basilisk-engine 0.1.3__py3-none-any.whl → 0.1.4__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.

Potentially problematic release.


This version of basilisk-engine might be problematic. Click here for more details.

Files changed (86) hide show
  1. basilisk/__init__.py +13 -12
  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 -95
  6. basilisk/collisions/collider_handler.py +225 -225
  7. basilisk/collisions/narrow/contact_manifold.py +90 -90
  8. basilisk/collisions/narrow/dataclasses.py +32 -32
  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 +179 -179
  19. basilisk/draw/font_renderer.py +28 -28
  20. basilisk/engine.py +199 -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 +66 -66
  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 +23 -23
  31. basilisk/generic/vec3.py +143 -143
  32. basilisk/input/mouse.py +61 -61
  33. basilisk/input/path.py +14 -0
  34. basilisk/mesh/cube.py +33 -33
  35. basilisk/mesh/mesh.py +230 -230
  36. basilisk/mesh/mesh_from_data.py +130 -132
  37. basilisk/mesh/model.py +271 -271
  38. basilisk/mesh/narrow_aabb.py +89 -89
  39. basilisk/mesh/narrow_bvh.py +91 -91
  40. basilisk/mesh/narrow_primative.py +23 -23
  41. basilisk/nodes/helper.py +28 -28
  42. basilisk/nodes/node.py +680 -680
  43. basilisk/nodes/node_handler.py +95 -95
  44. basilisk/particles/particle_handler.py +63 -63
  45. basilisk/particles/particle_renderer.py +87 -87
  46. basilisk/physics/impulse.py +112 -112
  47. basilisk/physics/physics_body.py +43 -43
  48. basilisk/physics/physics_engine.py +35 -35
  49. basilisk/render/batch.py +86 -86
  50. basilisk/render/camera.py +204 -204
  51. basilisk/render/chunk.py +99 -99
  52. basilisk/render/chunk_handler.py +154 -154
  53. basilisk/render/frame.py +99 -182
  54. basilisk/render/framebuffer.py +106 -0
  55. basilisk/render/image.py +87 -75
  56. basilisk/render/image_handler.py +122 -122
  57. basilisk/render/light.py +96 -96
  58. basilisk/render/light_handler.py +58 -58
  59. basilisk/render/material.py +219 -219
  60. basilisk/render/material_handler.py +135 -135
  61. basilisk/render/post_process.py +133 -0
  62. basilisk/render/shader.py +109 -109
  63. basilisk/render/shader_handler.py +79 -79
  64. basilisk/render/sky.py +120 -120
  65. basilisk/scene.py +256 -250
  66. basilisk/shaders/batch.frag +276 -276
  67. basilisk/shaders/batch.vert +115 -115
  68. basilisk/shaders/crt.frag +32 -0
  69. basilisk/shaders/draw.frag +21 -21
  70. basilisk/shaders/draw.vert +21 -21
  71. basilisk/shaders/filter.frag +22 -22
  72. basilisk/shaders/frame.frag +12 -12
  73. basilisk/shaders/frame.vert +13 -13
  74. basilisk/shaders/geometry.frag +8 -8
  75. basilisk/shaders/geometry.vert +41 -41
  76. basilisk/shaders/normal.frag +59 -59
  77. basilisk/shaders/normal.vert +96 -96
  78. basilisk/shaders/particle.frag +71 -71
  79. basilisk/shaders/particle.vert +84 -84
  80. basilisk/shaders/sky.frag +9 -9
  81. basilisk/shaders/sky.vert +13 -13
  82. {basilisk_engine-0.1.3.dist-info → basilisk_engine-0.1.4.dist-info}/METADATA +38 -45
  83. basilisk_engine-0.1.4.dist-info/RECORD +101 -0
  84. {basilisk_engine-0.1.3.dist-info → basilisk_engine-0.1.4.dist-info}/WHEEL +1 -1
  85. basilisk_engine-0.1.3.dist-info/RECORD +0 -97
  86. {basilisk_engine-0.1.3.dist-info → basilisk_engine-0.1.4.dist-info}/top_level.txt +0 -0
@@ -1,80 +1,80 @@
1
- import moderngl as mgl
2
- import glm
3
- from .shader import Shader
4
-
5
-
6
- class ShaderHandler:
7
- engine: ...
