basilisk-engine 0.2.6__cp311-cp311-win32.whl → 0.2.10__cp311-cp311-win32.whl

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@@ -0,0 +1,553 @@
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+ """
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+ pybind11 example plugin
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+ """
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+ from __future__ import annotations
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+ import collections.abc
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+ import glm
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+ import typing
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+ import typing_extensions
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+ from . import forces
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+ from . import key
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+ __all__: list[str] = ['AmbientLight', 'Collider', 'Cubemap', 'DirectionalLight', 'EBO', 'Engine', 'FBO', 'Frame', 'Image', 'Keyboard', 'Light', 'Material', 'Mesh', 'Mouse', 'Node', 'Node2D', 'PointLight', 'Rigid', 'Scene', 'Shader', 'Skybox', 'Solver', 'UBO', 'VAO', 'VBO', 'forces', 'key']
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+ class AmbientLight(Light):
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+ def __init__(self, color: glm.vec3 = ..., intensity: typing.SupportsFloat = 1.0) -> None:
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+ ...
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+ class Collider:
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+ def __init__(self, solver: Solver, vertices: collections.abc.Sequence[glm.vec2]) -> None:
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+ ...
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+ def getArea(self) -> float:
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+ ...
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+ def getBaseMoment(self) -> float:
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+ ...
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+ def getBaseRadius(self) -> float:
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+ ...
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+ def getCOM(self) -> glm.vec2:
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+ ...
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+ def getGC(self) -> glm.vec2:
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+ ...
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+ def getHalfDim(self) -> glm.vec2:
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+ ...
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+ def getMass(self, arg0: glm.vec2, arg1: typing.SupportsFloat) -> float:
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+ ...
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+ def getMoment(self, arg0: glm.vec2, arg1: typing.SupportsFloat) -> float:
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+ ...
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+ def getRadius(self, arg0: glm.vec2) -> float:
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+ ...
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+ def getVertices(self) -> list[glm.vec2]:
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+ ...
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+ def setArea(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setBaseMoment(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setCOM(self, arg0: glm.vec2) -> None:
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+ ...
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+ def setGC(self, arg0: glm.vec2) -> None:
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+ ...
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+ def setHalfDim(self, arg0: glm.vec2) -> None:
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+ ...
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+ def setVertices(self, arg0: collections.abc.Sequence[glm.vec2]) -> None:
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+ ...
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+ class Cubemap:
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+ @typing.overload
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+ def __init__(self, faces: collections.abc.Sequence[Image]) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, faces: collections.abc.Sequence[str]) -> None:
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+ ...
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+ def bind(self) -> None:
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+ ...
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+ def get_id(self) -> int:
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+ ...
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+ def unbind(self) -> None:
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+ ...
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+ class DirectionalLight(Light):
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+ def __init__(self, color: glm.vec3 = ..., intensity: typing.SupportsFloat = 1.0, direction: glm.vec3 = ...) -> None:
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+ ...
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+ def get_direction(self) -> glm.vec3:
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+ ...
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+ def set_direction(self, direction: glm.vec3) -> None:
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+ ...
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+ class EBO:
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+ def __init__(self, data: collections.abc.Sequence[typing.SupportsInt], drawType: typing.SupportsInt = 35044) -> None:
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+ ...
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+ def bind(self) -> None:
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+ ...
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+ def get_size(self) -> int:
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+ ...
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+ def unbind(self) -> None:
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+ ...
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+ def write(self, data: typing_extensions.CapsuleType, size: typing.SupportsInt, offset: typing.SupportsInt) -> None:
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+ ...
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+ class Engine:
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+ def __init__(self, width: typing.SupportsInt, height: typing.SupportsInt, title: str, autoMouseGrab: bool = True) -> None:
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+ ...
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+ def get_delta_time(self) -> float:
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+ ...
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+ def get_frame(self) -> ...:
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+ ...
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+ def get_keyboard(self) -> ...:
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+ ...
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+ def get_mouse(self) -> ...:
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+ ...
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+ def get_resource_server(self) -> ...:
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+ ...
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+ def get_window(self) -> ...:
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+ ...
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+ def is_running(self) -> bool:
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+ ...
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+ def render(self) -> None:
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+ ...
