Source code for pyunity.core

"""
Core classes for the PyUnity library.

This module has some key classes used throughout PyUnity, and
have to be in the same file due to references both ways. Usually
when you create a scene, you should never create Components
directly, instead add them with AddComponent.

Example
-------
To create a GameObject with 2 children, one of which has its own child,
and all have MeshRenderers:

    >>> from pyunity import * # Import
    Loaded config
    Trying GLFW as a window provider
    GLFW doesn't work, trying PySDL2
    Trying PySDL2 as a window provider
    Using window provider PySDL2
    Loaded PyUnity version 0.7.1
    >>> mat = Material(RGB(255, 0, 0)) # Create a default material
    >>> root = GameObject("Root") # Create a root GameObjects
    >>> child1 = GameObject("Child1", root) # Create a child
    >>> child1.transform.localPosition = Vector3(-2, 0, 0) # Move the child
    >>> renderer = child1.AddComponent(MeshRenderer) # Add a renderer
    >>> renderer.mat = mat # Add a material
    >>> renderer.mesh = Mesh.cube(2) # Add a mesh
    >>> child2 = GameObject("Child2", root) # Create another child
    >>> renderer = child2.AddComponent(MeshRenderer) # Add a renderer
    >>> renderer.mat = mat # Add a material
    >>> renderer.mesh = Mesh.quad(1) # Add a mesh
    >>> grandchild = GameObject("Grandchild", child2) # Add a grandchild
    >>> grandchild.transform.localPosition = Vector3(0, 5, 0) # Move the grandchild
    >>> renderer = grandchild.AddComponent(MeshRenderer) # Add a renderer
    >>> renderer.mat = mat # Add a material
    >>> renderer.mesh = Mesh.cube(3) # Add a mesh
    >>> root.transform.List() # List all GameObjects
    /Root
    /Root/Child1
    /Root/Child2
    /Root/Child2/Grandchild
    >>> child1.components # List child1's components
    [<Transform position=Vector3(-2, 0, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Root/Child1">, <pyunity.core.MeshRenderer object at 0x0A929460>]
    >>> child2.transform.children # List child2's children
    [<Transform position=Vector3(0, 5, 0) rotation=Quaternion(1, 0, 0, 0) scale=Vector3(1, 1, 1) path="/Root/Child2/Grandchild">]

"""

__all__ = ["Component", "GameObject", "Light",
           "MeshRenderer", "Tag", "Transform", "ShowInInspector"]

import glm
import inspect
from .vector3 import Vector3
from .quaternion import Quaternion
from .errors import *
from .meshes import Mesh
from .values import Material, RGB, Color
from . import Logger


