body')
432
- @property
433
- def static_friction(self):
434
- if self.collider: return self.collider.static_friction
435
- raise RuntimeError('Node: Cannot access the static friction of a node that has no collider')
436
- @property
437
- def kinetic_friction(self):
438
- if self.collider: return self.collider.kinetic_friction
439
- raise RuntimeError('Node: Cannot access the kinetic friction of a node that has no collider')
440
- @property
441
- def elasticity(self):
442
- if self.collider: return self.collider.elasticity
443
- raise RuntimeError('Node: Cannot access the elasticity of a node that has no collider')
444
- @property
445
- def collision_group(self):
446
- if self.collider: return self.collider.collision_group
447
- raise RuntimeError('Node: Cannot access the collision_group of a node that has no collider')
448
- @property
449
- def name(self): return self._name
450
- @property
451
- def tags(self): return self._tags
452
- @property
453
- def static(self):
454
- return self._static if self._static is not None else not(self.physics or any(self.velocity) or any(self.rotational_velocity) or (self.parent and not self.parent.static))
455
- @property
456
- def x(self): return self.internal_position.data.x
457
- @property
458
- def y(self): return self.internal_position.data.y
459
- @property
460
- def z(self): return self.internal_position.data.z
461
-
462
- # TODO add descriptions in the class header
463
- @property
464
- def model_matrix(self):
465
- if self.needs_model_matrix:
466
- self._model_matrix = get_model_matrix(self.position, self.scale, self.rotation)
467
- self.needs_model_matrix = False
468
- return self._model_matrix
469
- @property
470
- def geometric_center(self): # assumes the node has a mesh
471
- # if not self.mesh: raise RuntimeError('Node: Cannot retrieve geometric center if node does not have mesh')
472
- if self.needs_geometric_center:
473
- self._geometric_center = self.model_matrix * self.mesh.geometric_center
474
- self.needs_geometric_center = False
475
- return self._geometric_center
476
- @property
477
- def center_of_mass(self):
478
- if not self.mesh: raise RuntimeError('Node: Cannot retrieve center of mass if node does not have mesh')
479
- return self.model_matrix * self.mesh.center_of_mass
480
- @property
481
- def volume(self):
482
- if not self.mesh: raise RuntimeError('Node: Cannot retrieve volume if node does not have mesh')
483
- return self.mesh.volume * self.scale.x * self.scale.y * self.scale.z
484
-
485
- @property
486
- def physics(self):
487
- return bool(self.physics_body)
488
- @property
489
- def collision(self):
490
- return bool(self.collider)
491
-
492
- @property
493
- def collisions(self):
494
- assert self.collision, 'Node: Cannot access collision data without collisions enabled on Node'
495
- return self.collider.collisions
496
-
497
- @position.setter
498
- def position(self, value: tuple | list | glm.vec3 | np.ndarray):
499
- if isinstance(value, glm.vec3): self.internal_position.data = value
500
- elif isinstance(value, Vec3): self.internal_position.data = value.data
501
- elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
502
- if len(value) != 3: raise ValueError(f'Node: Invalid number of values for position. Expected 3, got {len(value)}')
503
- self.internal_position.data = glm.vec3(value)
504
- else: raise TypeError(f'Node: Invalid position value type {type(value)}')
505
-
506
- # # compute relative position if all cases passed
507
- # if self.parent and self.relative_position: self.relative_position = self.internal_position.data - self.parent.position
508
-
509
- @scale.setter
510
- def scale(self, value: tuple | list | glm.vec3 | np.ndarray):
511
- if isinstance(value, glm.vec3): self.internal_scale.data = value
512
- elif isinstance(value, Vec3): self.internal_scale.data = value.data
513
- elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
514
- if len(value) != 3: raise ValueError(f'Node: Invalid number of values for scale. Expected 3, got {len(value)}')
515
- self.internal_scale.data = glm.vec3(value)
516
- else: raise TypeError(f'Node: Invalid scale value type {type(value)}')
517
-
518
- # # compute relative scale
519
- # if self.parent and self.relative_scale: self.relative_scale = self.internal_scale.data / self.parent.scale
520
-
521
- @rotation.setter
522
- def rotation(self, value: tuple | list | glm.vec3 | glm.quat | glm.vec4 | np.ndarray):
523
- if isinstance(value, glm.quat) or isinstance(value, glm.vec4) or isinstance(value, glm.vec3): self.internal_rotation.data = glm.quat(value)
524
- elif isinstance(value, Quat): self.internal_rotation.data = value.data
525
- elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
526
- if len(value) == 3: self.internal_rotation.data = glm.quat(glm.vec3(*value))
527
- elif len(value) == 4: self.internal_rotation.data = glm.quat(*value)
528
- else: raise ValueError(f'Node: Invalid number of values for rotation. Expected 3 or 4, got {len(value)}')
529
- else: raise TypeError(f'Node: Invalid rotation value type {type(value)}')
530
-
531
- # # compute relative rotation
532
- # if self.parent and self.relative_rotation: self.relative_rotation = self.rotation * glm.inverse(self.parent.rotation)
533
-
534
- @forward.setter
535
- def forward(self, value: tuple | list | glm.vec3 | np.ndarray):
536
- if isinstance(value, glm.vec3): self._forward = value
537
- elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
538
- if len(value) != 3: raise ValueError(f'Node: Invalid number of values for forward. Expected 3, got {len(value)}')
