Point

Qualified name: algan.mobs.shapes\_2d.Point

class Point(location=tensor([0., 0., 0.]), *args, **kwargs)[source]

Bases: BezierCircuitCubic

A single point, mostly useful as an invisible anchor.

It is a degenerate bezier circuit – four control points stacked on the same location – so it occupies no area and renders as nothing at the default black. Reach for it to give a Group a reference position, or as a become() target that collapses a shape to a dot. Use Dot when you want something visible.

Parameters:
  • location – Where the point sits, shape (*, 3) in world units. Defaults to ORIGIN.

  • *args – Passed to BezierCircuitCubic. color defaults to BLACK here rather than the usual shape default.

  • **kwargs – Passed to BezierCircuitCubic. color defaults to BLACK here rather than the usual shape default.

Methods

get_num_points

get_points

point_from_proportion

Attributes

animation_manager

This mob's scene-owned animation manager.

basis

The Mob's orientation and scale, as a flattened 3x3 matrix of shape (*, 9).

casts_shadows

Whether this Mob's geometry blocks light on its way from a light source to another surface -- whether it casts a shadow.

children

The Mobs attached below this one, in attachment order.

closed_shell

Whether this Mob's triangles form a CLOSED shell -- every camera ray that enters the geometry crosses a second time on its way out.

draws_descendants

Whether get_render_primitives returns geometry belonging to this Mob's DESCENDANTS as well as its own.

forward

Get the direction the Mob is facing.

lifespan

This mob's [spawn, despawn) interval on its Scene timeline (a Lifespan).

location

The Mob's position in world space, shape (*, 3).

normalized_basis

The Mob's orientation with scale divided out, shape (*, 9).

parents

The Mobs this one is attached to, in attachment order.

receives_shadows

Whether this Mob's surfaces are darkened by shadows cast onto them.

right

Get the Mob's own rightward direction.

scale_coefficient

The Mob's scale along its own right, up and forward axes, shape (*, 3).

stroke_color

The color of the circuit's border stroke.

two_sided

Whether this Mob's geometry should be lit from whichever side the ray arrives on.

up

Get the Mob's own upward direction.

x

The Mob's x coordinate in world units, shape (*, 1).

xy

The Mob's x and y coordinates in world units, shape (*, 2).

y

The Mob's y coordinate in world units, shape (*, 1).

z

The Mob's z coordinate in world units, shape (*, 1).

z_index

Which of two exactly coplanar circuits draws in front (higher wins).