8
- """Back reference to the parent engine"""
9
- scene: ...
10
- """Back reference to the parent scene"""
11
- ctx: mgl.Context
12
- """Back reference to the parent context"""
13
- shaders: set
14
- """Dictionary containing all the shaders"""
15
- uniform_values: dict = {}
16
- """Dictionary containing uniform values"""
17
-
18
- def __init__(self, scene) -> None:
19
- """
20
- Handles all the shader programs in a basilisk scene
21
- """
22
-
23
- # Back references
24
- self.scene = scene
25
- self.engine = scene.engine
26
- self.ctx = scene.engine.ctx
27
-
28
- # Initalize dictionaries
29
- self.shaders = set()
30
- self.add(self.engine.shader)
31
-
32
- def add(self, shader: Shader) -> None:
33
- """
34
- Creates a shader program from a file name.
35
- Parses through shaders to identify uniforms and save for writting
36
- """
37
-
38
-
39
- if not shader: return None
40
- if shader in self.shaders: return shader
41
-
42
- self.shaders.add(shader)
43
-
44
- if self.scene.material_handler:
45
- self.scene.light_handler.write()
46
- self.scene.material_handler.write()
47
- self.scene.material_handler.image_handler.write()
48
-
49
- return shader
50
-
51
- def get_uniforms_values(self) -> None:
52
- """
53
- Gets uniforms from various parts of the scene.
54
- These values are stored and used in write_all_uniforms and update_uniforms.
55
- This is called by write_all_uniforms and update_uniforms, so there is no need to call this manually.
56
- """
57
-
58
- self.uniform_values = {
59
- 'projectionMatrix' : self.scene.camera.m_proj,
60
- 'viewMatrix' : self.scene.camera.m_view,
61
- 'cameraPosition' : self.scene.camera.position,
62
- }
63
-
64
- def write(self) -> None:
65
- """
66
- Writes all of the uniforms in every shader program.
67
- """
68
-
69
- self.get_uniforms_values()
70
- for uniform in self.uniform_values:
71
- for shader in self.shaders:
72
- if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
73
- shader.write(uniform, self.uniform_values[uniform])
74
-
75
- def release(self) -> None:
76
- """
77
- Releases all shader programs in handler
78
- """
79
-
1
+ import moderngl as mgl
2
+ import glm
3
+ from .shader import Shader
4
+
5
+
6
+ class ShaderHandler:
7
+ engine: ...
8
+ """Back reference to the parent engine"""
9
+ scene: ...
10
+ """Back reference to the parent scene"""
11
+ ctx: mgl.Context
12
+ """Back reference to the parent context"""
13
+ shaders: set
14
+ """Dictionary containing all the shaders"""
15
+ uniform_values: dict = {}
16
+ """Dictionary containing uniform values"""
17
+
18
+ def __init__(self, scene) -> None:
19
+ """
20
+ Handles all the shader programs in a basilisk scene
21
+ """
22
+
23
+ # Back references
24
+ self.scene = scene
25
+ self.engine = scene.engine
26
+ self.ctx = scene.engine.ctx
27
+
28
+ # Initalize dictionaries
29
+ self.shaders = set()
30
+ self.add(self.engine.shader)
31
+
32
+ def add(self, shader: Shader) -> None:
33
+ """
34
+ Creates a shader program from a file name.