539
- self._forward = glm.vec3(value)
540
- else: raise TypeError(f'Node: Invalid forward value type {type(value)}')
541
-
542
- @mesh.setter
543
- def mesh(self, value: Mesh | None):
544
- if isinstance(value, Mesh):
545
- self._mesh = value
546
- if self.chunk: self.chunk.update()
547
- elif isinstance(value, type(None)):
548
- self._mesh = None
549
- if not self.chunk: return
550
- self.chunk.remove(self)
551
- self.chunk.update()
552
- else: raise TypeError(f'Node: Invalid mesh value type {type(value)}')
553
-
554
- @material.setter
555
- def material(self, value: Material):
556
- if isinstance(value, list):
557
- self._mtl_list = value
558
- if not self.node_handler:
559
- self._material = value
560
- else:
561
- mtl_index_list = []
562
- for mtl in self._mtl_list:
563
- self.engine.material_handler.add(mtl)
564
- mtl_index_list.append(mtl.index)
565
- mtl_index_list.append(mtl.index)
566
- mtl_index_list.append(mtl.index)
567
- self._material = mtl_index_list
568
- elif isinstance(value, Material):
569
- self._material = value
570
- if self.node_handler: self.engine.material_handler.add(value)
571
- elif isinstance(value, type(None)):
572
- if self.engine: self._material = self.engine.material_handler.base
573
- else: self._material = None
574
-
575
- else: raise TypeError(f'Node: Invalid material value type {type(value)}')
576
- if not self.chunk: return
577
- self.chunk.node_update_callback(self)
578
-
579
- @velocity.setter
580
- def velocity(self, value: tuple | list | glm.vec3 | np.ndarray | Vec3):
581
- if isinstance(value, glm.vec3): self._velocity = glm.vec3(value)
582
- elif isinstance(value, Vec3): self._velocity = glm.vec3(value.data)
583
- elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
584
- if len(value) != 3: raise ValueError(f'Node: Invalid number of values for velocity. Expected 3, got {len(value)}')
585
- self._velocity = glm.vec3(value)
586
- else: raise TypeError(f'Node: Invalid velocity value type {type(value)}')
587
-
588
- @rotational_velocity.setter
589
- def rotational_velocity(self, value: tuple | list | glm.vec3 | np.ndarray | Vec3):
590
- if isinstance(value, glm.vec3): self._rotational_velocity = glm.vec3(value)
591
- elif isinstance(value, Vec3): self._rotational_velocity = glm.vec3(value.data)
592
- elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
593
- if len(value) != 3: raise ValueError(f'Node: Invalid number of values for rotational velocity. Expected 3, got {len(value)}')
594
- self._rotational_velocity = glm.vec3(value)
595
- else: raise TypeError(f'Node: Invalid rotational velocity value type {type(value)}')
596
-
597
- @mass.setter
598
- def mass(self, value: int | float):
599
- if not self.physics_body: raise RuntimeError('Node: Cannot set the mass of a node that has no physics body')
600
- if isinstance(value, int) or isinstance(value, float): self.physics_body.mass = value
601
- else: raise TypeError(f'Node: Invalid mass value type {type(value)}')
602
-
603
- @static_friction.setter
604
- def static_friction(self, value: int | float):
605
- if not self.collider: raise RuntimeError('Node: Cannot set the static friction of a node that has no physics body')
606
- if isinstance(value, int) or isinstance(value, float): self.collider.static_friction = value
607
- else: raise TypeError(f'Node: Invalid static friction value type {type(value)}')
608
-
609
- @kinetic_friction.setter
610
- def kinetic_friction(self, value: int | float):
611
- if not self.collider: raise RuntimeError('Node: Cannot set the kinetic friction of a node that has no physics body')
612
- if isinstance(value, int) or isinstance(value, float): self.collider.kinetic_friction = value
613
- else: raise TypeError(f'Node: Invalid kinetic friction value type {type(value)}')
614
-
615
- @elasticity.setter
616
- def elasticity(self, value: int | float):
617
- if not self.collider: raise RuntimeError('Node: Cannot set the elasticity of a node that has no physics body')
618
- if isinstance(value, int) or isinstance(value, float): self.collider.elasticity = value
619
- else: raise TypeError(f'Node: Invalid elasticity value type {type(value)}')
620
-
621
- @collision_group.setter
622
- def collision_group(self, value: str):
623
- if not self.collider: raise RuntimeError('Node: Cannot set the collision gruop of a node that has no physics body')
624
- if isinstance(value, (str, type(None))): self.collider.collision_group = value
625
- else: raise TypeError(f'Node: Invalid collision group value type {type(value)}')
626
-
627
- @name.setter
628
- def name(self, value: str):
629
- if isinstance(value, str): self._name = value
630
- else: raise TypeError(f'Node: Invalid name value type {type(value)}')
631
-
632
- @tags.setter
633
- def tags(self, value: list[str]):
634
- if isinstance(value, list) or isinstance(value, tuple):
635
- for tag in value:
636
- if not isinstance(tag, str): raise TypeError(f'Node: Invalid tag value in tags list of type {type(tag)}')
637
- self._tags = value
638
- else: raise TypeError(f'Node: Invalid tags value type {type(value)}')
639
-
640
- @static.setter
641
- def static(self, value: bool):
642
- self._static = value
643
-
644
- @x.setter
645
- def x(self, value: int | float):
646
- if isinstance(value, int) or isinstance(value, float): self.internal_position.x = value
647
- else: raise TypeError(f'Node: Invalid positional x value type {type(value)}')
648
-
649
- @y.setter
650
- def y(self, value: int | float):
651
