HarfangHighLevel
Submodules
Package Contents
Classes
Functions
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Creates a material using the chosen color. Returns harfang.Material object. Material is cached, meaning that if you create 2 material objects of the same color, modifying one of them will modify the other one as well. |
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Creates a fps controller state (uses scene main camera). |
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Initialize a PointLight Node in the scene. Returns harfang.Node object. |
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Initialize a SpotLight Node in the scene. Returns harfang.Node object. |
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Initialize a LinearLight Node in the scene. Returns harfang.Node object. |
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Initialize a 3d box node in the scene. Returns harfang.Node object. |
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Initialize a 3d physic box node in the scene. Returns harfang.Node object. |
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Initialize a 3d sphere node in the scene. Returns harfang.Node object. |
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Initialize a 3d physic sphere node in the scene. Returns harfang.Node object. |
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Initialize a 3d plane node in the scene. Returns harfang.Node object. |
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Iinitialize a 3d cylinder node in the scene. Returns harfang.Node object. |
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Initialize a 3d cone node in the scene. Returns harfang.Node object. |
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Initialize a 3d capsule node in the scene. Returns harfang.Node object. |
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Creates a new instance of a 3d object such as a scene or an asset. Returns harfang.Node, bool object. |
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Creates a new instance of a 3d object by giving the path to the .fbx or .gltf model. Returns harfang.Node object. |
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Draws a 3d box. Info : every Draw function is immediate and will not return any node object. |
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Draws a 3d plane. |
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Draws a 3d geometry. |
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Draws a 3d quad. |
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Draws a 2d quad. |
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Draws 2d text on screen (requires loading a font). |
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Draws 3d text. |
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Draws a 3d line. |
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Draws a 3d Cross. |
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Draws a 3d Cross. Returns a boolean. |
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Returns delta-time value in float. |
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Set camera velocity. |
Get camera velocity. Returns an int |
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Destroys a node from the scene. |
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Updates node physic rigidbody. |
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Set the position of a node. |
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Set the rotation of a node. |
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Set the scale of a node. |
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Set the matrix of a node. |
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Set the diffuse texture of a node. |
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Key pressed event, returns a boolean. |
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Key down event, returns a boolean. |
Get camera matrix 4. Returns harfang.Mat4. |
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Adds a physic impulse to a node. |
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Adds force to a physic node. |
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Adds a parent node to a node. |
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Sets the VR Ground Anchor. |
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Get VR Controllers Matrix. Returns harfang.Mat4. |
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Uninit Harfang High Level, destroys scene and window. |
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Plays a sound. |
Attributes
- HarfangHighLevel.current_folder_path
- HarfangHighLevel.render_type = VK
- class HarfangHighLevel.GlobalVal
- width :int = 128
- height :int = 128
- win :int
- pipeline :harfang.ForwardPipelineAAA
- res :harfang.PipelineResources
- render_data :harfang.SceneForwardPipelineRenderData
- pass_views :List[harfang.SceneForwardPipelinePassViewId] = []
- activate_VR :bool = False
- vr_controllers :Dict[str, harfang.VRController]
- ground_vr_mat :harfang.Mat4
- vr_left_fb :harfang.OpenVREyeFrameBuffer
- vr_right_fb :harfang.OpenVREyeFrameBuffer
- vr_state :harfang.OpenVRState
- vtx_layouts :Dict[str, harfang.VertexLayout]
- materials :Dict[str, harfang.Material]
- models :Dict[str, harfang.Model]
- model_refs :Dict[str, harfang.ModelRef]
- shaders :Dict[str, Union[harfang.PipelineProgram, harfang.PipelineProgramRef]]
- CacheTexturePathToUniformTargetTex :Dict[str, harfang.UniformSetTexture]
- dt :int
- clocks :harfang.SceneClocks
- scene :harfang.Scene
- camera :harfang.Node
- update_fps_controller :bool = False
- cam_speed :float = 1.0
- physics
- debug_physics :bool = False
- models_3D :List[Dict[str, Any]] = []
- texts_3D :List[Dict[str, Any]] = []
- lines_3D :List[Dict[str, Any]] = []
- quads_3D :List[Dict[str, Any]] = []
- objects_2D :List[Dict[str, Any]] = []
- font :harfang.Font
- mouse :harfang.Mouse
- keyboard :harfang.Keyboard
- EventNameElapsedSec
- HarfangHighLevel.gVal
- HarfangHighLevel.output_assets_path
- HarfangHighLevel.output_assets_compiled_path
- HarfangHighLevel.text_render_state
- HarfangHighLevel.Init(width: int, height: int, activate_vr: bool = False)
- HarfangHighLevel.execute_assetc(input_path: str, output_path: str)
- HarfangHighLevel.getColoredMaterial(color: harfang.Color)
Creates a material using the chosen color. Returns harfang.Material object. Material is cached, meaning that if you create 2 material objects of the same color, modifying one of them will modify the other one as well.