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+ def set_resolution(self, width: typing.SupportsInt, height: typing.SupportsInt) -> None:
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+ ...
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+ def update(self) -> None:
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+ ...
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+ def use_context(self) -> None:
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+ ...
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+ class FBO:
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+ def __init__(self, width: typing.SupportsInt, height: typing.SupportsInt, components: typing.SupportsInt) -> None:
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+ ...
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+ def bind(self) -> None:
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+ ...
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+ def clear(self, r: typing.SupportsFloat, g: typing.SupportsFloat, b: typing.SupportsFloat, a: typing.SupportsFloat) -> None:
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+ ...
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+ def get_depth_id(self) -> int:
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+ ...
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+ def get_height(self) -> int:
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+ ...
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+ def get_id(self) -> int:
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+ ...
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+ def get_texture_id(self) -> int:
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+ ...
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+ def get_width(self) -> int:
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+ ...
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+ def unbind(self) -> None:
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+ ...
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+ class Frame:
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+ def __init__(self, engine: Engine, width: typing.SupportsInt, height: typing.SupportsInt) -> None:
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+ ...
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+ def clear(self, r: typing.SupportsFloat, g: typing.SupportsFloat, b: typing.SupportsFloat, a: typing.SupportsFloat) -> None:
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+ ...
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+ def get_aspect_ratio(self) -> float:
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+ ...
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+ def get_ebo(self) -> EBO:
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+ ...
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+ def get_fbo(self) -> FBO:
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+ ...
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+ def get_height(self) -> int:
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+ ...
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+ def get_render_height(self) -> int:
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+ ...
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+ def get_render_width(self) -> int:
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+ ...
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+ def get_shader(self) -> Shader:
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+ ...
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+ def get_vao(self) -> VAO:
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+ ...
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+ def get_vbo(self) -> VBO:
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+ ...
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+ def get_width(self) -> int:
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+ ...
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+ @typing.overload
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+ def render(self) -> None:
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+ ...
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+ @typing.overload
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+ def render(self, x: typing.SupportsInt, y: typing.SupportsInt, width: typing.SupportsInt, height: typing.SupportsInt) -> None:
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+ ...
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+ def use(self) -> None:
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+ ...
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+ class Image:
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+ def __init__(self, file: str) -> None:
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+ ...
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+ def get_data(self) -> int:
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+ ...
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+ def get_height(self) -> int:
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+ ...
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+ def get_width(self) -> int:
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+ ...
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+ class Keyboard:
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+ def get_down(self, keyCode: key.KeyCode) -> bool:
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+ ...
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+ def get_pressed(self, keyCode: key.KeyCode) -> bool:
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+ ...
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+ def get_released(self, keyCode: key.KeyCode) -> bool:
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+ ...
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+ def update(self) -> None:
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+ ...
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+ class Light:
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+ def get_color(self) -> glm.vec3:
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+ ...
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+ def get_intensity(self) -> float:
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+ ...
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+ def set_color(self, color: glm.vec3) -> None:
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+ ...
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+ def set_intensity(self, intensity: typing.SupportsFloat) -> None:
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+ ...
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+ class Material:
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+ def __init__(self, color: glm.vec3 = ..., albedo: Image = None, normal: Image = None) -> None:
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+ ...
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+ def get_albedo(self) -> Image:
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+ ...
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+ def get_color(self) -> glm.vec3:
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+ ...
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+ def get_normal(self) -> Image:
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+ ...
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+ class Mesh:
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+ def __init__(self, modelPath: str, generateUV: bool = False, generateNormals: bool = False) -> None:
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+ ...
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+ def get_indices(self) -> list[int]:
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+ ...
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+ def get_vertices(self) -> list[float]:
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+ ...
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+ class Mouse:
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+ def get_clicked(self) -> bool:
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+ ...
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+ def get_left_clicked(self) -> bool:
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+ ...
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+ def get_left_down(self) -> bool:
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+ ...
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+ def get_left_released(self) -> bool:
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+ ...
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+ def get_middle_clicked(self) -> bool:
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+ ...
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+ def get_middle_down(self) -> bool:
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+ ...
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+ def get_middle_released(self) -> bool:
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+ ...
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+ def get_relative_x(self) -> float:
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+ ...
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+ def get_relative_y(self) -> float:
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+ ...