- if isinstance(value, int) or isinstance(value, float): self.internal_position.y = value
652
- else: raise TypeError(f'Node: Invalid positional y value type {type(value)}')
653
-
654
- @z.setter
655
- def z(self, value: int | float):
656
- if isinstance(value, int) or isinstance(value, float): self.internal_position.z = value
657
- else: raise TypeError(f'Node: Invalid positional z value type {type(value)}')
658
-
659
- @physics.setter
660
- def physics(self, value: bool | PhysicsBody):
661
- if not value and self.physics: # remove physics body from self and scene
662
- if self.node_handler: self.node_handler.scene.physics_engine.remove(self.physics_body)
663
- self.physics_body = None
664
- elif isinstance(value, PhysicsBody): # deep copy physics body
665
- if self.physics:
666
- self.mass = value.mass
667
- else:
668
- self.physics_body = PhysicsBody(value.mass)
669
- if self.node_handler: self.physics_body.physics_engine = self.node_handler.scene.physics_engine
670
- elif not self.physics:
671
- self.physics_body = PhysicsBody(mass = 1)
672
- if self.node_handler: self.physics_body.physics_engine = self.node_handler.scene.physics_engine
673
-
674
-
675
- @collision.setter
676
- def collision(self, value: bool | PhysicsBody):
677
- if not value and self.collision:
678
- if self.node_handler: self.node_handler.scene.collider_handler.remove(self.collider)
679
- self.collider = None
680
- elif isinstance(value, Collider):
681
- if self.collision:
682
- self.kinetic_friction = value.kinetic_friction
683
- self.elasticity = value.elasticity
684
- self.static_friction = value.static_friction
685
- else:
686
- self.collider = Collider(self, value.mesh, value.static_friction, value.kinetic_friction, value.elasticity, value.collision_group)
687
- if self.node_handler: self.collider.collider_handler = self.node_handler.scene.collider_handler
688
- elif not self.collider:
689
- self.collider = Collider(self)
1
+ import glm
2
+ import numpy as np
3
+ from .helper import node_is
4
+ from ..generic.vec3 import Vec3
5
+ from ..generic.quat import Quat
6
+ from ..generic.matrices import get_model_matrix
7
+ from ..mesh.mesh import Mesh
8
+ from ..render.material import Material
9
+ from ..physics.physics_body import PhysicsBody
10
+ from ..collisions.collider import Collider
11
+ from ..render.chunk import Chunk
12
+ from ..render.shader import Shader
13
+
14
+
15
+ class Node():
16
+ position: Vec3
17
+ """The position of the node in meters with swizzle xyz"""
18
+ scale: Vec3
19
+ """The scale of the node in meters in each direction"""
20
+ rotation: Quat
21
+ """The rotation of the node"""
22
+ position_relative: bool
23
+ """The position of this node relative to the parent node"""
24
+ scale_relative: bool
25
+ """The scale of this node relative to the parent node"""
26
+ rotation_relative: bool
27
+ """The rotation of this node relative to the parent node"""
28
+ forward: glm.vec3
29
+ """The forward facing vector of the node"""
30
+ mesh: Mesh
31
+ """The mesh of the node stored as a basilisk mesh object"""
32
+ material: Material
33
+ """The mesh of the node stored as a basilisk material object"""
34
+ velocity: glm.vec3
35
+ """The translational velocity of the node"""
36
+ rotational_velocity: glm.vec3
37
+ """The rotational velocity of the node"""
38
+ physics: bool
39
+ """Allows the node's movement to be affected by the physics engine and collisions"""
40
+ mass: float
41
+ """The mass of the node in kg"""
42
+ collision: bool
43
+ """Gives the node collision with other nodes in the scene"""
44
+ collider_mesh: str
45
+ """The collider type of the node. Can be either 'box' or 'mesh'"""
46
+ static_friction: float
47
+ """Determines the friction of the node when still: recommended value 0.0 - 1.0"""
48
+ kinetic_friction: float
49
+ """Determines the friction of the node when moving: recommended value 0.0 - 1.0"""
50
+ elasticity: float
51
+ """Determines how bouncy an object is: recommended value 0.0 - 1.0"""
52
+ collision_group: str
53
+ """Nodes of the same collision group do not collide with each other"""
54
+ name: str
55
+ """The name of the node for reference"""
56
+ tags: list[str]
57
+ """Tags are used to sort nodes into separate groups"""
58
+ static: bool
59
+ """Objects that don't move should be marked as static"""
60
+ chunk: Chunk
61
+ """The parent chunk of the node. Used for callbacks to update chunk meshes"""
62
+ children: list
63
+ """List of nodes that this node is a parent of"""
64
+ shader: Shader
65
+ """Shader that is used to render the node. If none is given, engine default will be used"""
66
+
67
+ def __init__(self,
68
+ position: glm.vec3=None,
69
+ scale: glm.vec3=None,
70
+ rotation: glm.quat=None,
71
+ relative_position: bool=True,
72
+ relative_scale: bool=True,
73
+ relative_rotation: bool=True,
74
+ forward: glm.vec3=None,
75
+ mesh: Mesh=None,
76
+ material: Material=None,
77
+ velocity: glm.vec3=None,
78
+ rotational_velocity: glm.vec3=None,
79
+ physics: bool=False,
80
+ mass: float=None,
81
+ collision: bool=False,
82
+ collider_mesh: str|Mesh=None,
83
+ static_friction: float=None,
84
+ kinetic_friction: float=None,
85
+ elasticity: float=None,
86
+ collision_group: float=None,
87
+ name: str='',
88
+ tags: list[str]=None,
89
+ static: bool=None,
90
+ shader: Shader=None
91
+ ) -> None:
92
+ """
93
+ Basilisk node object.
94
+ Contains mesh data, translation, material, physics, collider, and descriptive information.
95
+ Base building block for populating a Basilisk scene.