- HarfangHighLevel.AddFpsCamera(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0)
Creates a fps controller state (uses scene main camera).
- HarfangHighLevel.AddFpsCameraV(p: harfang.Vec3, r: harfang.Vec3)
- HarfangHighLevel.AddPointLight(x: float, y: float, z: float, color: harfang.Color = hl.Color.White, shadow: bool = True) harfang.Node
Initialize a PointLight Node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddSpotLight(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, color: harfang.Color = hl.Color.White, shadow: bool = True) harfang.Node
Initialize a SpotLight Node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddLinearLight(angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, color: harfang.Color = hl.Color.White, shadow: bool = True) harfang.Node
Initialize a LinearLight Node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddBox(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size_x: float = 1, size_y: float = 1, size_z: float = 1, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d box node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddBoxM(m: harfang.Mat4, size_x: float = 1, size_y: float = 1, size_z: float = 1, color: harfang.Color = hl.Color.White) harfang.Node
- HarfangHighLevel.AddPhysicBox(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size_x: float = 1, size_y: float = 1, size_z: float = 1, mass: float = 0, friction=0.5, rolling_friction=0.0, restitution=0.0, is_kinematic: bool = False, is_trigger: bool = False, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d physic box node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddPhysicBoxM(m: harfang.Mat4, size_x: float = 1, size_y: float = 1, size_z: float = 1, mass: float = 0, friction=0.5, rolling_friction=0.0, restitution=0.0, is_kinematic: bool = False, is_trigger: bool = False, color: harfang.Color = hl.Color.White) harfang.Node
- HarfangHighLevel.AddSphere(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, radius: float = 1, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d sphere node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddSphereM(m: harfang.Mat4, radius: float = 1, color: harfang.Color = hl.Color.White) harfang.Node
- HarfangHighLevel.AddPhysicSphere(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, radius: float = 1, mass: float = 0, friction=0.5, rolling_friction=0.0, restitution=0.0, is_kinematic: bool = False, is_trigger: bool = False, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d physic sphere node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddPhysicSphereM(m: harfang.Mat4, radius: float = 1, mass: float = 0, friction=0.5, rolling_friction=0.0, restitution=0.0, is_kinematic: bool = False, is_trigger: bool = False, color: harfang.Color = hl.Color.White) harfang.Node
- HarfangHighLevel.AddPlane(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size_x: float = 1, size_y: float = 1, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d plane node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddPlaneM(m: harfang.Mat4, size_x: float = 1, size_y: float = 1, color: harfang.Color = hl.Color.White) harfang.Node
- HarfangHighLevel.AddCylinder(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, radius: float = 1, height: float = 2, color: harfang.Color = hl.Color.White) harfang.Node
Iinitialize a 3d cylinder node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddCone(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, radius: float = 1, height: float = 2, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d cone node in the scene. Returns harfang.Node object.