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+ def get_right_clicked(self) -> bool:
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+ ...
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+ def get_right_down(self) -> bool:
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+ ...
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+ def get_right_released(self) -> bool:
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+ ...
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+ def get_world_x(self, arg0: ...) -> float:
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+ ...
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+ def get_world_y(self, arg0: ...) -> float:
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+ ...
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+ def get_x(self) -> float:
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+ ...
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+ def get_y(self) -> float:
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+ ...
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+ def set_grab(self) -> None:
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+ ...
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+ def set_hidden(self) -> None:
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+ ...
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+ def set_visible(self) -> None:
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+ ...
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+ def update(self) -> None:
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+ ...
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+ class Node:
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+ @typing.overload
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+ def __init__(self, scene: Scene, mesh: ... = None, material: ... = None, position: glm.vec3 = ..., rotation: glm.quat = ..., scale: glm.vec3 = ...) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, parent: Node, mesh: ... = None, material: ... = None, position: glm.vec3 = ..., rotation: glm.quat = ..., scale: glm.vec3 = ...) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, scene: Scene, parent: Node) -> None:
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+ ...
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+ def set_position(self, position: glm.vec3) -> None:
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+ ...
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+ def set_rotation(self, rotation: glm.quat) -> None:
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+ ...
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+ def set_scale(self, scale: glm.vec3) -> None:
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+ ...
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+ class Node2D:
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+ @typing.overload
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+ def __init__(self, scene: ..., mesh: Mesh, material: Material, position: glm.vec2, rotation: typing.SupportsFloat, scale: glm.vec2, velocity: glm.vec3, collider: ..., density: typing.SupportsFloat, friction: typing.SupportsFloat) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, parent: Node2D, mesh: Mesh, material: Material, position: glm.vec2, rotation: typing.SupportsFloat, scale: glm.vec2, velocity: glm.vec3, collider: ..., density: typing.SupportsFloat, friction: typing.SupportsFloat) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, arg0: ..., arg1: Node2D) -> None:
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+ ...
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+ def set_position(self, arg0: glm.vec2) -> None:
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+ ...
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+ def set_rotation(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def set_scale(self, arg0: glm.vec2) -> None:
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+ ...
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+ def set_velocity(self, arg0: glm.vec3) -> None:
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+ ...
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+ class PointLight(Light):
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+ def __init__(self, color: glm.vec3 = ..., intensity: typing.SupportsFloat = 1.0, position: glm.vec3 = ..., range: typing.SupportsFloat = 15.0) -> None:
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+ ...
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+ def get_position(self) -> glm.vec3:
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+ ...
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+ def get_range(self) -> float:
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+ ...
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+ def set_position(self, position: glm.vec3) -> None:
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+ ...
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+ def set_range(self, range: typing.SupportsFloat) -> None:
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+ ...
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+ class Rigid:
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+ def __init__(self, solver: Solver, node: Node2D, collider: Collider, position: glm.vec3, size: glm.vec2, density: typing.SupportsFloat, friction: typing.SupportsFloat, velocity: glm.vec3) -> None:
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+ ...
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+ def constrainedTo(self, arg0: Rigid) -> bool:
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+ ...
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+ def getAABB(self) -> tuple[glm.vec2, glm.vec2]:
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+ ...
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+ def getCollider(self) -> Collider:
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+ ...
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+ def getColor(self) -> int:
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+ ...
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+ def getDegree(self) -> int:
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+ ...
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+ def getDensity(self) -> float:
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+ ...
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+ def getForces(self) -> ...:
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+ ...
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+ def getFriction(self) -> float:
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+ ...
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+ def getIndex(self) -> int:
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+ ...
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+ def getInertial(self) -> glm.vec3:
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+ ...
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+ def getInitial(self) -> glm.vec3:
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+ ...
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+ def getMass(self) -> float:
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+ ...
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+ def getMoment(self) -> float:
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+ ...
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+ def getNext(self) -> Rigid:
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+ ...
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+ def getNextUnusedColor(self) -> int:
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+ ...
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+ def getNode(self) -> Node2D:
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+ ...
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+ def getPosition(self) -> glm.vec3:
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+ ...
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+ def getPrev(self) -> Rigid:
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+ ...
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+ def getPrevVelocity(self) -> glm.vec3:
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+ ...