96
+ """
97
+
98
+ # parents
99
+ self.node_handler = None
100
+ self.scene = None
101
+ self.engine = None
102
+ self.chunk = None
103
+ self.parent = None
104
+
105
+ # lazy update variables
106
+ self.needs_geometric_center = True # pos
107
+ self.needs_model_matrix = True # pos, scale, rot
108
+
109
+ # node data
110
+ self.internal_position: Vec3 = Vec3(position) if position else Vec3(0, 0, 0)
111
+ self.internal_scale : Vec3 = Vec3(scale) if scale else Vec3(1, 1, 1)
112
+ self.internal_rotation: Quat = Quat(rotation) if rotation else Quat(1, 0, 0, 0)
113
+
114
+ # relative transformations
115
+ self.relative_position = glm.vec3(0, 0, 0) if relative_position else None
116
+ self.relative_scale = glm.vec3(0, 0, 0) if relative_scale else None
117
+ self.relative_rotation = glm.quat(1, 0, 0, 0) if relative_rotation else None
118
+
119
+ self.forward = forward if forward else glm.vec3(1, 0, 0)
120
+ self.mesh = mesh
121
+ self._mtl_list = material if isinstance(material, list) else [material]
122
+ self.material = material if material else None
123
+ self.velocity = velocity if velocity else glm.vec3(0, 0, 0)
124
+ self.rotational_velocity = rotational_velocity if rotational_velocity else glm.vec3(0, 0, 0)
125
+
126
+ self._static = static
127
+
128
+ # Physics updates
129
+ if physics: self.physics_body = PhysicsBody(mass = mass if mass else 1.0)
130
+ elif mass: raise ValueError('Node: cannot have mass if it does not have physics')
131
+ else: self.physics_body = None
132
+
133
+ # collider
134
+ if collision:
135
+ self.collider = Collider(
136
+ node = self,
137
+ collider_mesh = collider_mesh,
138
+ static_friction = static_friction,
139
+ kinetic_friction = kinetic_friction,
140
+ elasticity = elasticity,
141
+ collision_group = collision_group
142
+ )
143
+ elif collider_mesh: raise ValueError('Node: cannot have collider mesh if it does not allow collisions')
144
+ elif static_friction: raise ValueError('Node: cannot have static friction if it does not allow collisions')
145
+ elif kinetic_friction: raise ValueError('Node: cannot have kinetic friction if it does not allow collisions')
146
+ elif elasticity: raise ValueError('Node: cannot have elasticity if it does not allow collisions')
147
+ elif collision_group: raise ValueError('Node: cannot have collider group if it does not allow collisions')
148
+ else: self.collider = None
149
+
150
+ # information and recursion
151
+ self.name = name
152
+ self.tags = tags if tags else []
153
+
154
+ self.data_index = 0
155
+ self.children = []
156
+
157
+ # Shader given by user or none for default
158
+ self.shader = shader
159
+
160
+ # callback function to be added to the custom Vec3 and Quat classes
161
+ def position_callback():
162
+ if self.chunk:
163
+ self.chunk.node_update_callback(self)
164
+
165
+ # update variables
166
+ self.needs_geometric_center = True
167
+ self.needs_model_matrix = True
168
+ if self.collider:
169
+ self.collider.needs_bvh = True
170
+ self.collider.needs_obb = True
171
+
172
+ def scale_callback():
173
+ if self.chunk:
174
+ self.chunk.node_update_callback(self)
175
+
176
+ # update variables
177
+ self.needs_model_matrix = True
178
+ if self.collider:
179
+ self.collider.needs_bvh = True
180
+ self.collider.needs_obb = True
181
+ self.collider.needs_half_dimensions = True
182
+
183
+ def rotation_callback():
184
+ if self.chunk:
185
+ self.chunk.node_update_callback(self)
186
+
187
+ # update variables
188
+ self.needs_model_matrix = True
189
+ if self.collider:
190
+ self.collider.needs_bvh = True
191
+ self.collider.needs_obb = True
192
+ self.collider.needs_half_dimensions = True
193
+
194
+ self.internal_position.callback = position_callback
195
+ self.internal_scale.callback = scale_callback
196
+ self.internal_rotation.callback = rotation_callback
197
+
198
+ def init_scene(self, scene: ...) -> None:
199
+ """
200
+ Updates the scene of the node
201
+ """
202
+ self.scene = scene
203
+ self.engine = scene.engine
204
+ self.node_handler = scene.node_handler
205
+
206
+ # Update materials
207
+ self.write_materials()
208
+
209
+ # Update the mesh
210
+ self.mesh = self.mesh if self.mesh else self.engine.cube
211
+
212
+ # Update physics and collider
213
+ if self.physics_body: self.physics_body.physics_engine = scene.physics_engine
214
+ if self.collider: self.collider.collider_handler = scene.collider_handler
215
+
216
+ def update(self, dt: float) -> None:
217
+ """
218
+ Updates the node's movement variables based on the delta time
219
+ """
220
+ # update based on physical properties
221
+ if any(self.velocity): self.position += dt * self.velocity
222
+ if any(self.rotational_velocity): self.rotation = glm.normalize(self.rotation.data - dt / 2 * self.rotation.data * glm.quat(0, *self.rotational_velocity))
223
+
224
+ if self.physics_body:
225
+ self.velocity += self.physics_body.get_delta_velocity(dt)
226
+ self.rotational_velocity += self.physics_body.get_delta_rotational_velocity(dt)
227
+
228
+ # update children transforms
229
+ for child in self.children: child.sync_data()
230
+
231
+ def sync_data(self) -> None:
232
+ """
233
+ Syncronizes this node with the parent node based on its relative positioning
234
+ """
235
+ # calculate transform matrix with the given input
236
+ transform = glm.mat4x4()
237
+ if self.relative_position: transform = glm.translate(transform, self.parent.position.data)
238
+ if self.relative_rotation: transform *= glm.transpose(glm.mat4_cast(self.parent.rotation.data))
239
+ if self.relative_scale: transform = glm.scale(transform, self.parent.scale.data)
240
+
241
+ # set this node's transforms based on the parent
242
+ self.position = transform * self.relative_position
243
+ self.scale = self.relative_scale * self.parent.scale.data
244
+ self.rotation = self.relative_rotation * self.parent.rotation.data
245
+
246
+ for child in self.children: child.sync_data()
247
+
248
+ def deep_copy(self) -> ...:
249
+ """
250
+ Creates a deep copy of this node and returns it. The new node is not added to the scene.
