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| __init__ (self, parent) |
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| render (self, renderer) |
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None | __init__ (self, Optional["SceneNode"] parent=None, bool visible=True, str name="", str node_id="") |
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"SceneNode" | __deepcopy__ (self, Dict[int, object] memo) |
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None | setCenterPosition (self, Vector center) |
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Optional["SceneNode"] | getParent (self) |
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Vector | getMirror (self) |
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None | setMirror (self, vector) |
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Optional[MeshData] | getBoundingBoxMesh (self) |
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None | calculateBoundingBoxMesh (self) |
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bool | collidesWithBbox (self, AxisAlignedBox check_bbox) |
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None | addDecorator (self, SceneNodeDecorator decorator) |
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List[SceneNodeDecorator] | getDecorators (self) |
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Optional[SceneNodeDecorator] | getDecorator (self, type dec_type) |
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| removeDecorators (self) |
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None | removeDecorator (self, type dec_type) |
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Any | callDecoration (self, str function, *args, **kwargs) |
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bool | hasDecoration (self, str function) |
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str | getName (self) |
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None | setName (self, str name) |
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str | getId (self) |
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None | setId (self, str node_id) |
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int | getDepth (self) |
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None | setParent (self, Optional["SceneNode"] scene_node) |
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bool | isVisible (self) |
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None | setVisible (self, bool visible) |
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Optional[MeshData] | getMeshData (self) |
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Optional[MeshData] | getMeshDataTransformed (self) |
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Optional[numpy.ndarray] | getMeshDataTransformedVertices (self) |
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Optional[numpy.ndarray] | getMeshDataTransformedNormals (self) |
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None | setMeshData (self, Optional[MeshData] mesh_data) |
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None | addChild (self, "SceneNode" scene_node) |
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None | removeChild (self, "SceneNode" child) |
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None | removeAllChildren (self) |
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List["SceneNode"] | getChildren (self) |
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bool | hasChildren (self) |
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List["SceneNode"] | getAllChildren (self) |
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Matrix | getCachedNormalMatrix (self) |
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Matrix | getWorldTransformation (self, copy=True) |
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Matrix | getLocalTransformation (self, copy=True) |
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| setTransformation (self, Matrix transformation) |
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Quaternion | getOrientation (self) |
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Quaternion | getWorldOrientation (self) |
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None | rotate (self, Quaternion rotation, int transform_space=TransformSpace.Local) |
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None | setOrientation (self, Quaternion orientation, int transform_space=TransformSpace.Local) |
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Vector | getScale (self) |
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Vector | getWorldScale (self) |
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None | scale (self, Vector scale, int transform_space=TransformSpace.Local) |
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None | setScale (self, Vector scale, int transform_space=TransformSpace.Local) |
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Vector | getPosition (self) |
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Vector | getWorldPosition (self) |
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None | translate (self, Vector translation, int transform_space=TransformSpace.Local) |
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None | setPosition (self, Vector position, int transform_space=TransformSpace.Local) |
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None | lookAt (self, Vector target, Vector up=Vector.Unit_Y) |
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bool | isEnabled (self) |
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None | setEnabled (self, bool enable) |
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bool | isSelectable (self) |
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None | setSelectable (self, bool select) |
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Optional[AxisAlignedBox] | getBoundingBox (self) |
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None | setCalculateBoundingBox (self, bool calculate) |
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Vector | getShear (self) |
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Any | getSetting (self, str key, Any default_value=None) |
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None | setSetting (self, str key, Any value) |
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None | invertNormals (self) |
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str | __str__ (self) |
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| _load_platform_job = None |
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# Failed to compile(it already adds a log entry about this then). | _shader = None |
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| _texture = None |
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| _global_container_stack = None |
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| _onGlobalContainerStackChanged |
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| _onPlatformLoaded = "" |
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| _updateTexture = max(nodelist, key = lambda n: n.getMeshData().getFaceCount()) |
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list | _children = [] |
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| _mesh_data = None |
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| _transformation = Matrix() |
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| _position = Vector() |
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| _scale = Vector(1.0, 1.0, 1.0) |
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| _shear = Vector(0.0, 0.0, 0.0) |
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| _mirror = Vector(1.0, 1.0, 1.0) |
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| _orientation = Quaternion() |
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Matrix | _world_transformation = Matrix() |
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| _cached_normal_matrix = Matrix() |
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| _derived_position = Vector() |
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| _derived_orientation = Quaternion() |
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| _derived_scale = Vector() |
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| _parent = parent |
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bool | _enabled = True |
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bool | _selectable = False |
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bool | _calculate_aabb = True |
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| _aabb = None |
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| _bounding_box_mesh = None |
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| _visible = visible |
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| _name = name |
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| _id = node_id |
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list | _decorators = [] |
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dict | _settings = {} |
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| _onParentChanged |
| Signals.
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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.