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+ def getRadius(self) -> float:
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+ ...
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+ def getSatur(self) -> int:
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+ ...
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+ def getSize(self) -> glm.vec2:
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+ ...
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+ def getSolver(self) -> Solver:
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+ ...
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+ def getVel(self) -> glm.vec3:
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+ ...
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+ def getVelocity(self) -> glm.vec3:
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+ ...
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+ def incrSatur(self) -> None:
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+ ...
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+ def insert(self, arg0: ...) -> None:
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+ ...
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+ def isColorUsed(self, arg0: typing.SupportsInt) -> bool:
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+ ...
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+ def isColored(self) -> bool:
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+ ...
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+ def remove(self, arg0: ...) -> None:
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+ ...
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+ def reserveColors(self, arg0: typing.SupportsInt) -> None:
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+ ...
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+ def resetColoring(self) -> None:
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+ ...
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+ def setCollider(self, arg0: Collider) -> None:
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+ ...
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+ def setFriction(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setInertial(self, arg0: glm.vec3) -> None:
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+ ...
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+ def setInitial(self, arg0: glm.vec3) -> None:
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+ ...
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+ def setMass(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setMoment(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setNode(self, arg0: Node2D) -> None:
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+ ...
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+ def setPosition(self, arg0: glm.vec3) -> None:
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+ ...
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+ def setPrevVelocity(self, arg0: glm.vec3) -> None:
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+ ...
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+ def setRadius(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setScale(self, arg0: glm.vec2) -> None:
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+ ...
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+ def setVelocity(self, arg0: glm.vec3) -> None:
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+ ...
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+ def useColor(self, arg0: typing.SupportsInt) -> None:
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+ ...
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+ def verifyColoring(self) -> bool:
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+ ...
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+ class Scene:
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+ def __init__(self, engine: Engine) -> None:
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+ ...
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+ def add(self, light: ...) -> None:
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+ ...
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+ def get_camera(self) -> ...:
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+ ...
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+ def get_shader(self) -> ...:
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+ ...
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+ def render(self) -> None:
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+ ...
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+ def set_camera(self, camera: ...) -> None:
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+ ...
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+ def set_skybox(self, skybox: ...) -> None:
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+ ...
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+ def update(self) -> None:
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+ ...
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+ class Shader:
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+ @staticmethod
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+ @typing.overload
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+ def set_uniform(*args, **kwargs) -> None:
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+ ...
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+ def __init__(self, vertexPath: str, fragmentPath: str) -> None:
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+ ...
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+ @typing.overload
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+ def bind(self, name: str, texture: ..., slot: typing.SupportsInt) -> None:
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+ ...
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+ @typing.overload
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+ def bind(self, name: str, textureArray: ..., slot: typing.SupportsInt) -> None:
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+ ...
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+ @typing.overload
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+ def bind(self, name: str, tbo: ..., slot: typing.SupportsInt) -> None:
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+ ...
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+ @typing.overload
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+ def bind(self, name: str, fbo: ..., slot: typing.SupportsInt) -> None:
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+ ...
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+ @typing.overload
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+ def bind(self, name: str, cubemap: ..., slot: typing.SupportsInt) -> None:
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+ ...
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+ def get_attributes(self) -> ...:
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+ ...
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+ def get_stride(self) -> int:
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+ ...
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+ def get_uniform_location(self, name: str) -> int:
426
+ ...
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+ @typing.overload
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+ def set_uniform(self, name: str, value: typing.SupportsFloat) -> None:
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+ ...
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+ @typing.overload
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+ def set_uniform(self, name: str, value: typing.SupportsFloat) -> None:
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+ ...
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+ @typing.overload
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+ def set_uniform(self, name: str, value: typing.SupportsInt) -> None:
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+ ...
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+ @typing.overload
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+ def set_uniform(self, name: str, value: glm.vec3) -> None:
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+ ...
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+ def use(self) -> None:
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+ ...
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+ class Skybox:
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+ @typing.overload
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+ def __init__(self, cubemap: Cubemap, ownsCubemap: bool = False) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, faces: collections.abc.Sequence[Image]) -> None:
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+ ...
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+ @typing.overload
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+ def __init__(self, faces: collections.abc.Sequence[str]) -> None:
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+ ...