251
+ """
252
+
253
+ copy = Node(
254
+ position = self.position,
255
+ scale = self.scale,
256
+ rotation = self.rotation,
257
+ relative_position = bool(self.relative_position),
258
+ relative_scale = bool(self.relative_scale),
259
+ relative_rotation = bool(self.relative_rotation),
260
+ forward = glm.vec3(self.forward),
261
+ mesh = self.mesh,
262
+ material = self.material,
263
+ velocity = glm.vec3(self.velocity),
264
+ rotational_velocity = glm.vec3(self.rotational_velocity),
265
+ physics = bool(self.physics_body),
266
+ mass = self.mass if self.physics_body else None,
267
+ collision = bool(self.collider),
268
+ static_friction = self.static_friction if self.collider else None,
269
+ kinetic_friction = self.kinetic_friction if self.collider else None,
270
+ elasticity = self.elasticity if self.collider else None,
271
+ collision_group = self.collision_group if self.collider else None,
272
+ name = self.name,
273
+ tags = [tag for tag in self.tags], # deep copy tags list
274
+ static = self.static,
275
+ shader = self.shader
276
+ )
277
+
278
+ return copy
279
+
280
+ def get_all(self, position: glm.vec3=None, scale: glm.vec3=None, rotation: glm.quat=None, forward: glm.vec3=None, mesh: Mesh=None, material: Material=None, velocity: glm.vec3=None, rotational_velocity: glm.quat=None, physics: bool=None, mass: float=None, collisions: bool=None, static_friction: float=None, kinetic_friction: float=None, elasticity: float=None, collision_group: float=None, name: str=None, tags: list[str]=None,static: bool=None) -> list:
281
+ nodes = [self] if node_is(self, position, scale, rotation, forward, mesh, material, velocity, rotational_velocity, physics, mass, collisions, static_friction, kinetic_friction, elasticity, collision_group, name, tags, static) else []
282
+ for node in self.children: nodes += node.get_all(position, scale, rotation, forward, mesh, material, velocity, rotational_velocity, physics, mass, collisions, static_friction, kinetic_friction, elasticity, collision_group, name, tags, static)
283
+ return nodes
284
+
285
+ # tree functions for managing children
286
+ def add(self, child: ..., relative_position: bool=None, relative_scale: bool=None, relative_rotation: glm.vec3=None) -> None:
287
+ """
288
+ Adopts a node as a child. Relative transforms can be changed, if left bank they will not be chnaged from the current child nodes settings.
289
+ """
290
+ if child in self.children: return
291
+
292
+ # compute relative transformations
293
+ if relative_position or (relative_position is None and child.relative_position): child.relative_position = child.position.data - self.position.data
294
+ if relative_scale or (relative_scale is None and child.relative_scale): child.relative_scale = child.scale.data / self.scale.data
295
+ if relative_rotation or (relative_rotation is None and child.relative_rotation): child.relative_rotation = child.rotation.data * glm.inverse(self.rotation.data)
296
+
297
+ # add as a child to by synchronized and controlled
298
+ if self.node_handler: self.node_handler.add(child)
299
+ child.parent = self
300
+ self.children.append(child)
301
+
302
+ def remove(self, child: ...) -> None:
303
+ """
304
+ Removes a child node from this nodes chlid list.
305
+ """
306
+ if child in self.children:
307
+ if self.node_handler: self.node_handler.remove(child)
308
+ child.parent = None
309
+ self.children.remove(child)
310
+
311
+ def apply_force(self, force: glm.vec3, dt: float) -> None:
312
+ """
313
+ Applies a force at the center of the node
314
+ """
315
+ self.apply_offset_force(force, glm.vec3(0.0), dt)
316
+
317
+ def apply_offset_force(self, force: glm.vec3, offset: glm.vec3, dt: float) -> None:
318
+ """
319
+ Applies a force at the given offset
320
+ """
321
+ # translation
322
+ assert self.physics_body, 'Node: Cannot apply a force to a node that doesn\'t have a physics body'
323
+ self.velocity += force / self.mass * dt
324
+
325
+ # rotation
326
+ torque = glm.cross(offset, force)
327
+ self.apply_torque(torque, dt)
328
+
329
+ def apply_torque(self, torque: glm.vec3, dt: float) -> None:
330
+ """
331
+ Applies a torque on the node
332
+ """
333
+ assert self.physics_body, 'Node: Cannot apply a torque to a node that doesn\'t have a physics body'
334
+ ...
