basilisk-engine 0.1.2__py3-none-any.whl → 0.1.3__py3-none-any.whl

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Files changed (82) hide show
  1. basilisk/__init__.py +11 -11
  2. basilisk/bsk_assets/cube.obj +48 -48
  3. basilisk/collisions/broad/broad_aabb.py +102 -102
  4. basilisk/collisions/broad/broad_bvh.py +137 -137
  5. basilisk/collisions/collider.py +95 -83
  6. basilisk/collisions/collider_handler.py +225 -228
  7. basilisk/collisions/narrow/contact_manifold.py +90 -90
  8. basilisk/collisions/narrow/dataclasses.py +33 -27
  9. basilisk/collisions/narrow/deprecated.py +46 -46
  10. basilisk/collisions/narrow/epa.py +91 -91
  11. basilisk/collisions/narrow/gjk.py +66 -66
  12. basilisk/collisions/narrow/graham_scan.py +24 -24
  13. basilisk/collisions/narrow/helper.py +29 -29
  14. basilisk/collisions/narrow/line_intersections.py +106 -106
  15. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  16. basilisk/config.py +2 -2
  17. basilisk/draw/draw.py +100 -100
  18. basilisk/draw/draw_handler.py +180 -210
  19. basilisk/draw/font_renderer.py +28 -28
  20. basilisk/engine.py +195 -195
  21. basilisk/generic/abstract_bvh.py +15 -15
  22. basilisk/generic/abstract_custom.py +133 -133
  23. basilisk/generic/collisions.py +70 -70
  24. basilisk/generic/input_validation.py +67 -28
  25. basilisk/generic/math.py +6 -6
  26. basilisk/generic/matrices.py +33 -33
  27. basilisk/generic/meshes.py +72 -72
  28. basilisk/generic/quat.py +137 -137
  29. basilisk/generic/quat_methods.py +7 -7
  30. basilisk/generic/raycast_result.py +24 -0
  31. basilisk/generic/vec3.py +143 -143
  32. basilisk/input/mouse.py +61 -59
  33. basilisk/mesh/cube.py +33 -33
  34. basilisk/mesh/mesh.py +230 -230
  35. basilisk/mesh/mesh_from_data.py +132 -132
  36. basilisk/mesh/model.py +271 -271
  37. basilisk/mesh/narrow_aabb.py +89 -89
  38. basilisk/mesh/narrow_bvh.py +91 -91
  39. basilisk/mesh/narrow_primative.py +23 -23
  40. basilisk/nodes/helper.py +29 -0
  41. basilisk/nodes/node.py +681 -617
  42. basilisk/nodes/node_handler.py +95 -118
  43. basilisk/particles/particle_handler.py +63 -54
  44. basilisk/particles/particle_renderer.py +87 -87
  45. basilisk/physics/impulse.py +112 -112
  46. basilisk/physics/physics_body.py +43 -43
  47. basilisk/physics/physics_engine.py +35 -35
  48. basilisk/render/batch.py +86 -86
  49. basilisk/render/camera.py +204 -199
  50. basilisk/render/chunk.py +99 -99
  51. basilisk/render/chunk_handler.py +154 -154
  52. basilisk/render/frame.py +181 -181
  53. basilisk/render/image.py +75 -75
  54. basilisk/render/image_handler.py +122 -122
  55. basilisk/render/light.py +96 -96
  56. basilisk/render/light_handler.py +58 -58
  57. basilisk/render/material.py +219 -219
  58. basilisk/render/material_handler.py +135 -135
  59. basilisk/render/shader.py +109 -109
  60. basilisk/render/shader_handler.py +79 -79
  61. basilisk/render/sky.py +120 -120
  62. basilisk/scene.py +250 -210
  63. basilisk/shaders/batch.frag +276 -276
  64. basilisk/shaders/batch.vert +115 -115
  65. basilisk/shaders/draw.frag +21 -21
  66. basilisk/shaders/draw.vert +21 -21
  67. basilisk/shaders/filter.frag +22 -22
  68. basilisk/shaders/frame.frag +12 -12
  69. basilisk/shaders/frame.vert +13 -13
  70. basilisk/shaders/geometry.frag +8 -8
  71. basilisk/shaders/geometry.vert +41 -41
  72. basilisk/shaders/normal.frag +59 -59
  73. basilisk/shaders/normal.vert +96 -96
  74. basilisk/shaders/particle.frag +71 -71
  75. basilisk/shaders/particle.vert +84 -84
  76. basilisk/shaders/sky.frag +9 -9
  77. basilisk/shaders/sky.vert +13 -13
  78. {basilisk_engine-0.1.2.dist-info → basilisk_engine-0.1.3.dist-info}/METADATA +45 -38
  79. basilisk_engine-0.1.3.dist-info/RECORD +97 -0
  80. {basilisk_engine-0.1.2.dist-info → basilisk_engine-0.1.3.dist-info}/WHEEL +1 -1
  81. basilisk_engine-0.1.2.dist-info/RECORD +0 -95
  82. {basilisk_engine-0.1.2.dist-info → basilisk_engine-0.1.3.dist-info}/top_level.txt +0 -0
@@ -1,155 +1,155 @@
1
- import numpy as np
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- import moderngl as mgl
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- from .chunk import Chunk
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- from ..nodes.node import Node
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-
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-
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- class ChunkHandler():
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- engine: ...