[docs]class Tag: """ Class to group GameObjects together without referencing the tags. Parameters ---------- tagNumOrName : str or int Name or index of the tag Raises ------ ValueError If there is no tag name IndexError If there is no tag at the provided index TypeError If the argument is not a str or int Attributes ---------- tagName : str Tag name tag : int Tag index of the list of tags """ tags = ["Default"] """List of current tags"""
[docs] @classmethod def AddTag(cls, name): """ Add a new tag to the tag list. Parameters ---------- name : str Name of the tag Returns ------- int The tag index """ cls.tags.append(name) return len(cls.tags) - 1
def __init__(self, tagNumOrName): if type(tagNumOrName) is str: self.tagName = tagNumOrName self.tag = Tag.tags.index(tagNumOrName) elif type(tagNumOrName) is int: self.tag = tagNumOrName self.tagName = Tag.tags[tagNumOrName] else: raise TypeError( "Argument 1: expected str or int, got " + type(tagNumOrName).__name__)
[docs]class GameObject: """ Class to create a GameObject, which is an object with components. Parameters ---------- name : str, optional Name of GameObject parent : GameObject or None Parent of GameObject Attributes ---------- name : str Name of the GameObject components : list List of components tag : Tag Tag that the GameObject has (defaults to tag 0 or Default) transform : Transform Transform that belongs to the GameObject """ def __init__(self, name="GameObject", parent=None): self.name = name self.components = [] self.transform = None self.AddComponent(Transform) if parent: self.transform.ReparentTo(parent.transform) self.tag = Tag(0) self.enabled = True self.scene = None @staticmethod def BareObject(name="GameObject"): obj = GameObject.__new__(GameObject) obj.name = name obj.components = [] obj.transform = None obj.scene = None return obj
[docs] def AddComponent(self, componentClass): """ Adds a component to the GameObject. If it is a transform, set GameObject's transform to it. Parameters ---------- componentClass : Component Component to add. Must inherit from ``Component`` """ if not issubclass(componentClass, Component): raise ComponentException( "Cannot add " + repr(componentClass.__name__) + " to the GameObject; it is not a component" ) if not ( issubclass(componentClass, SingleComponent) and any(isinstance(component, componentClass) for component in self.components)): component = componentClass(self.transform) self.components.append(component) if componentClass is Transform: self.transform = component elif issubclass(componentClass, Light): if self.scene is not None: self.scene.RegisterLight(component) component.gameObject = self component.transform = self.transform return component else: raise ComponentException( "Cannot add " + repr(componentClass.__name__) + " to the GameObject; it already has one" )
[docs] def GetComponent(self, componentClass): """ Gets a component from the GameObject. Will return first match. For all matches, use `GetComponents`. Parameters ---------- componentClass : Component Component to get. Must inherit from ``Component`` Returns ------- Component or None The specified component, or `None` if the component is not found """ for component in self.components: if isinstance(component, componentClass): return component return None
[docs] def RemoveComponent(self, componentClass): """ Removes the first matching component from a GameObject. Parameters ---------- componentClass : type Component to remove Raises ------ ComponentException If the GameObject doesn't have the specified component ComponentException If the specified component is a Transform """ component = self.GetComponent(componentClass) if component is None: raise ComponentException( "Cannot remove " + componentClass.__name__ + "from the GameObject, it doesn't have one") if componentClass is Transform: raise ComponentException( "Cannot remove a Transform from a GameObject") self.components.remove(component)
[docs] def GetComponents(self, componentClass): """ Gets all matching components from the GameObject. Parameters ---------- componentClass : Component Component to get. Must inherit from ``Component`` Returns ------- list A list of all matching components """ return [component for component in self.components if isinstance(component, componentClass)]
[docs] def RemoveComponents(self, componentClass): """ Removes all matching component from a GameObject. Parameters ---------- componentClass : type Component to remove Raises ------ ComponentException If the specified component is a Transform """ components = self.GetComponents(componentClass) if componentClass is Transform: raise ComponentException( "Cannot remove a Transform from a GameObject") for component in components: self.components.remove(component)
def __repr__(self): return "<GameObject name=" + repr(self.name) + " components=" + \ str(list(map(lambda x: type(x).__name__, self.components))) + ">" __str__ = __repr__
class ShowInInspector: def __init__(self, type=None, default=None, name=None): self.type = type self.default = default self.name = name class HideInInspector: def __init__(self, type=None, default=None): self.type = type self.default = default self.name = None
[docs]class Component: """ Base class for built-in components. Attributes ---------- gameObject : GameObject GameObject that the component belongs to. transform : Transform Transform that the component belongs to. """ shown = {} saved = {} def __init__(self, transform, is_dummy=False): if is_dummy: self.gameObject = None else: self.gameObject = transform.gameObject self.transform = transform self.enabled = True def __init_subclass__(cls): members = inspect.getmembers(cls, lambda a: not inspect.isroutine(a)) variables = list(filter(lambda a: not ( a[0].startswith("__") or a[0] == "attrs"), members)) shown = {a[0]: a[1] for a in variables if isinstance(a[1], ShowInInspector)} saved = {a[0]: a[1] for a in variables if isinstance(a[1], HideInInspector)} saved.update(shown) cls.shown = shown cls.saved = saved for name, val in saved.items(): if val.type is None: val.type = cls if val.name is None: val.name = name setattr(cls, name, val.default)
[docs] def AddComponent(self, component): """ Calls `AddComponent` on the component's GameObject. Parameters ---------- component : Component Component to add. Must inherit from ``Component`` """ return self.gameObject.AddComponent(component)
[docs] def GetComponent(self, component): """ Calls `GetComponent` on the component's GameObject. Parameters ---------- componentClass : Component Component to get. Must inherit from ``Component`` """ return self.gameObject.GetComponent(component)
[docs] def RemoveComponent(self, component): """ Calls `RemoveComponent` on the component's GameObject. Parameters ---------- component : Component Component to remove. Must inherit from ``Component`` """ return self.gameObject.RemoveComponent(component)