- HarfangHighLevel.AddCapsule(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, radius: float = 1, height: float = 2, color: harfang.Color = hl.Color.White) harfang.Node
Initialize a 3d capsule node in the scene. Returns harfang.Node object.
- HarfangHighLevel.LoadScene(scn_path: str)
Creates a new instance of a 3d object such as a scene or an asset. Returns harfang.Node, bool object.
- HarfangHighLevel.Add3DFile(file_path: str, override: bool = False, make_physics_object: bool = False, physic_type=hl.RBT_Static, collision_type=hl.CT_Mesh, physic_mass=0, friction=0.5, rolling_friction=0, make_pathfinding: bool = False) harfang.Node
Creates a new instance of a 3d object by giving the path to the .fbx or .gltf model. Returns harfang.Node object.
- HarfangHighLevel.Flush3D()
- HarfangHighLevel.Flush2D(view_id)
- HarfangHighLevel.UpdateDraw()
- HarfangHighLevel.DrawBox(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size_x: float = 1, size_y: float = 1, size_z: float = 1)
Draws a 3d box. Info : every Draw function is immediate and will not return any node object.
- HarfangHighLevel.DrawBoxM(m: harfang.Mat4, size: harfang.Vec3 = hl.Vec3(1, 1, 1))
- HarfangHighLevel.DrawPlane(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size_x: float = 1, size_z: float = 1)
Draws a 3d plane.
- HarfangHighLevel.DrawGeo(geo, x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size_x: float = 1, size_y: float = 1, size_z: float = 1)
Draws a 3d geometry.
- HarfangHighLevel.DrawQuad3D(a_x, a_y, a_z, b_x, b_y, b_z, c_x, c_y, c_z, d_x, d_y, d_z, uv_a=0, uv_b=0, uv_c=1, uv_d=1, tex_path: str = None, color_a: harfang.Color = hl.Color.White, color_b: harfang.Color = hl.Color.White, color_c: harfang.Color = hl.Color.White, color_d: harfang.Color = hl.Color.White)
Draws a 3d quad.
- HarfangHighLevel.DrawQuad3DV(a, b, c, d, uv_a=0, uv_b=0, uv_c=1, uv_d=1, tex_path: str = None, color_a: harfang.Color = hl.Color.White, color_b: harfang.Color = hl.Color.White, color_c: harfang.Color = hl.Color.White, color_d: harfang.Color = hl.Color.White)
- HarfangHighLevel.DrawQuad2D(pos_in_pixel_x: float, pos_in_pixel_y: float, width: int, height: int, tex_path: str = None, color: harfang.Color = hl.Color.White, render_state: harfang.RenderState = hl.ComputeRenderState(hl.BM_Alpha, hl.DT_Disabled), depth: float = 0, show_in_vr: bool = True)
Draws a 2d quad.
- HarfangHighLevel.DrawText2D(text: str, pos_in_pixel_x: float, pos_in_pixel_y: float, size: float = 1.0, color: harfang.Color = hl.Color.Green, text_centered: bool = False, font_: harfang.Font = None, depth: float = 1)
Draws 2d text on screen (requires loading a font).
- HarfangHighLevel.DrawText(text: str, x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0, size: float = 0.01, color: harfang.Color = hl.Color.Green, text_centered: bool = False, font_: harfang.Font = None, is_2d: bool = False)
Draws 3d text.
- HarfangHighLevel.DrawTextM(text: str, mat: harfang.Mat4, size: float = 0.01, color: harfang.Color = hl.Color.Green, text_centered: bool = False, font_: harfang.Font = None, is_2d: bool = False, depth: float = 1)
- HarfangHighLevel.DrawLine(a_x: float, a_y: float, a_z: float, b_x: float, b_y: float, b_z: float, color: harfang.Color = hl.Color.White, color2: harfang.Color = hl.Color.White)
Draws a 3d line.
