Point¶
Qualified name: algan.mobs.shapes\_2d.Point
- class Point(location=tensor([0., 0., 0.]), *args, **kwargs)[source]¶
Bases:
BezierCircuitCubicA 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
Groupa reference position, or as abecome()target that collapses a shape to a dot. UseDotwhen you want something visible.- Parameters:
location – Where the point sits, shape
(*, 3)in world units. Defaults toORIGIN.*args – Passed to
BezierCircuitCubic.colordefaults toBLACKhere rather than the usual shape default.**kwargs – Passed to
BezierCircuitCubic.colordefaults toBLACKhere rather than the usual shape default.
Methods
get_num_pointsget_pointspoint_from_proportionAttributes
animation_managerThis mob's scene-owned animation manager.
basisThe Mob's orientation and scale, as a flattened 3x3 matrix of shape
(*, 9).casts_shadowsWhether this Mob's geometry blocks light on its way from a light source to another surface -- whether it casts a shadow.
childrenThe Mobs attached below this one, in attachment order.
closed_shellWhether this Mob's triangles form a CLOSED shell -- every camera ray that enters the geometry crosses a second time on its way out.
draws_descendantsWhether
get_render_primitivesreturns geometry belonging to this Mob's DESCENDANTS as well as its own.forwardGet the direction the Mob is facing.
lifespanThis mob's [spawn, despawn) interval on its Scene timeline (a
Lifespan).locationThe Mob's position in world space, shape
(*, 3).normalized_basisThe Mob's orientation with scale divided out, shape
(*, 9).parentsThe Mobs this one is attached to, in attachment order.
receives_shadowsWhether this Mob's surfaces are darkened by shadows cast onto them.
rightGet the Mob's own rightward direction.
scale_coefficientThe Mob's scale along its own right, up and forward axes, shape
(*, 3).stroke_colorThe color of the circuit's border stroke.
two_sidedWhether this Mob's geometry should be lit from whichever side the ray arrives on.
upGet the Mob's own upward direction.
xThe Mob's x coordinate in world units, shape
(*, 1).xyThe Mob's x and y coordinates in world units, shape
(*, 2).yThe Mob's y coordinate in world units, shape
(*, 1).zThe Mob's z coordinate in world units, shape
(*, 1).z_indexWhich of two exactly coplanar circuits draws in front (higher wins).