[docs] def GetComponents(self, component): """ Calls `GetComponents` on the component's GameObject. Parameters ---------- componentClass : Component Component to get. Must inherit from ``Component`` """ return self.gameObject.GetComponents(component)
[docs] def RemoveComponents(self, component): """ Calls `RemoveComponents` on the component's GameObject. Parameters ---------- component : Component Component to remove. Must inherit from ``Component`` """ return self.gameObject.RemoveComponents(component)
@property def scene(self): from .scenes import SceneManager if self.gameObject.scene is None: return SceneManager.CurrentScene() else: return self.gameObject.scene
[docs]class SingleComponent(Component): """ Represents a component that can be added only once. """ pass
[docs]class Transform(SingleComponent): """ Class to hold data about a GameObject's transformation. Attributes ---------- gameObject : GameObject GameObject that the component belongs to. localPosition : Vector3 Position of the Transform in local space. localRotation : Quaternion Rotation of the Transform in local space. localScale : Vector3 Scale of the Transform in local space. parent : Transform or None Parent of the Transform. The hierarchical tree is actually formed by the Transform, not the GameObject. Do not modify this attribute. children : list List of children """ localPosition = ShowInInspector(Vector3, Vector3.zero(), "position") localRotation = ShowInInspector( Quaternion, Quaternion.identity(), "rotation") localScale = ShowInInspector(Vector3, Vector3.one(), "scale") parent = HideInInspector() def __init__(self, transform=None): super(Transform, self).__init__(self, True) assert transform is None self.localPosition = Vector3.zero() self.localRotation = Quaternion.identity() self.localPosition = Vector3.zero() self.parent = None self.children = [] @property def position(self): """Position of the Transform in world space.""" if self.parent is None: return self.localPosition else: return self.parent.position + self.localRotation.RotateVector(self.localPosition) * self.parent.scale @position.setter def position(self, value): if not isinstance(value, Vector3): raise PyUnityException( "Cannot set position to object of type \"" + type(value).__name__) if self.parent is None: self.localPosition = value else: self.localPosition = self.localRotation.conjugate.RotateVector( value / self.scale - self.parent.position) @property def rotation(self): """Rotation of the Transform in world space.""" if self.parent is None: return self.localRotation else: return self.parent.rotation * self.localRotation @rotation.setter def rotation(self, value): if not isinstance(value, Quaternion): raise PyUnityException( "Cannot set rotation to object of type \"" + type(value).__name__) self.localRotation = value if self.parent is None else value * \ self.parent.rotation.conjugate @property def localEulerAngles(self): """ Rotation of the Transform in local space. It is measured in degrees around x, y, and z. """ return self.localRotation.eulerAngles @localEulerAngles.setter def localEulerAngles(self, value): self.localRotation.eulerAngles = value @property def eulerAngles(self): """ Rotation of the Transform in world space. It is measured in degrees around x, y, and z. """ return self.rotation.eulerAngles @eulerAngles.setter def eulerAngles(self, value): self.rotation.eulerAngles = value @property def scale(self): """Scale of the Transform in world space.""" if self.parent is None: return self.localScale else: return self.parent.scale * self.localScale @scale.setter def scale(self, value): if not isinstance(value, Vector3): raise PyUnityException( "Cannot set scale to object of type \"" + type(value).__name__) if self.parent is None or not bool(self.parent.scale): self.localScale = value else: self.localScale = value / self.parent.scale
[docs] def ReparentTo(self, parent): """ Reparent a Transform. Parameters ---------- parent : Transform The parent to reparent to. """ if self.parent: self.parent.children.remove(self) if parent: parent.children.append(self) self.parent = parent
[docs] def List(self): """ Prints the Transform's full path from the root, then lists the children in alphabetical order. This results in a nice list of all GameObjects. """ Logger.Log(self.FullPath()) for child in sorted(self.children, key=lambda x: x.gameObject.name): child.List()
def GetDescendants(self): l = [self] for child in self.children: l.extend(child.GetDescendants()) return l
[docs] def FullPath(self): """ Gets the full path of the Transform. Returns ------- str The full path of the Transform. """ path = "/" + self.gameObject.name parent = self.parent while parent is not None: path = "/" + parent.gameObject.name + path parent = parent.parent return path
def LookAtTransform(self, transform): v0 = Vector3(0, 0, 1) v1 = transform.position - self.position xyz = v0.cross(v1) w = glm.sqrt(v0.get_length_sqrd() * v1.get_length_sqrd()) + v0.dot(v1) self.rotation = Quaternion(w, *xyz).normalized() def LookAtGameObject(self, gameObject): v0 = Vector3(0, 0, 1) v1 = gameObject.transform.position - self.position xyz = v0.cross(v1) w = glm.degrees(glm.acos(v0.dot(v1) / v1.length)) print(w, xyz, v1) self.rotation = Quaternion.FromAxis(w, xyz) def LookAtVector(self, vec): v0 = Vector3(0, 0, 1) v1 = vec - self.position xyz = v0.cross(v1) w = glm.sqrt(v0.get_length_sqrd() * v1.get_length_sqrd()) + v0.dot(v1) self.rotation = Quaternion(w, *xyz).normalized() def __repr__(self): """ Returns a string interpretation of the Transform. Returns ------- str A string interpretation of the Transform. For example, the Main Camera would have a string interpretation of <Transform position=<Vector3 x=0 y=0 z=0> rotation=<Vector3 x=0 y=0 z=0> scale=<Vector3 x=1 y=1 z=1> path="/Main Camera"> """ return "<Transform position=" + str(self.position) + " rotation=" + str(self.rotation) + \ " scale=" + str(self.scale) + " path=\"" + self.FullPath() + "\">" __str__ = __repr__
[docs]class Light(SingleComponent): """ Component to hold data about the light in a scene. Attributes ---------- intensity : int Intensity of light """ intensity = ShowInInspector(int, 100) color = ShowInInspector(Color, RGB(255, 255, 255))
[docs]class MeshRenderer(SingleComponent): """ Component to render a mesh at the position of a transform. Attributes ---------- mesh : Mesh Mesh that the MeshRenderer will render. mat : Material Material to use for the mesh """ DefaultMaterial = Material(RGB(200, 200, 200)) DefaultMaterial.default = True mesh = ShowInInspector(Mesh) mat = ShowInInspector(Material, DefaultMaterial, "material")
[docs] def Render(self): """Render the mesh that the MeshRenderer has.""" if self.mesh is None: return self.mesh.recompile() self.mesh.draw()