|
| __init__ (self, parent) |
| render (self, renderer) |
None | __init__ (self, Optional["SceneNode"] parent=None, bool visible=True, str name="", str node_id="") |
"SceneNode" | __deepcopy__ (self, Dict[int, object] memo) |
None | setCenterPosition (self, Vector center) |
Optional["SceneNode"] | getParent (self) |
Vector | getMirror (self) |
None | setMirror (self, vector) |
Optional[MeshData] | getBoundingBoxMesh (self) |
None | calculateBoundingBoxMesh (self) |
bool | collidesWithBbox (self, AxisAlignedBox check_bbox) |
None | addDecorator (self, SceneNodeDecorator decorator) |
List[SceneNodeDecorator] | getDecorators (self) |
Optional[SceneNodeDecorator] | getDecorator (self, type dec_type) |
| removeDecorators (self) |
None | removeDecorator (self, type dec_type) |
Any | callDecoration (self, str function, *args, **kwargs) |
bool | hasDecoration (self, str function) |
str | getName (self) |
None | setName (self, str name) |
str | getId (self) |
None | setId (self, str node_id) |
int | getDepth (self) |
None | setParent (self, Optional["SceneNode"] scene_node) |
bool | isVisible (self) |
None | setVisible (self, bool visible) |
Optional[MeshData] | getMeshData (self) |
Optional[MeshData] | getMeshDataTransformed (self) |
Optional[numpy.ndarray] | getMeshDataTransformedVertices (self) |
Optional[numpy.ndarray] | getMeshDataTransformedNormals (self) |
None | setMeshData (self, Optional[MeshData] mesh_data) |
None | addChild (self, "SceneNode" scene_node) |
None | removeChild (self, "SceneNode" child) |
None | removeAllChildren (self) |
List["SceneNode"] | getChildren (self) |
bool | hasChildren (self) |
List["SceneNode"] | getAllChildren (self) |
Matrix | getCachedNormalMatrix (self) |
Matrix | getWorldTransformation (self, copy=True) |
Matrix | getLocalTransformation (self, copy=True) |
| setTransformation (self, Matrix transformation) |
Quaternion | getOrientation (self) |
Quaternion | getWorldOrientation (self) |
None | rotate (self, Quaternion rotation, int transform_space=TransformSpace.Local) |
None | setOrientation (self, Quaternion orientation, int transform_space=TransformSpace.Local) |
Vector | getScale (self) |
Vector | getWorldScale (self) |
None | scale (self, Vector scale, int transform_space=TransformSpace.Local) |
None | setScale (self, Vector scale, int transform_space=TransformSpace.Local) |
Vector | getPosition (self) |
Vector | getWorldPosition (self) |
None | translate (self, Vector translation, int transform_space=TransformSpace.Local) |
None | setPosition (self, Vector position, int transform_space=TransformSpace.Local) |
None | lookAt (self, Vector target, Vector up=Vector.Unit_Y) |
bool | isEnabled (self) |
None | setEnabled (self, bool enable) |
bool | isSelectable (self) |
None | setSelectable (self, bool select) |
Optional[AxisAlignedBox] | getBoundingBox (self) |
None | setCalculateBoundingBox (self, bool calculate) |
Vector | getShear (self) |
Any | getSetting (self, str key, Any default_value=None) |
None | setSetting (self, str key, Any value) |
None | invertNormals (self) |
str | __str__ (self) |
|
| _load_platform_job = None |
# Failed to compile(it already adds a log entry about this then). | _shader = None |
| _texture = None |
| _global_container_stack = None |
| _onGlobalContainerStackChanged |
| _onPlatformLoaded |
| _updateTexture |
list | _children = [] |
| _mesh_data = None |
| _transformation = Matrix() |
| _position = Vector() |
| _scale = Vector(1.0, 1.0, 1.0) |
| _shear = Vector(0.0, 0.0, 0.0) |
| _mirror = Vector(1.0, 1.0, 1.0) |
| _orientation = Quaternion() |
Matrix | _world_transformation = Matrix() |
| _cached_normal_matrix = Matrix() |
| _derived_position = Vector() |
| _derived_orientation = Quaternion() |
| _derived_scale = Vector() |
| _parent = parent |
bool | _enabled = True |
bool | _selectable = False |
bool | _calculate_aabb = True |
| _aabb = None |
| _bounding_box_mesh = None |
| _visible = visible |
| _name = name |
| _id = node_id |
list | _decorators = [] |
dict | _settings = {} |
| _onParentChanged |
| Signals.
|
Platform is a special case of Scene node. It renders a specific model as the platform of the machine.
A specialised class is used due to the differences in how it needs to rendered and the fact that a platform
can have a Texture.
It also handles the re-loading of the mesh when the active machine is changed.