35
+ Parses through shaders to identify uniforms and save for writting
36
+ """
37
+
38
+
39
+ if not shader: return None
40
+ if shader in self.shaders: return shader
41
+
42
+ self.shaders.add(shader)
43
+
44
+ if self.scene.material_handler:
45
+ self.scene.light_handler.write()
46
+ self.scene.material_handler.write()
47
+ self.scene.material_handler.image_handler.write()
48
+
49
+ return shader
50
+
51
+ def get_uniforms_values(self) -> None:
52
+ """
53
+ Gets uniforms from various parts of the scene.
54
+ These values are stored and used in write_all_uniforms and update_uniforms.
55
+ This is called by write_all_uniforms and update_uniforms, so there is no need to call this manually.
56
+ """
57
+
58
+ self.uniform_values = {
59
+ 'projectionMatrix' : self.scene.camera.m_proj,
60
+ 'viewMatrix' : self.scene.camera.m_view,
61
+ 'cameraPosition' : self.scene.camera.position,
62
+ }
63
+
64
+ def write(self) -> None:
65
+ """
66
+ Writes all of the uniforms in every shader program.
67
+ """
68
+
69
+ self.get_uniforms_values()
70
+ for uniform in self.uniform_values:
71
+ for shader in self.shaders:
72
+ if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
73
+ shader.write(uniform, self.uniform_values[uniform])
74
+
75
+ def release(self) -> None:
76
+ """
77
+ Releases all shader programs in handler
78
+ """
79
+
80
80
  [shader.__del__() for shader in self.shaders]
basilisk/render/sky.py CHANGED
@@ -1,121 +1,121 @@
1
- import numpy as np
2
- from PIL import Image as PIL_Image
3
- from .shader import Shader
4
-
5
- class Sky:
6
- texture_cube=None
7
- vbo = None
8
- vao = None
9
- def __init__(self, engine, sky_texture: str | list=None):
10
- """
11
- Handler for all skybox rendering
12
- """
13
-
14
- self.scene = engine.scene
15
- self.ctx = engine.ctx
16
-
17
- if not sky_texture: sky_texture = engine.root + '/bsk_assets/skybox.png'
18
-
19
- self.set_renderer()
20
- self.set_texture(sky_texture)
21
-
22
- def render(self):
23
- """
24
- Render the skybox to current render destination
25
- """
26
- self.vao.render()
27
-
28
- def write(self):
29
- # Write the texture cube to the sky shader
30
- self.shader.program['skyboxTexture'] = 8
31
- self.texture_cube.use(location = 8)
32
-
33
- shader = self.scene.engine.shader
34
- if 'skyboxTexture' not in shader.uniforms: return
35
- shader.program['skyboxTexture'] = 8
36
- self.texture_cube.use(location = 8)
37
-
38
-
39
- def set_texture(self, skybox_images: list):
40
- """
41
- Sets the skybox texture. Can either be set with 6 images for each skybox side or a single skybox image.
42
- List items should be string paths.
43
- The six images should be should be in the following order: right, left, top, bottom, front, back
44
- """
45
-
46
- # Release any existing memory
47
- if self.texture_cube: self.texture_cube.release()
48
-
49
- # Function-Scoped data
50
- images = None
51
-
52
- # Given a sinlge image for the skybox
53
- if isinstance(skybox_images, str) or ((isinstance(skybox_images, list) or isinstance(skybox_images, tuple)) and len(skybox_images) == 1):
54
- path = skybox_images if isinstance(skybox_images, str) else skybox_images[0]
55
-
56
- # Verify the path type
57
- if not isinstance(path, str): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
58
-
59
- image = PIL_Image.open(path).convert('RGB')
60
- width, height = image.size[0] // 4, image.size[1] // 3
61
-
62
- images = [image.crop((x * width, y * height, (x + 1) * width, (y + 1) * height)) for x, y in [(2, 1), (0, 1), (1, 0), (1, 2), (1, 1), (3, 1)]]