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+ def get_cubemap(self) -> Cubemap:
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+ ...
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+ def get_shader(self) -> Shader:
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+ ...
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+ def get_vao(self) -> VAO:
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+ ...
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+ def get_vbo(self) -> VBO:
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+ ...
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+ def render(self, camera: ...) -> None:
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+ ...
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+ class Solver:
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+ @staticmethod
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+ def setGravity(*args, **kwargs) -> None:
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+ ...
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+ def __init__(self) -> None:
466
+ ...
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+ def getAlpha(self) -> float:
468
+ ...
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+ def getBeta(self) -> float:
470
+ ...
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+ def getDt(self) -> float:
472
+ ...
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+ def getGamma(self) -> float:
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+ ...
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+ def getGravity(self) -> ...:
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+ ...
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+ def getIterations(self) -> int:
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+ ...
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+ def getNumForces(self) -> int:
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+ ...
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+ def getNumRigids(self) -> int:
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+ ...
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+ def getPostStabilize(self) -> bool:
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+ ...
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+ @typing.overload
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+ def insert(self, arg0: ...) -> None:
487
+ ...
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+ @typing.overload
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+ def insert(self, arg0: ...) -> None:
490
+ ...
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+ @typing.overload
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+ def remove(self, arg0: ...) -> None:
493
+ ...
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+ @typing.overload
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+ def remove(self, arg0: ...) -> None:
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+ ...
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+ def setAlpha(self, arg0: typing.SupportsFloat) -> None:
498
+ ...
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+ def setBeta(self, arg0: typing.SupportsFloat) -> None:
500
+ ...
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+ def setDt(self, arg0: typing.SupportsFloat) -> None:
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+ ...
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+ def setGamma(self, arg0: typing.SupportsFloat) -> None:
504
+ ...
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+ def setIterations(self, arg0: typing.SupportsInt) -> None:
506
+ ...
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+ def setPostStabilize(self, arg0: bool) -> None:
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+ ...
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+ class UBO:
510
+ @typing.overload
511
+ def __init__(self, data: typing_extensions.CapsuleType, size: typing.SupportsInt, drawType: typing.SupportsInt) -> None:
512
+ ...
513
+ @typing.overload
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+ def __init__(self, data: ..., std: ..., drawType: typing.SupportsInt = 35044) -> None:
515
+ ...
516
+ def bind(self) -> None:
517
+ ...
518
+ def get_size(self) -> int:
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+ ...
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+ def unbind(self) -> None:
521
+ ...
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+ def write(self, data: typing_extensions.CapsuleType, size: typing.SupportsInt, offset: typing.SupportsInt) -> None:
523
+ ...
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+ class VAO:
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+ def __init__(self, shader: Shader, vertices: VBO, indices: EBO) -> None:
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+ ...
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+ def bind(self) -> None:
528
+ ...
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+ def bind_attribute(self, location: typing.SupportsInt, count: typing.SupportsInt, dataType: typing.SupportsInt, stride: typing.SupportsInt, offset: typing.SupportsInt, divisor: typing.SupportsInt) -> None:
530
+ ...
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+ def bind_attributes(self, attribs: ..., std: ..., std: ..., std: ..., std: ..., std: ..., divisor: typing.SupportsInt) -> None:
532
+ ...
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+ @typing.overload
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+ def bind_buffer(self, buffer: VBO, attribs: ..., std: ..., std: ..., std: ..., std: ..., std: ..., divisor: typing.SupportsInt) -> None:
535
+ ...
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+ @typing.overload
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+ def bind_buffer(self, buffer: VBO, indices: EBO, attribs: ..., std: ..., std: ..., std: ..., std: ..., std: ..., divisor: typing.SupportsInt) -> None:
538
+ ...
539
+ def render(self, instanceCount: typing.SupportsInt = 0) -> None:
540
+ ...
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+ class VBO:
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+ @typing.overload
543
+ def __init__(self, data: typing_extensions.CapsuleType, size: typing.SupportsInt, drawType: typing.SupportsInt) -> None:
544
+ ...
545
+ @typing.overload
546
+ def __init__(self, data: collections.abc.Sequence, drawType: typing.SupportsInt = 35044) -> None:
547
+ ...
548
+ def bind(self) -> None:
549
+ ...
