wecs.panda3d.model module

class wecs.panda3d.model.Model(node: panda3d.core.NodePath = <factory>)

Bases: object

class wecs.panda3d.model.Geometry(file: str = '', node: panda3d.core.NodePath = None, nodes: set = <factory>, connected_nodes: set = <factory>)

Bases: object

file = ''
node = None
class wecs.panda3d.model.Actor(file: str = '', node: panda3d.core.NodePath = <factory>)

Bases: object

file = ''
class wecs.panda3d.model.CollidableGeometry(collide_mask: int = 1)

Bases: object

collide_mask = 1
class wecs.panda3d.model.FlattenStrong

Bases: object

class wecs.panda3d.model.Scene(node: panda3d.core.NodePath = <factory>)

Bases: object

class wecs.panda3d.model.Position(value: panda3d.core.LVector3f = <factory>)

Bases: object

class wecs.panda3d.model.Sprite(node: panda3d.core.NodePath = None, image_name: str = '', texture: panda3d.core.Texture = None, pixelated: bool = True)

Bases: object

node = None
image_name = ''
texture = None
pixelated = True
class wecs.panda3d.model.SpriteSheet(sprite_width: int = 16, sprite_height: int = 16, frame: int = 0, update: bool = True)

Bases: object

sprite_width = 16
sprite_height = 16
frame = 0
update = True
class wecs.panda3d.model.SpriteAnimation(animations: dict = <factory>, animation: str = None, loop: bool = True, framerate: int = 15, timer: int = 0, frame: int = 0)

Bases: object

animation = None
loop = True
framerate = 15
timer = 0
frame = 0
class wecs.panda3d.model.Billboard

Bases: object

class wecs.panda3d.model.PhysicsWorld(timestep: float = 0.0, world: panda3d.bullet.BulletWorld = <factory>)

Bases: object

timestep = 0.0
class wecs.panda3d.model.PhysicsBody(node: panda3d.core.NodePath = None, body: panda3d.core.NodePath = <factory>, timestep: float = 0.0, world: wecs.core.UID = None, _world: wecs.core.UID = None, scene: wecs.core.UID = None, _scene: wecs.core.UID = None)

Bases: object

node = None
timestep = 0.0
world = None
scene = None
class wecs.panda3d.model.ManageGeometry(throw_exc=False)

Bases: wecs.core.System

entity_filters = {'model': <wecs.core.AndFilter object>}
enter_filter_model(entity)
update(entities_by_filter)

The system’s functionality that is run during an update.

entity_by_filters
A dictionary mapping filter names to sets of wecs.core.entity.
exit_filter_model(entity)
class wecs.panda3d.model.SetupModels(throw_exc=False)

Bases: wecs.core.System

entity_filters = {'model': <wecs.core.AndFilter object>}
enter_filter_model(entity)
post_load_hook(node, entity)
class wecs.panda3d.model.UpdateSprites(*args, **kwargs)

Bases: wecs.core.System

entity_filters = {'sprite': <wecs.core.AndFilter object>}
enter_filter_sprite(entity)
animate(entity)
set_frame(entity)
update(entities_by_filter)

The system’s functionality that is run during an update.

entity_by_filters
A dictionary mapping filter names to sets of wecs.core.entity.
class wecs.panda3d.model.SetUpPhysics(throw_exc=False)

Bases: wecs.core.System

entity_filters = {'body': <wecs.core.AndFilter object>, 'world': <wecs.core.AndFilter object>}
enter_filter_body(entity)
update(entities_by_filter)

The system’s functionality that is run during an update.

entity_by_filters
A dictionary mapping filter names to sets of wecs.core.entity.
class wecs.panda3d.model.DeterminePhysicsTimestep(throw_exc=False)

Bases: wecs.core.System

entity_filters = {'body': <wecs.core.AndFilter object>, 'world': <wecs.core.AndFilter object>}
update(entities_by_filter)

The system’s functionality that is run during an update.

entity_by_filters
A dictionary mapping filter names to sets of wecs.core.entity.
class wecs.panda3d.model.DoPhysics(throw_exc=False)

Bases: wecs.core.System

entity_filters = {'world': <wecs.core.AndFilter object>}
update(entities_by_filter)

The system’s functionality that is run during an update.

entity_by_filters
A dictionary mapping filter names to sets of wecs.core.entity.
class wecs.panda3d.model.UpdateBillboards(throw_exc=False)

Bases: wecs.core.System

entity_filters = {'sprite': <wecs.core.AndFilter object>}
enter_filter_sprite(entity)