Vuer

vuer.schemas.scene_components

SceneElement

python
class SceneElement(BlockElement)

Source

Inherited members

Frustum

python
class Frustum(SceneElement)

Source

Camera Frustum

:param position: An optional tuple of three numbers representing the position. :type position: tuple[float, float, float] :param rotation: An optional tuple of three numbers representing the rotation. :type rotation: tuple[float, float, float] :param matrix: An optional tuple of sixteen numbers representing the matrix. :type matrix: tuple[float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float] :param aspect: An optional number representing the aspect. :type aspect: float :param focus: An optional number representing the focus. :type focus: float :param fov: An optional number representing the field of view. :type fov: float :param near: An optional number representing the near field. :type near: float :param far: An optional number representing the far field. :type far: float :param scale: An optional number representing the scale. :type scale: float :param upScale: An optional number representing the up scale. :type upScale: float :param focalLength: An optional number representing the focal length. :type focalLength: float :param showUp: An optional boolean indicating whether to show up. :type showUp: bool :param showFrustum: An optional boolean indicating whether to show the frustum. :type showFrustum: bool :param showFocalPlane: An optional boolean indicating whether to show the focal plane. :type showFocalPlane: bool :param showImagePlane: An optional boolean indicating whether to show the image plane. :type showImagePlane: bool :param src: An optional string representing the source. :type src: str :param colorOrigin: An optional ColorRepresentation for the origin color. :type colorOrigin: ColorRepresentation :param colorFrustum: An optional ColorRepresentation for the frustum color. :type colorFrustum: ColorRepresentation :param colorCone: An optional ColorRepresentation for the cone color. :type colorCone: ColorRepresentation :param colorFocalPlane: An optional ColorRepresentation for the focal plane color. :type colorFocalPlane: ColorRepresentation :param colorUp: An optional ColorRepresentation for the up color. :type colorUp: ColorRepresentation :param colorTarget: An optional ColorRepresentation for the target color. :type colorTarget: ColorRepresentation :param colorCross: An optional ColorRepresentation for the cross color. :type colorCross: ColorRepresentation

Inherited members

python
tag = 'Frustum'

CameraHelper

python
class CameraHelper(SceneElement)

Source

Inherited members

python
tag = 'CameraHelper'

group

python
class group(SceneElement)

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Inherited members

python
tag = 'group'
python
children = []

mesh

python
class mesh(SceneElement)

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Inherited members

python
tag = 'mesh'
python
children = []

TriMesh

python
class TriMesh(SceneElement)

Source

python
vertices: NDArray[np.float16] = None
python
faces: NDArray[np.uint32] = None
python
colors: NDArray[np.uint8] = None
python
uv: NDArray[np.float16] = None

Inherited members

python
tag = 'TriMesh'
python
children = []

PointCloud

python
class PointCloud(SceneElement)

Source

PointCould element, highly optimized for payload size and speed.

:param vertices: An optional numpy array of shape (N, 3) containing the vertices of the pointcloud. :type vertices: NDArray[np.float16] :param colors: An optional numpy array of shape (N, 3) containing the colors of the point cloud. :type color: NDArray[np.uint8] :param size: An optional float that sets the size of the points. :type size: float :param key: str An optional string that sets the key of the element. :type key: str

Usage::

sess.upsert @ PointCloud( vertices=np.random.rand(1000, 3), colors=np.random.rand(1000, 3), size=0.01, key="pointcloud", )

python
tag: str = 'PointCloud'
python
vertices: NDArray[np.float16] = None
python
colors: NDArray[np.uint8] = None

Inherited members

python
children = []

Box

python
class Box(SceneElement)

Source

Inherited members

python
tag = 'Box'

Capsule

python
class Capsule(SceneElement)

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Inherited members

python
tag = 'Capsule'

Cone

python
class Cone(SceneElement)

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Inherited members

python
tag = 'Cone'

Circle

python
class Circle(SceneElement)

Source

Inherited members

python
tag = 'Circle'

Cylinder

python
class Cylinder(SceneElement)

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Inherited members

python
tag = 'Cylinder'

Dodecahedron

python
class Dodecahedron(SceneElement)

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Inherited members

python
tag = 'Dodecahedron'

Edges

python
class Edges(SceneElement)