63
-
64
- # Given a list of images for the skybox
65
- elif isinstance(skybox_images, list) or isinstance(skybox_images, tuple):
66
- # Verify the correct number of images was given
67
- if len(skybox_images) != 6: raise ValueError("Skybox: Invalid number of images for skybox. Expected 1 or 6")
68
- # Verify the all image path types
69
- if not all([isinstance(path, str) for path in skybox_images]): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
70
-
71
- images = [PIL_Image.open(path).convert('RGB') for path in skybox_images]
72
-
73
- else:
74
- raise ValueError(f"Skybox: Invalid skybox type {type(skybox_images)}. Expected list of string paths or a single image")
75
-
76
- # Create a texture map from the images
77
- size = min(images[0].size)
78
- size = (size, size)
79
- images = [img.resize(size) for img in images]
80
- images = [img.tobytes() for img in images]
81
- self.texture_cube = self.ctx.texture_cube(size=size, components=3, data=None)
82
- for i, data in enumerate(images):
83
- self.texture_cube.write(face=i, data=data)
84
-
85
- def set_renderer(self):
86
- """
87
-
88
- """
89
-
90
- # Release any existing memory
91
- if self.vbo: self.vbo.release()
92
- if self.vao: self.vao.release()
93
-
94
- # Get the cube vertex data
95
- vertices = [(-1, -1, 1), ( 1, -1, 1), (1, 1, 1), (-1, 1, 1),
96
- (-1, 1, -1), (-1, -1, -1), (1, -1, -1), ( 1, 1, -1)]
97
-
98
- indices = [(0, 2, 3), (0, 1, 2),
99
- (1, 7, 2), (1, 6, 7),
100
- (6, 5, 4), (4, 7, 6),
101
- (3, 4, 5), (3, 5, 0),
102
- (3, 7, 4), (3, 2, 7),
103
- (0, 6, 1), (0, 5, 6)]
104
-
105
- vertex_data = np.array([vertices[ind] for trigangle in indices for ind in trigangle], dtype='f4')
106
- vertex_data = np.flip(vertex_data, 1).copy(order='C')
107
-
108
- # Create a renderable vao
109
- self.vbo = self.ctx.buffer(vertex_data)
110
- root = self.scene.engine.root
111
- self.shader = self.scene.shader_handler.add(Shader(self.scene.engine, root + '/shaders/sky.vert', root + '/shaders/sky.frag'))
112
- self.vao = self.ctx.vertex_array(self.shader.program, [(self.vbo, '3f', 'in_position')], skip_errors=True)
113
-
114
- def __del__(self):
115
- """
116
- Releases all data used by the skybox
117
- """
118
-
119
- if self.texture_cube: self.texture_cube.release()
120
- if self.vbo: self.vbo.release()
1
+ import numpy as np
2
+ from PIL import Image as PIL_Image
3
+ from .shader import Shader
4
+
5
+ class Sky:
6
+ texture_cube=None
7
+ vbo = None
8
+ vao = None
9
+ def __init__(self, engine, sky_texture: str | list=None):
10
+ """
11
+ Handler for all skybox rendering
12
+ """
13
+
14
+ self.scene = engine.scene
15
+ self.ctx = engine.ctx
16
+
17
+ if not sky_texture: sky_texture = engine.root + '/bsk_assets/skybox.png'
18
+
19
+ self.set_renderer()
20
+ self.set_texture(sky_texture)
21
+
22
+ def render(self):
23
+ """
24
+ Render the skybox to current render destination
25
+ """
26
+ self.vao.render()
27
+
28
+ def write(self):
29
+ # Write the texture cube to the sky shader
30
+ self.shader.program['skyboxTexture'] = 8
31
+ self.texture_cube.use(location = 8)
32
+
33
+ shader = self.scene.engine.shader
34
+ if 'skyboxTexture' not in shader.uniforms: return
35
+ shader.program['skyboxTexture'] = 8
36
+ self.texture_cube.use(location = 8)
37
+
38
+
39
+ def set_texture(self, skybox_images: list):
40
+ """
41
+ Sets the skybox texture. Can either be set with 6 images for each skybox side or a single skybox image.
42
+ List items should be string paths.