335
+
336
+ # TODO change geometric variables into properties
337
+ def get_inverse_inertia(self) -> glm.mat3x3:
338
+ """
339
+ Transforms the mesh inertia tensor and inverts it
340
+ """
341
+ if not ((self.mesh or (self.collider and self.collider.mesh)) and self.physics_body): return None
342
+ mesh = self.collider.mesh if self.collider else self.mesh
343
+ inertia_tensor = mesh.get_inertia_tensor(self.scale) / 2
344
+
345
+ # mass
346
+ if self.physics_body: inertia_tensor *= self.physics_body.mass
347
+
348
+ # rotation
349
+ rotation_matrix = glm.mat3_cast(self.rotation.data)
350
+ inertia_tensor = rotation_matrix * inertia_tensor * glm.transpose(rotation_matrix)
351
+
352
+ return glm.inverse(inertia_tensor)
353
+
354
+ def get_vertex(self, index) -> glm.vec3:
355
+ """
356
+ Gets the world space position of a vertex indicated by the index in the mesh
357
+ """
358
+ return glm.vec3(self.model_matrix * glm.vec4(*self.mesh.points[index], 1))
359
+
360
+ def get_data(self) -> np.ndarray:
361
+ """
362
+ Gets the node batch data for chunk batching
363
+ """
364
+
365
+ # Get data from the mesh node
366
+ mesh_data = self.mesh.data
367
+ node_data = np.array([*self.position, *self.rotation, *self.scale, 0])
368
+
369
+ per_vertex_mtl = isinstance(self.material, list)
370
+
371
+ if not per_vertex_mtl: node_data[-1] = self.material.index
372
+
373
+ # Create an array to hold the node's data
374
+ width = 25 if not self.mesh.custom else 11 + mesh_data.shape[1]
375
+ data = np.zeros(shape=(mesh_data.shape[0], width), dtype='f4')
376
+
377
+
378
+ data[:,:mesh_data.shape[1]] = mesh_data
379
+ data[:,mesh_data.shape[1]:] = node_data
380
+
381
+ if per_vertex_mtl: data[:,-1] = self.material
382
+
383
+ if self.shader and not self.mesh.custom: data = np.take(data, self.shader.attribute_indices, axis=1)
384
+
385
+ return data
386
+
387
+ def write_materials(self):
388
+ """
389
+ Internal function to write the material list to the material handler and get the material ids
390
+ """
391
+
392
+ if isinstance(self.material, list):
393
+ mtl_index_list = []
394
+ for mtl in self._mtl_list:
395
+ self.engine.material_handler.add(mtl)
396
+ mtl_index_list.append(mtl.index)
397
+ mtl_index_list.append(mtl.index)
398
+ mtl_index_list.append(mtl.index)
399
+ self._material = mtl_index_list
400
+
401
+ if isinstance(self.material, type(None)):
402
+ self.material = self.engine.material_handler.base
403
+
404
+
405
+ def __repr__(self) -> str:
406
+ """
407
+ Returns a string representation of the node
408
+ """
409
+
410
+ return f'<Bailisk Node | {self.name}, {self.mesh}, ({self.position})>'
411
+
412
+ @property
413
+ def position(self): return self.internal_position
414
+ @property
415
+ def scale(self): return self.internal_scale
416
+ @property
417
+ def rotation(self): return self.internal_rotation
418
+ @property
419
+ def forward(self): return self._forward
420
+ @property
421
+ def mesh(self): return self._mesh
422
+ @property
423
+ def material(self): return self._material
424
+ @property
425
+ def velocity(self): return self._velocity
426
+ @property
427
+ def rotational_velocity(self): return self._rotational_velocity
428
+ @property
429
+ def mass(self):
430
+ if self.physics_body: return self.physics_body.mass
431
+ raise RuntimeError('Node: Cannot access the mass of a node that has no physics body')
432
+ @property
433
+ def static_friction(self):
434
+ if self.collider: return self.collider.static_friction
435
+ raise RuntimeError('Node: Cannot access the static friction of a node that has no collider')
436
+ @property
437
+ def kinetic_friction(self):
438
+ if self.collider: return self.collider.kinetic_friction
439
+ raise RuntimeError('Node: Cannot access the kinetic friction of a node that has no collider')
440
+ @property
441
+ def elasticity(self):
442
+ if self.collider: return self.collider.elasticity
443
+ raise RuntimeError('Node: Cannot access the elasticity of a node that has no collider')
444
+ @property
445
+ def collision_group(self):
446
+ if self.collider: return self.collider.collision_group
447
+ raise RuntimeError('Node: Cannot access the collision_group of a node that has no collider')
448
+ @property
449
+ def name(self): return self._name
450
+ @property
451
+ def tags(self): return self._tags
452
+ @property
453
+ def static(self):
454
+ return self._static if self._static is not None else not(self.physics or any(self.velocity) or any(self.rotational_velocity) or (self.parent and not self.parent.static))
455
+ @property
456
+ def x(self): return self.internal_position.data.x
457
+ @property
458
+ def y(self): return self.internal_position.data.y
459
+ @property
460
+ def z(self): return self.internal_position.data.z
461
+
462
+ # TODO add descriptions in the class header
463
+ @property
464
+ def model_matrix(self):
465
+ if self.needs_model_matrix:
466
+ self._model_matrix = get_model_matrix(self.position, self.scale, self.rotation)
467
+ self.needs_model_matrix = False
468
+ return self._model_matrix
469
+ @property
470
+ def geometric_center(self): # assumes the node has a mesh
471
+ # if not self.mesh: raise RuntimeError('Node: Cannot retrieve geometric center if node does not have mesh')
472
+ if self.needs_geometric_center:
473
+ self._geometric_center = self.model_matrix * self.mesh.geometric_center
474
+ self.needs_geometric_center = False
475
+ return self._geometric_center
476
+ @property
477
+ def center_of_mass(self):
478