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- """Back reference to the parent engine"""
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- scene: ...
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- """Back reference to the parent scene"""
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- ctx: mgl.Context
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- """Back reference to the parent context"""
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- program: mgl.Program
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- """Reference to the shader program used by batches"""
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- chunks: list[dict]
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- """List containing two dictionaries for dynamic and static chunks repsectivly"""
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- updated_chunks: set
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- """Set containing recently updated chunks"""
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-
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- def __init__(self, scene) -> None:
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- # Reference to the scene hadlers and variables
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- """
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- Handles all the chunking of all the nodes in the scene
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- """
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-
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- # Back references
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- self.scene = scene
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- self.engine = scene.engine
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- self.ctx = scene.engine.ctx
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- self.program = scene.engine.shader.program
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-
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- # List for the dynamic and static chunk dictionaries | [dyanmic: dict, static: dict]
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- self.shader_groups = {None : ({}, {})}
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- # self.chunks = [{}, {}]
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- self.updated_chunks = set()
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-
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-
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- def render(self) -> None:
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- """
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- Renders all the chunk batches in the camera's range
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- Includes some view culling, but not frustum culling.
43
- """
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-
45
- # Gets a rectanglur prism of chunks in the cameras view
46
- render_range_x, render_range_y, render_range_z = self.get_render_range()
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-
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- chunk_keys = [(x, y, z) for x in range(*render_range_x) for y in range(*render_range_y) for z in range(*render_range_z)]
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-
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- # Loop through all chunks in view and render
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- for shader, group in self.shader_groups.items():
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- if shader == None: shader = self.engine.shader
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- for chunk in chunk_keys:
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- # Render the chunk if it exists
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- if chunk in group[0]: group[0][chunk].render()
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- if chunk in group[1]: group[1][chunk].render()
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-
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-
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- def update(self) -> None:
60
- """
61
- Updates all the chunks that have been updated since the last frame.
62
- """
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-
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- self.program = self.scene.engine.shader.program
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-
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- # Loop through the set of updated chunk keys and update the chunk
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- removes = []
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-
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- for chunk in self.updated_chunks:
70
- if chunk.update(): continue
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- removes.append(chunk)
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-
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- # Remove any empty chunks
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- for chunk in removes:
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- del self.shader_groups[chunk.shader][chunk.static][chunk.position]
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-
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- # Clears the set of updated chunks so that they are not updated unless they are updated again
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- self.updated_chunks.clear()
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-
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- def update_all(self):
81
- self.program = self.scene.engine.shader.program
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- for shader in self.shader_groups.values():
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- for chunk in shader[0].values():
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- self.updated_chunks.add(chunk)
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- for chunk in shader[1].values():
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- self.updated_chunks.add(chunk)
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-
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- def add(self, node: Node) -> Node:
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- """
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- Adds an existing node to its chunk. Updates the node's chunk reference
91
- """
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-
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- # The key of the chunk the node will be added to
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- chunk_size = self.engine.config.chunk_size
95
- chunk_key = (int(node.x // chunk_size), int(node.y // chunk_size), int(node.z // chunk_size))
96
- shader = node.shader
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-
98
- if shader not in self.shader_groups:
99
- self.shader_groups[shader] = ({}, {})
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-
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- # Ensure that the chunk exists
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- if chunk_key not in self.shader_groups[shader][node.static]:
103
- chunk = Chunk(self, chunk_key, node.static, shader)
104
- self.shader_groups[shader][node.static][chunk_key] = chunk
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-
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- # Add the node to the chunk
107
- self.shader_groups[shader][node.static][chunk_key].add(node)
108
-
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- # Update the chunk
110
- self.updated_chunks.add(self.shader_groups[shader][node.static][chunk_key])
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-
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- return Node
113
-
114
- def remove(self, node: Node) -> None:
115
- """
116
- Removes a node from the its chunk
117
- """
118
-
119
- if node == None: return
120
-
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- # Remove the node
122
- chunk = node.chunk
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- chunk.remove(node)
124
- node.chunk = None
125
-
126
- # Update the chunk
127
- self.updated_chunks.add(chunk)
128
-
129
- def get_render_range(self) -> tuple:
130
- """
131
- Returns a rectangluar prism of chunks that are in the camera's view.