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Inherited members

python
tag = 'Edges'

Extrude

python
class Extrude(SceneElement)

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Inherited members

python
tag = 'Extrude'

Icosahedron

python
class Icosahedron(SceneElement)

Source

Inherited members

python
tag = 'Icosahedron'

Lathe

python
class Lathe(SceneElement)

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Inherited members

python
tag = 'Lathe'

Octahedron

python
class Octahedron(SceneElement)

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Inherited members

python
tag = 'Octahedron'

Plane

python
class Plane(SceneElement)

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Inherited members

python
tag = 'Plane'

Polyhedron

python
class Polyhedron(SceneElement)

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Inherited members

python
tag = 'Polyhedron'

Ring

python
class Ring(SceneElement)

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Inherited members

python
tag = 'Ring'

Shape

python
class Shape(SceneElement)

Source

Inherited members

python
tag = 'Shape'

Sphere

python
class Sphere(SceneElement)

Source

Inherited members

python
tag = 'Sphere'

Tetrahedron

python
class Tetrahedron(SceneElement)

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Inherited members

python
tag = 'Tetrahedron'

Torus

python
class Torus(SceneElement)

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Inherited members

python
tag = 'Torus'

TorusKnot

python
class TorusKnot(SceneElement)

Source

Inherited members

python
tag = 'TorusKnot'

Tube

python
class Tube(SceneElement)

Source

Inherited members

python
tag = 'Tube'

Fog

python
class Fog(SceneElement)

Source

Fog is a scene element that adds fog to the scene. This can be used to approximate depth.

Args: color: The color of the fog. near: The distance to the near plane. far: The distance to the far plane.

Example Usage:

Fog(color="green", near=3, far=7)

Fog.init

python
def __init__(self, *, children=None, color=None, near=None, far=None, **kwargs)

Source

Inherited members

python
tag = 'fog'

Wireframe

python
class Wireframe(SceneElement)

Source

Inherited members

python
tag = 'Wireframe'

Splat

python
class Splat(SceneElement)

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Inherited members

python
tag = 'Splat'

LumaSplats

python
class LumaSplats(SceneElement)

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Inherited members

python
tag = 'Splats'

Pcd

python
class Pcd(SceneElement)

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Inherited members

python
tag = 'Pcd'

CameraView

python
class CameraView(SceneElement)

Source

CameraView for rendering from arbitrary camera poses.

:param fov: The vertical field of view of the camera. Defaults to 50. :type fov: float, optional :param width: The width of the camera image. Defaults to 320. :type width: int, optional :param height: The height of the camera image. Defaults to 240. :type height: int, optional :param key: The key of the camera view. Defaults to "ego". :type key: str, optional :param position: The position of the camera. Defaults to [0, 0, 0]. :type position: List[float], optional :param rotation: The rotation of the camera. Defaults to [0, 0, 0] :type rotation: List[float], optional :param stream: The stream of the camera. Defaults to "ondemand". :type stream: str, optional :param fps: The frames per second of the camera. Defaults to 30. :type fps: int, optional :param near: The near field of the camera. Defaults to 0.1. :type near: float, optional :param far: The far field of the camera. Defaults to 20. :type far: float, optional :param renderDepth: Whether to render depth. If set, returns value["depthFrame"]. Defaults to True. :type renderDepth: bool, optional :param showFrustum: Whether to show the frustum. Defaults to True. :type showFrustum: bool, optional :param downsample: The downsample rate. Defaults to 1. :type downsample: int, optional :param distanceToCamera: The distance to the camera. Defaults to 2. :type distanceToCamera: float, optional

Inherited members

python
tag = 'CameraView'

SceneBackground

python
class SceneBackground(Image, SceneElement)

Source

Sets the background of the scene to a static image. Does not work well with high frame rates. For displaying movies, use the ImageBackground element.

Inherited members

python
tag = 'SceneBackground'

ImageBackground

python
class ImageBackground(Image, SceneElement)

Source

Sets the background of the scene to an image, Supports high frame rates.

We use a plane that is always facing the camera to display the image.

Inherited members

python
tag = 'ImageBackground'

HUDPlane

python
class HUDPlane(Image, SceneElement)

Source

A Head-up display (HUD) plane that is always facing the camera. Requires mounting a material.