550
+ def get_size(self) -> int:
551
+ ...
552
+ def unbind(self) -> None:
553
+ ...
@@ -0,0 +1,90 @@
1
+ """
2
+ Physics forces submodule
3
+ """
4
+ from __future__ import annotations
5
+ import basilisk
6
+ import glm
7
+ import typing
8
+ __all__: list[str] = ['Contact', 'Edges', 'FeaturePair', 'Force', 'Joint', 'Manifold', 'Motor', 'Spring']
9
+ class Contact:
10
+ C0: glm.vec2
11
+ feature: ...
12
+ normal: glm.vec2
13
+ rA: glm.vec2
14
+ rB: glm.vec2
15
+ stick: bool
16
+ class Edges:
17
+ inEdge1: str
18
+ inEdge2: str
19
+ outEdge1: str
20
+ outEdge2: str
21
+ class FeaturePair:
22
+ e: ...
23
+ @property
24
+ def value(self) -> int:
25
+ ...
26
+ @value.setter
27
+ def value(self, arg0: typing.SupportsInt) -> None:
28
+ ...
29
+ class Force:
30
+ def disable(self) -> None:
31
+ ...
32
+ class Joint(Force):
33
+ def __init__(self, solver: basilisk.Solver, bodyA: basilisk.Rigid, bodyB: basilisk.Rigid, rA: glm.vec2, rB: glm.vec2, stiffness: glm.vec3 = ..., fracture: typing.SupportsFloat = ...) -> None:
34
+ ...
35
+ def getC0(self) -> glm.vec3:
36
+ ...
37
+ def getRA(self) -> glm.vec2:
38
+ ...
39
+ def getRB(self) -> glm.vec2:
40
+ ...
41
+ def getRestAngle(self) -> float:
42
+ ...
43
+ def getTorqueArm(self) -> float:
44
+ ...
45
+ def setC0(self, arg0: glm.vec3) -> None:
46
+ ...
47
+ def setRA(self, arg0: glm.vec2) -> None:
48
+ ...
49
+ def setRB(self, arg0: glm.vec2) -> None:
50
+ ...
51
+ def setRestAngle(self, arg0: typing.SupportsFloat) -> None:
52
+ ...
53
+ def setTorqueArm(self, arg0: typing.SupportsFloat) -> None:
54
+ ...
55
+ class Manifold(Force):
56
+ @staticmethod
57
+ def collide(bodyA: basilisk.Rigid, bodyB: basilisk.Rigid, contacts: Contact) -> int:
58
+ ...
59
+ def __init__(self, solver: basilisk.Solver, bodyA: basilisk.Rigid, bodyB: basilisk.Rigid) -> None:
60
+ ...
61
+ def getContact(self, arg0: typing.SupportsInt) -> Contact:
62
+ ...
63
+ def getContactRef(self, arg0: typing.SupportsInt) -> Contact:
64
+ ...
65
+ def getFriction(self) -> float:
66
+ ...
67
+ def getNumContacts(self) -> int:
68
+ ...
69
+ class Motor(Force):
70
+ def __init__(self, solver: basilisk.Solver, bodyA: basilisk.Rigid, bodyB: basilisk.Rigid, speed: typing.SupportsFloat, maxTorque: typing.SupportsFloat) -> None:
71
+ ...
72
+ def getSpeed(self) -> float:
73
+ ...
74
+ def setSpeed(self, arg0: typing.SupportsFloat) -> None:
75
+ ...
76
+ class Spring(Force):
77
+ def __init__(self, solver: basilisk.Solver, bodyA: basilisk.Rigid, bodyB: basilisk.Rigid, rA: glm.vec2, rB: glm.vec2, stiffness: typing.SupportsFloat, rest: typing.SupportsFloat = -1.0) -> None:
78
+ ...
79
+ def getRA(self) -> glm.vec2:
80
+ ...
81
+ def getRB(self) -> glm.vec2:
82
+ ...
83
+ def getRest(self) -> float:
84
+ ...
85
+ def setRA(self, arg0: glm.vec2) -> None:
86
+ ...
87
+ def setRB(self, arg0: glm.vec2) -> None:
88
+ ...
89
+ def setRest(self, arg0: typing.SupportsFloat) -> None:
90
+ ...