132
- Tuple return is in form ((x1, x2), (y1, y2), (z1, z2))
133
- """
134
-
135
- cam_position = self.scene.camera.position # glm.vec3(x, y, z)
136
- fov = 40 # The range in which a direction will not be culled
137
-
138
- # Default to a cube of chunks around the camera extending view_distance chunks in each direction
139
- chunk_size = self.engine.config.chunk_size
140
- render_distance = self.engine.config.render_distance
141
- render_range_x = [int(cam_position.x // chunk_size - render_distance), int(cam_position.x // chunk_size + render_distance + 1)]
142
- render_range_y = [int(cam_position.y // chunk_size - render_distance), int(cam_position.y // chunk_size + render_distance + 1)]
143
- render_range_z = [int(cam_position.z // chunk_size - render_distance), int(cam_position.z // chunk_size + render_distance + 1)]
144
-
145
- # Remove chunks that the camera is facing away from
146
- render_range_x[1] -= render_distance * (180 - fov < self.scene.camera.yaw < 180 + fov) - 1
147
- render_range_x[0] += render_distance * (-fov < self.scene.camera.yaw < fov or self.scene.camera.yaw > 360 - fov) - 1
148
-
149
- render_range_y[0] += render_distance * (self.scene.camera.pitch > 25) - 1
150
- render_range_y[1] -= render_distance * (self.scene.camera.pitch < -25) - 1
151
-
152
- render_range_z[1] -= render_distance * (270 - fov < self.scene.camera.yaw < 270 + fov) - 1
153
- render_range_z[0] += render_distance * (90 - fov < self.scene.camera.yaw < 90 + fov) - 1
154
-
1
+ import numpy as np
2
+ import moderngl as mgl
3
+ from .chunk import Chunk
4
+ from ..nodes.node import Node
5
+
6
+
7
+ class ChunkHandler():
8
+ engine: ...
9
+ """Back reference to the parent engine"""
10
+ scene: ...
11
+ """Back reference to the parent scene"""
12
+ ctx: mgl.Context
13
+ """Back reference to the parent context"""
14
+ program: mgl.Program
15
+ """Reference to the shader program used by batches"""
16
+ chunks: list[dict]
17
+ """List containing two dictionaries for dynamic and static chunks repsectivly"""
18
+ updated_chunks: set
19
+ """Set containing recently updated chunks"""
20
+
21
+ def __init__(self, scene) -> None:
22
+ # Reference to the scene hadlers and variables
23
+ """
24
+ Handles all the chunking of all the nodes in the scene
25
+ """
26
+
27
+ # Back references
28
+ self.scene = scene
29
+ self.engine = scene.engine
30
+ self.ctx = scene.engine.ctx
31
+ self.program = scene.engine.shader.program
32
+
33
+ # List for the dynamic and static chunk dictionaries | [dyanmic: dict, static: dict]
34
+ self.shader_groups = {None : ({}, {})}
35
+ # self.chunks = [{}, {}]
36
+ self.updated_chunks = set()
37
+
38
+
39
+ def render(self) -> None:
40
+ """
41
+ Renders all the chunk batches in the camera's range
42
+ Includes some view culling, but not frustum culling.
43
+ """
44
+
45
+ # Gets a rectanglur prism of chunks in the cameras view
46
+ render_range_x, render_range_y, render_range_z = self.get_render_range()
47
+
48
+ chunk_keys = [(x, y, z) for x in range(*render_range_x) for y in range(*render_range_y) for z in range(*render_range_z)]
49
+
50
+ # Loop through all chunks in view and render
51
+ for shader, group in self.shader_groups.items():
52
+ if shader == None: shader = self.engine.shader
53
+ for chunk in chunk_keys:
54
+ # Render the chunk if it exists
55
+ if chunk in group[0]: group[0][chunk].render()
56
+ if chunk in group[1]: group[1][chunk].render()
57
+
58
+
59
+ def update(self) -> None:
60
+ """
61
+ Updates all the chunks that have been updated since the last frame.