- HarfangHighLevel.DrawLineV(a: harfang.Vec3, b: harfang.Vec3, color: harfang.Color = hl.Color.White, color2: harfang.Color = hl.Color.White)
- HarfangHighLevel.DrawLineList(points, colors)
- HarfangHighLevel.DrawCross(x: float, y: float, z: float, color: harfang.Color = hl.Color.White, size: float = 0.5, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0)
Draws a 3d Cross.
- HarfangHighLevel.DrawCrossV(pos: harfang.Vec3, color: harfang.Color = hl.Color.White, size: float = 0.5, rot: harfang.Vec3 = hl.Vec3(0, 0, 0))
- HarfangHighLevel.ReturnTrueEveryXSec(sec: float, name_event: str)
Draws a 3d Cross. Returns a boolean.
- HarfangHighLevel.GetDTSec()
Returns delta-time value in float.
- HarfangHighLevel.SetCamSpeed(v)
Set camera velocity.
- HarfangHighLevel.GetCamSpeed()
Get camera velocity. Returns an int
- HarfangHighLevel.DestroyNode(node: harfang.Node)
Destroys a node from the scene.
- HarfangHighLevel.__update_physic_mat__(node: harfang.Node)
Updates node physic rigidbody.
- HarfangHighLevel.ResetWorldAndForce(node: harfang.Node, x: float = 0, y: float = 0, z: float = 0, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0)
- HarfangHighLevel.ResetWorldAndForceV(node: harfang.Node, p: harfang.Vec3, r: harfang.Vec3)
- HarfangHighLevel.ResetWorldAndForceM(node: harfang.Node, v: harfang.Mat4)
- HarfangHighLevel.SetPosition(node: harfang.Node, x: float = 0, y: float = 0, z: float = 0)
Set the position of a node.
- HarfangHighLevel.SetPositionV(node: harfang.Node, v: harfang.Vec3)
- HarfangHighLevel.SetRotation(node: harfang.Node, x: float = 0, y: float = 0, z: float = 0)
Set the rotation of a node.
- HarfangHighLevel.SetRotationV(node: harfang.Node, v: harfang.Vec3)
- HarfangHighLevel.SetScale(node: harfang.Node, x: float = 1, y: float = 1, z: float = 1)
Set the scale of a node.
- HarfangHighLevel.SetScaleV(node: harfang.Node, v: harfang.Vec3)
- HarfangHighLevel.SetMat4(node: harfang.Node, m: harfang.Mat4)
Set the matrix of a node.
- HarfangHighLevel.SetDiffuseTexture(node: harfang.Node, texture_path: str)
Set the diffuse texture of a node.
- HarfangHighLevel.KeyPressed(key: int)
Key pressed event, returns a boolean.
- HarfangHighLevel.KeyDown(key: int)
Key down event, returns a boolean.
- HarfangHighLevel.GetCameraMat4()
Get camera matrix 4. Returns harfang.Mat4.
- HarfangHighLevel.NodeAddImpulse(node: harfang.Node, dt_velocity: harfang.Vec3, world_pos: harfang.Vec3 = None)
Adds a physic impulse to a node.
- HarfangHighLevel.NodeAddForce(node: harfang.Node, F: harfang.Vec3, world_pos: harfang.Vec3 = None)
Adds force to a physic node.
- HarfangHighLevel.SetParent(node: harfang.Node, parentNode: harfang.Node)
Adds a parent node to a node.
- HarfangHighLevel.SetVRGroundAnchor(x: float, y: float, z: float, angle_x: float = 0, angle_y: float = 0, angle_z: float = 0)
Sets the VR Ground Anchor.
- HarfangHighLevel.SetVRGroundAnchorV(p: harfang.Vec3, r: harfang.Vec3)
- HarfangHighLevel.GetVRControllersMat()
Get VR Controllers Matrix. Returns harfang.Mat4.
- HarfangHighLevel.Uninit()
Uninit Harfang High Level, destroys scene and window.
- HarfangHighLevel.PlaySound(file_path: str, repeat: bool = False, volume: float = 1, mat: harfang.Mat4 = None)
Plays a sound.