Inherited members

python
tag = 'HUDPlane'

VideoMaterial

python
class VideoMaterial(Image, SceneElement)

Source

A Video Material for loading from a file hosted at a url.

Inherited members

python
tag = 'VideoMaterial'

WebRTCVideoMaterial

python
class WebRTCVideoMaterial(Image, SceneElement)

Source

A Video Material for loading from a media stream.

Inherited members

python
tag = 'WebRTCVideoMaterial'

VideoPlane

python
class VideoPlane(Image, SceneElement)

Source

A Head-up display (HUD) plane that is always facing the camera. Requires mounting a material.

Inherited members

python
tag = 'VideoPlane'

WebRTCVideoPlane

python
class WebRTCVideoPlane(SceneElement)

Source

A Head-up display (HUD) plane that is always facing the camera. Requires mounting a material.

Inherited members

python
tag = 'WebRTCVideoPlane'

StereoVideoPlane

python
class StereoVideoPlane(Image, SceneElement)

Source

A Head-up display (HUD) plane that is always facing the camera. Requires mounting a material.

Inherited members

python
tag = 'StereoVideoPlane'

WebRTCStereoVideoPlane

python
class WebRTCStereoVideoPlane(SceneElement)

Source

A Head-up display (HUD) plane that is always facing the camera. Requires mounting a material.

Inherited members

python
tag = 'WebRTCStereoVideoPlane'

Group

python
class Group(SceneElement)

Source

Inherited members

python
tag = 'VuerGroup'

HemisphereLight

python
class HemisphereLight(SceneElement)

Source

Inherited members

python
tag = 'HemisphereLight'

RectAreaLight

python
class RectAreaLight(SceneElement)

Source

Inherited members

python
tag = 'RectAreaLight'

Stage

python
class Stage(SceneElement)

Source

Inherited members

python
tag = 'Stage'

Gamepads

python
class Gamepads(SceneElement)

Source

Inherited members

python
tag = 'Gamepads'

DirectionalLight

python
class DirectionalLight(SceneElement)

Source

Inherited members

python
tag = 'DirectionalLight'

PointLight

python
class PointLight(SceneElement)

Source

Inherited members

python
tag = 'PointLight'

SpotLight

python
class SpotLight(SceneElement)

Source

Inherited members

python
tag = 'SpotLight'

AmbientLight

python
class AmbientLight(SceneElement)

Source

Inherited members

python
tag = 'AmbientLight'

Html

python
class Html(SceneElement)

Source

Usage::

as='div' // Wrapping element (default: 'div') wrapperClass // The className of the wrapping element (default: undefined) prepend // Project content behind the canvas (default: false) center // Adds a -50%/-50% css transform (default: false) [ignored in transform mode] fullscreen // Aligns to the upper-left corner, fills the screen (default:false) [ignored in transform mode] distanceFactor={10} // If set (default: undefined), children will be scaled by this factor, and also by distance to a PerspectiveCamera / zoom by a OrthographicCamera. zIndexRange={[100, 0]} // Z-order range (default=[16777271, 0]) portal={domnodeRef} // Reference to target container (default=undefined) transform // If true, applies matrix3d transformations (default=false) sprite // Renders as sprite, but only in transform mode (default=false) calculatePosition={(el: Object3D, camera: Camera, size: { width: number; height: number }) => number[]} // Override default positioning function. (default=undefined) [ignored in transform mode] occlude={[ref]} // Can be true or a Ref<Object3D>[], true occludes the entire scene (default: undefined) onOcclude={(visible) => null} // Callback when the visibility changes (default: undefined) {...groupProps} // All THREE.Group props are valid {...divProps} // All HTMLDivElement props are valid

Inherited members

python
tag = 'Html'

Pivot

python
class Pivot(SceneElement)

Source

Inherited members

python
tag = 'Pivot'

Movable

python
class Movable(SceneElement)

Source

A universal component that can be grabbed and moved using pointers, hands, controllers.