62
+ """
63
+
64
+ self.program = self.scene.engine.shader.program
65
+
66
+ # Loop through the set of updated chunk keys and update the chunk
67
+ removes = []
68
+
69
+ for chunk in self.updated_chunks:
70
+ if chunk.update(): continue
71
+ removes.append(chunk)
72
+
73
+ # Remove any empty chunks
74
+ for chunk in removes:
75
+ del self.shader_groups[chunk.shader][chunk.static][chunk.position]
76
+
77
+ # Clears the set of updated chunks so that they are not updated unless they are updated again
78
+ self.updated_chunks.clear()
79
+
80
+ def update_all(self):
81
+ self.program = self.scene.engine.shader.program
82
+ for shader in self.shader_groups.values():
83
+ for chunk in shader[0].values():
84
+ self.updated_chunks.add(chunk)
85
+ for chunk in shader[1].values():
86
+ self.updated_chunks.add(chunk)
87
+
88
+ def add(self, node: Node) -> Node:
89
+ """
90
+ Adds an existing node to its chunk. Updates the node's chunk reference
91
+ """
92
+
93
+ # The key of the chunk the node will be added to
94
+ chunk_size = self.engine.config.chunk_size
95
+ chunk_key = (int(node.x // chunk_size), int(node.y // chunk_size), int(node.z // chunk_size))
96
+ shader = node.shader
97
+
98
+ if shader not in self.shader_groups:
99
+ self.shader_groups[shader] = ({}, {})
100
+
101
+ # Ensure that the chunk exists
102
+ if chunk_key not in self.shader_groups[shader][node.static]:
103
+ chunk = Chunk(self, chunk_key, node.static, shader)
104
+ self.shader_groups[shader][node.static][chunk_key] = chunk
105
+
106
+ # Add the node to the chunk
107
+ self.shader_groups[shader][node.static][chunk_key].add(node)
108
+
109
+ # Update the chunk
110
+ self.updated_chunks.add(self.shader_groups[shader][node.static][chunk_key])
111
+
112
+ return Node
113
+
114
+ def remove(self, node: Node) -> None:
115
+ """
116
+ Removes a node from the its chunk
117
+ """
118
+
119
+ if node == None: return
120
+
121
+ # Remove the node
122
+ chunk = node.chunk
123
+ chunk.remove(node)
124
+ node.chunk = None
125
+
126
+ # Update the chunk
127
+ self.updated_chunks.add(chunk)
128
+
129
+ def get_render_range(self) -> tuple:
130
+ """
131
+ Returns a rectangluar prism of chunks that are in the camera's view.
132
+ Tuple return is in form ((x1, x2), (y1, y2), (z1, z2))
133
+ """
134
+
135
+ cam_position = self.scene.camera.position # glm.vec3(x, y, z)
136
+ fov = 40 # The range in which a direction will not be culled
137
+
138
+ # Default to a cube of chunks around the camera extending view_distance chunks in each direction
139
+ chunk_size = self.engine.config.chunk_size
140
+ render_distance = self.engine.config.render_distance
141
+ render_range_x = [int(cam_position.x // chunk_size - render_distance), int(cam_position.x // chunk_size + render_distance + 1)]
142
+ render_range_y = [int(cam_position.y // chunk_size - render_distance), int(cam_position.y // chunk_size + render_distance + 1)]
143
+ render_range_z = [int(cam_position.z // chunk_size - render_distance), int(cam_position.z // chunk_size + render_distance + 1)]
144
+
145
+ # Remove chunks that the camera is facing away from
146
+ render_range_x[1] -= render_distance * (180 - fov < self.scene.camera.yaw < 180 + fov) - 1
147
+ render_range_x[0] += render_distance * (-fov < self.scene.camera.yaw < fov or self.scene.camera.yaw > 360 - fov) - 1
148
+
149
+ render_range_y[0] += render_distance * (self.scene.camera.pitch > 25) - 1
150
+ render_range_y[1] -= render_distance * (self.scene.camera.pitch < -25) - 1
151
+
152
+ render_range_z[1] -= render_distance * (270 - fov < self.scene.camera.yaw < 270 + fov) - 1
153
+ render_range_z[0] += render_distance * (90 - fov < self.scene.camera.yaw < 90 + fov) - 1
154
+
155
155
  return (render_range_x, render_range_y, render_range_z)