+ if not self.mesh: raise RuntimeError('Node: Cannot retrieve center of mass if node does not have mesh')
479
+ return self.model_matrix * self.mesh.center_of_mass
480
+ @property
481
+ def volume(self):
482
+ if not self.mesh: raise RuntimeError('Node: Cannot retrieve volume if node does not have mesh')
483
+ return self.mesh.volume * self.scale.x * self.scale.y * self.scale.z
484
+
485
+ @property
486
+ def physics(self):
487
+ return bool(self.physics_body)
488
+ @property
489
+ def collision(self):
490
+ return bool(self.collider)
491
+
492
+ @property
493
+ def collisions(self):
494
+ assert self.collision, 'Node: Cannot access collision data without collisions enabled on Node'
495
+ return self.collider.collisions
496
+
497
+ @position.setter
498
+ def position(self, value: tuple | list | glm.vec3 | np.ndarray):
499
+ if isinstance(value, glm.vec3): self.internal_position.data = value
500
+ elif isinstance(value, Vec3): self.internal_position.data = value.data
501
+ elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
502
+ if len(value) != 3: raise ValueError(f'Node: Invalid number of values for position. Expected 3, got {len(value)}')
503
+ self.internal_position.data = glm.vec3(value)
504
+ else: raise TypeError(f'Node: Invalid position value type {type(value)}')
505
+
506
+ # # compute relative position if all cases passed
507
+ # if self.parent and self.relative_position: self.relative_position = self.internal_position.data - self.parent.position
508
+
509
+ @scale.setter
510
+ def scale(self, value: tuple | list | glm.vec3 | np.ndarray):
511
+ if isinstance(value, glm.vec3): self.internal_scale.data = value
512
+ elif isinstance(value, Vec3): self.internal_scale.data = value.data
513
+ elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
514
+ if len(value) != 3: raise ValueError(f'Node: Invalid number of values for scale. Expected 3, got {len(value)}')
515
+ self.internal_scale.data = glm.vec3(value)
516
+ else: raise TypeError(f'Node: Invalid scale value type {type(value)}')
517
+
518
+ # # compute relative scale
519
+ # if self.parent and self.relative_scale: self.relative_scale = self.internal_scale.data / self.parent.scale
520
+
521
+ @rotation.setter
522
+ def rotation(self, value: tuple | list | glm.vec3 | glm.quat | glm.vec4 | np.ndarray):
523
+ if isinstance(value, glm.quat) or isinstance(value, glm.vec4) or isinstance(value, glm.vec3): self.internal_rotation.data = glm.quat(value)
524
+ elif isinstance(value, Quat): self.internal_rotation.data = value.data
525
+ elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
526
+ if len(value) == 3: self.internal_rotation.data = glm.quat(glm.vec3(*value))
527
+ elif len(value) == 4: self.internal_rotation.data = glm.quat(*value)
528
+ else: raise ValueError(f'Node: Invalid number of values for rotation. Expected 3 or 4, got {len(value)}')
529
+ else: raise TypeError(f'Node: Invalid rotation value type {type(value)}')
530
+
531
+ # # compute relative rotation
532
+ # if self.parent and self.relative_rotation: self.relative_rotation = self.rotation * glm.inverse(self.parent.rotation)
533
+
534
+ @forward.setter
535
+ def forward(self, value: tuple | list | glm.vec3 | np.ndarray):
536
+ if isinstance(value, glm.vec3): self._forward = value
537
+ elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
538
+ if len(value) != 3: raise ValueError(f'Node: Invalid number of values for forward. Expected 3, got {len(value)}')
539
+ self._forward = glm.vec3(value)
540
+ else: raise TypeError(f'Node: Invalid forward value type {type(value)}')
541
+
542
+ @mesh.setter
543
+ def mesh(self, value: Mesh | None):
544
+ if isinstance(value, Mesh):
545
+ self._mesh = value
546
+ if self.chunk: self.chunk.update()
547
+ elif isinstance(value, type(None)):
548
+ self._mesh = None
549
+ if not self.chunk: return
550
+ self.chunk.remove(self)
551
+ self.chunk.update()
552
+ else: raise TypeError(f'Node: Invalid mesh value type {type(value)}')
553
+
554
+ @material.setter
555
+ def material(self, value: Material):
556
+ if isinstance(value, list):
557
+ self._mtl_list = value
558
+ if not self.node_handler:
559
+ self._material = value
560
+ else:
561
+ mtl_index_list = []
562
+ for mtl in self._mtl_list:
563
+ self.engine.material_handler.add(mtl)
564
+ mtl_index_list.append(mtl.index)
565
+ mtl_index_list.append(mtl.index)
566
+ mtl_index_list.append(mtl.index)
567
+ self._material = mtl_index_list
568
+ elif isinstance(value, Material):
569
+ self._material = value
570
+ if self.node_handler: self.engine.material_handler.add(value)
571
+ elif isinstance(value, type(None)):
572
+ if self.engine: self._material = self.engine.material_handler.base
573
+ else: self._material = None
574
+
575
+ else: raise TypeError(f'Node: Invalid material value type {type(value)}')
576
+ if not self.chunk: return
577
+ self.chunk.node_update_callback(self)
578
+
579
+ @velocity.setter
580
+ def velocity(self, value: tuple | list | glm.vec3 | np.ndarray | Vec3):
581
+ if isinstance(value, glm.vec3): self._velocity = glm.vec3(value)
582
+ elif isinstance(value, Vec3): self._velocity = glm.vec3(value.data)
583
+ elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
584
+ if len(value) != 3: raise ValueError(f'Node: Invalid number of values for velocity. Expected 3, got {len(value)}')
585
+ self._velocity = glm.vec3(value)
586
+ else: raise TypeError(f'Node: Invalid velocity value type {type(value)}')
587
+
588
+ @rotational_velocity.setter
589