:param offset: Optional [x, y, z] offset from the position. Defaults to [0, 0, 0]. :param position: Optional [x, y, z] position. Defaults to [0, 1, -1]. :param quaternion: Optional [x, y, z, w] quaternion rotation. :param rotation: Optional [x, y, z] euler rotation. :param scale: Optional float or [x, y, z] scale factor. Defaults to 0.1. :param handle: Optional float or [x, y, z] handle size. Overrides scale for the handle geometry. :param showFrame: Optional boolean to show coordinate frame. Defaults to True. :param wireframe: Optional boolean for wireframe rendering. Defaults to False. :param localRotation: Optional boolean to use local rotation. Defaults to False.

The component can be grabbed using:

  • Hand pinch gestures (left/right hand)
  • Controller trigger buttons (left/right controller)

When grabbed, the component follows the hand/controller movement and rotation. A coordinate frame can be displayed to visualize the current transformation.

The component supports both AR and VR modes through the WebXR versions of these components.

python
localRotation: bool = False

Inherited members

python
tag = 'Movable'

Hands

python
class Hands(SceneElement)

Source

.. admonition:: tip Setting stream to True

Important: You need to set the stream option to True to start streaming the hand movement.

The Hand component offers a way to stream the current pose of the hand to the server. You can get the full pose of the hands by listening to the HAND_MOVE event. You can add flags left and right to specify which hand you want to track. The returned data looks like the following:

.. code-block:: typescript

/**

  • Left and right pose are relative to the wrist transformations. */ export type HandsData = { left?: Float32Array; // 25 * 16 values. right?: Float32Array; // 25 * 16 values. leftState: HandState; rightState: HandState; };

export type HandState = { pinch: boolean; squeeze: boolean; tap: boolean;

pinchValue: number; squeezeValue: number; tapValue: number; }

Matrix format

All 4x4 transform matrices used in WebGL are stored in 16-element Float32Arrays. The values are stored in the array in column-major order; that is, each column is written into the array top-down before moving to the next column to the right and writing it into the array. Therefore, for the array [a0, a1, a2, …, a13, a14, a15], the matrix looks like this:

.. code-block:: ⌈ a0 a4 a8 a12 ⌉ | a1 a5 a9 a13 | | a2 a6 a10 a14 | ⌊ a3 a7 a11 a15 ⌋

For details, refer to the MDN documentation on XR Rigid Body Transformation

Hand Landmarks

We follow the XR Hand conventions, and return the landmarks in a single array of 25 * 16 values in the following order:

.. list-table:: :widths: 40 10 40 10 :header-rows: 1

    • Hand joint
    • Index
    • Hand joint (continue)
    • Index
    • wrist
    • 0
    • middle-finger-phalanx-distal
    • 13
    • thumb-metacarpal
    • 1
    • middle-finger-tip
    • 14
    • thumb-phalanx-proximal
    • 2
    • ring-finger-metacarpal
    • 15
    • thumb-phalanx-distal
    • 3
    • ring-finger-phalanx-proximal
    • 16
    • thumb-tip
    • 4
    • ring-finger-phalanx-intermediate
    • 17
    • index-finger-metacarpal
    • 5
    • ring-finger-phalanx-distal
    • 18
    • index-finger-phalanx-proximal
    • 6
    • ring-finger-tip
    • 19
    • index-finger-phalanx-intermediate
    • 7
    • pinky-finger-metacarpal
    • 20
    • index-finger-phalanx-distal
    • 8
    • pinky-finger-phalanx-proximal
    • 21
    • index-finger-tip
    • 9
    • pinky-finger-phalanx-intermediate
    • 22
    • middle-finger-metacarpal
    • 10
    • pinky-finger-phalanx-distal
    • 23
    • middle-finger-phalanx-proximal
    • 11
    • pinky-finger-tip
    • 24
    • middle-finger-phalanx-intermediate
    • 12

Usage Example:

.. code-block:: python

from vuer import Vuer, VuerSession from vuer.schemas import Hands from asyncio import sleep

app = Vuer()

@app.add_handler("HAND_MOVE") async def handler(event, session): print(f"Movement Event: key-{event.key}", event.value)

@app.spawn(start=True) async def main(session: VuerSession):

Important: You need to set the stream option to True to start

streaming the hand movement.

session.upsert @ Hands(stream=True, key="hands")

while True: await sleep(1)

Hands.init

python
def __init__(self, key='hands', stream=True, disableLeft=False, disableRight=False, hideLeft=False, hideRight=False, **kwargs)

Source

Inherited members

python
tag = 'Hands'

MotionControllers

python
class MotionControllers(SceneElement)

Source

MotionController for tracking XR controller poses and button states.