43
+ The six images should be should be in the following order: right, left, top, bottom, front, back
44
+ """
45
+
46
+ # Release any existing memory
47
+ if self.texture_cube: self.texture_cube.release()
48
+
49
+ # Function-Scoped data
50
+ images = None
51
+
52
+ # Given a sinlge image for the skybox
53
+ if isinstance(skybox_images, str) or ((isinstance(skybox_images, list) or isinstance(skybox_images, tuple)) and len(skybox_images) == 1):
54
+ path = skybox_images if isinstance(skybox_images, str) else skybox_images[0]
55
+
56
+ # Verify the path type
57
+ if not isinstance(path, str): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
58
+
59
+ image = PIL_Image.open(path).convert('RGB')
60
+ width, height = image.size[0] // 4, image.size[1] // 3
61
+
62
+ images = [image.crop((x * width, y * height, (x + 1) * width, (y + 1) * height)) for x, y in [(2, 1), (0, 1), (1, 0), (1, 2), (1, 1), (3, 1)]]
63
+
64
+ # Given a list of images for the skybox
65
+ elif isinstance(skybox_images, list) or isinstance(skybox_images, tuple):
66
+ # Verify the correct number of images was given
67
+ if len(skybox_images) != 6: raise ValueError("Skybox: Invalid number of images for skybox. Expected 1 or 6")
68
+ # Verify the all image path types
69
+ if not all([isinstance(path, str) for path in skybox_images]): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
70
+
71
+ images = [PIL_Image.open(path).convert('RGB') for path in skybox_images]
72
+
73
+ else:
74
+ raise ValueError(f"Skybox: Invalid skybox type {type(skybox_images)}. Expected list of string paths or a single image")
75
+
76
+ # Create a texture map from the images
77
+ size = min(images[0].size)
78
+ size = (size, size)
79
+ images = [img.resize(size) for img in images]
80
+ images = [img.tobytes() for img in images]
81
+ self.texture_cube = self.ctx.texture_cube(size=size, components=3, data=None)
82
+ for i, data in enumerate(images):
83
+ self.texture_cube.write(face=i, data=data)
84
+
85
+ def set_renderer(self):
86
+ """
87
+
88
+ """
89
+
90
+ # Release any existing memory
91
+ if self.vbo: self.vbo.release()
92
+ if self.vao: self.vao.release()
93
+
94
+ # Get the cube vertex data
95
+ vertices = [(-1, -1, 1), ( 1, -1, 1), (1, 1, 1), (-1, 1, 1),
96
+ (-1, 1, -1), (-1, -1, -1), (1, -1, -1), ( 1, 1, -1)]
97
+
98
+ indices = [(0, 2, 3), (0, 1, 2),
99
+ (1, 7, 2), (1, 6, 7),
100
+ (6, 5, 4), (4, 7, 6),
101
+ (3, 4, 5), (3, 5, 0),
102
+ (3, 7, 4), (3, 2, 7),
103
+ (0, 6, 1), (0, 5, 6)]
104
+
105
+ vertex_data = np.array([vertices[ind] for trigangle in indices for ind in trigangle], dtype='f4')
106
+ vertex_data = np.flip(vertex_data, 1).copy(order='C')
107
+
108
+ # Create a renderable vao
109
+ self.vbo = self.ctx.buffer(vertex_data)
110
+ root = self.scene.engine.root
111
+ self.shader = self.scene.shader_handler.add(Shader(self.scene.engine, root + '/shaders/sky.vert', root + '/shaders/sky.frag'))
112
+ self.vao = self.ctx.vertex_array(self.shader.program, [(self.vbo, '3f', 'in_position')], skip_errors=True)
113
+
114
+ def __del__(self):
115
+ """
116
+ Releases all data used by the skybox
117
+ """
118
+
119
+ if self.texture_cube: self.texture_cube.release()
120
+ if self.vbo: self.vbo.release()
121
121
  if self.vao: self.vao.release()