+ def rotational_velocity(self, value: tuple | list | glm.vec3 | np.ndarray | Vec3):
590
+ if isinstance(value, glm.vec3): self._rotational_velocity = glm.vec3(value)
591
+ elif isinstance(value, Vec3): self._rotational_velocity = glm.vec3(value.data)
592
+ elif isinstance(value, tuple) or isinstance(value, list) or isinstance(value, np.ndarray):
593
+ if len(value) != 3: raise ValueError(f'Node: Invalid number of values for rotational velocity. Expected 3, got {len(value)}')
594
+ self._rotational_velocity = glm.vec3(value)
595
+ else: raise TypeError(f'Node: Invalid rotational velocity value type {type(value)}')
596
+
597
+ @mass.setter
598
+ def mass(self, value: int | float):
599
+ if not self.physics_body: raise RuntimeError('Node: Cannot set the mass of a node that has no physics body')
600
+ if isinstance(value, int) or isinstance(value, float): self.physics_body.mass = value
601
+ else: raise TypeError(f'Node: Invalid mass value type {type(value)}')
602
+
603
+ @static_friction.setter
604
+ def static_friction(self, value: int | float):
605
+ if not self.collider: raise RuntimeError('Node: Cannot set the static friction of a node that has no physics body')
606
+ if isinstance(value, int) or isinstance(value, float): self.collider.static_friction = value
607
+ else: raise TypeError(f'Node: Invalid static friction value type {type(value)}')
608
+
609
+ @kinetic_friction.setter
610
+ def kinetic_friction(self, value: int | float):
611
+ if not self.collider: raise RuntimeError('Node: Cannot set the kinetic friction of a node that has no physics body')
612
+ if isinstance(value, int) or isinstance(value, float): self.collider.kinetic_friction = value
613
+ else: raise TypeError(f'Node: Invalid kinetic friction value type {type(value)}')
614
+
615
+ @elasticity.setter
616
+ def elasticity(self, value: int | float):
617
+ if not self.collider: raise RuntimeError('Node: Cannot set the elasticity of a node that has no physics body')
618
+ if isinstance(value, int) or isinstance(value, float): self.collider.elasticity = value
619
+ else: raise TypeError(f'Node: Invalid elasticity value type {type(value)}')
620
+
621
+ @collision_group.setter
622
+ def collision_group(self, value: str):
623
+ if not self.collider: raise RuntimeError('Node: Cannot set the collision gruop of a node that has no physics body')
624
+ if isinstance(value, (str, type(None))): self.collider.collision_group = value
625
+ else: raise TypeError(f'Node: Invalid collision group value type {type(value)}')
626
+
627
+ @name.setter
628
+ def name(self, value: str):
629
+ if isinstance(value, str): self._name = value
630
+ else: raise TypeError(f'Node: Invalid name value type {type(value)}')
631
+
632
+ @tags.setter
633
+ def tags(self, value: list[str]):
634
+ if isinstance(value, list) or isinstance(value, tuple):
635
+ for tag in value:
636
+ if not isinstance(tag, str): raise TypeError(f'Node: Invalid tag value in tags list of type {type(tag)}')
637
+ self._tags = value
638
+ else: raise TypeError(f'Node: Invalid tags value type {type(value)}')
639
+
640
+ @static.setter
641
+ def static(self, value: bool):
642
+ self._static = value
643
+
644
+ @x.setter
645
+ def x(self, value: int | float):
646
+ if isinstance(value, int) or isinstance(value, float): self.internal_position.x = value
647
+ else: raise TypeError(f'Node: Invalid positional x value type {type(value)}')
648
+
649
+ @y.setter
650
+ def y(self, value: int | float):
651
+ if isinstance(value, int) or isinstance(value, float): self.internal_position.y = value
652
+ else: raise TypeError(f'Node: Invalid positional y value type {type(value)}')
653
+
654
+ @z.setter
655
+ def z(self, value: int | float):
656
+ if isinstance(value, int) or isinstance(value, float): self.internal_position.z = value
657
+ else: raise TypeError(f'Node: Invalid positional z value type {type(value)}')
658
+
659
+ @physics.setter
660
+ def physics(self, value: bool | PhysicsBody):
661
+ if not value and self.physics: # remove physics body from self and scene
662
+ if self.node_handler: self.node_handler.scene.physics_engine.remove(self.physics_body)
663
+ self.physics_body = None
664
+ elif isinstance(value, PhysicsBody): # deep copy physics body
665
+ if self.physics:
666
+ self.mass = value.mass
667
+ else:
668
+ self.physics_body = PhysicsBody(value.mass)
669
+ if self.node_handler: self.physics_body.physics_engine = self.node_handler.scene.physics_engine
670
+ elif not self.physics:
671
+ self.physics_body = PhysicsBody(mass = 1)
672
+ if self.node_handler: self.physics_body.physics_engine = self.node_handler.scene.physics_engine
673
+
674
+
675
+ @collision.setter
676
+ def collision(self, value: bool | PhysicsBody):
677
+ if not value and self.collision:
678
+ if self.node_handler: self.node_handler.scene.collider_handler.remove(self.collider)
679
+ self.collider = None
680
+ elif isinstance(value, Collider):
681
+ if self.collision:
682
+ self.kinetic_friction = value.kinetic_friction
683
+ self.elasticity = value.elasticity
684
+ self.static_friction = value.static_friction
685
+ else:
686
+ self.collider = Collider(self, value.mesh, value.static_friction, value.kinetic_friction, value.elasticity, value.collision_group)
687
+ if self.node_handler: self.collider.collider_handler = self.node_handler.scene.collider_handler
688
+ elif not self.collider:
689
+ self.collider = Collider(self)
690
690
  if self.node_handler: self.collider.collider_handler = self.node_handler.scene.collider_handler