:param key: Unique identifier for the controller. :type key: str, optional :param eventTypes: A tuple or list of events to track (e.g., "trigger", "squeeze"). :type eventTypes: tuple or list, optional :param stream: Whether to enable streaming of controller data. :type stream: bool, optional :param left: Boolean indicating if the left controller should be tracked. :type left: bool, optional :param right: Boolean indicating if the right controller should be tracked. :type right: bool, optional :param showLeft: Boolean indicating if the left controller visualization should be shown. :type showLeft: bool, optional :param showRight: Boolean indicating if the right controller visualization should be shown. :type showRight: bool, optional

MotionControllers.init

python
def __init__(self, key='motionControllers', eventTypes=('trigger', 'squeeze'), stream=True, left=None, right=None, showLeft=True, showRight=True, **kwargs)

Source

Inherited members

python
tag = 'MotionControllers'

Obj

python
class Obj(SceneElement)

Source

Obj.init

python
def __init__(self, src=None, mtl=None, text=None, buff=None, materials=None, **kwargs)

Source

:param src: The source of the obj file. Can be a url or a local file. :type src: str :param mtl: The source of the mtl file. Can be a url or a local file. :type mtl: str :param text: The text content of the obj file, allow one to load a scene from a string. :type text: str :param buff: The binary content of the obj file. This is the most efficient, because you are sending binaries.. :type buff: bytes :param materials: A list of materials to be used for the obj file. :type materials: List[String]

todo: In the future we probably want to enable the loading of multiple material files.

Inherited members

python
tag = 'Obj'

CoordsMarker

python
class CoordsMarker(SceneElement)

Source

Coordinates Marker Component.

Args: position: A list of 3 numbers representing the position. rotation: A list of 3 numbers representing the rotation. matrix: A list of 16 numbers representing the matrix. Overrides position and rotation. scale: 1.0 headScale: 1.0 lod: Level of detail. The number of segments for the cone and the stem.

Inherited members

python
tag = 'CoordsMarker'

Arrow

python
class Arrow(SceneElement)

Source

Coordinates Marker Component.

Args: matrix: A list of 16 numbers representing the matrix. Overrides position and rotation. position: A list of 3 numbers representing the position. rotation: A list of 3 numbers representing the rotation. scale: 1.0 headScale: 1.0 lod: Level of detail. The number of segments for the cone and the stem.

Inherited members

python
tag = 'Arrow'

Ply

python
class Ply(SceneElement)

Source

Inherited members

python
tag = 'Ply'

Glb

python
class Glb(SceneElement)

Source

Glb Component

this follows the material type

:param materialType: Literal["basic", ...] :param material: { side=0: inside, side=1: outsie, side=2: both. }

Inherited members

python
tag = 'Glb'

Urdf

python
class Urdf(SceneElement)

Source

Inherited members

python
tag = 'Urdf'

Gripper

python
class Gripper(SceneElement)

Source

Inherited members

python
tag = 'Gripper'

SkeletalGripper

python
class SkeletalGripper(SceneElement)

Source

Inherited members

python
tag = 'SkeletalGripper'

Grid

python
class Grid(SceneElement)

Source

Inherited members

python
tag = 'Grid'

GrabRender

python
class GrabRender(SceneElement)

Source

Inherited members

python
tag = 'GrabRender'
python
key = 'DEFAULT'

TimelineControls

python
class TimelineControls(SceneElement)

Source

Inherited members

python
tag = 'TimelineControls'

PointerControls

python
class PointerControls(SceneElement)

Source

Inherited members

python
tag = 'PointerControls'

AccumulativeShadows

python
class AccumulativeShadows(SceneElement)

Source

A planar, Y-up oriented shadow-catcher that accumulates soft shadows with zero performance impact after accumulation.

The shadow-catcher can operate in temporal mode (accumulating over time) or instantaneous mode. It must be paired with light sources and scene objects that cast shadows as children. Works best with RandomizedLight components for realistic raycast-like shadows and ambient occlusion.

:param frames: Number of frames to render. More frames yield cleaner results but take longer. Defaults to 40. :type frames: int :param blend: Controls the refresh ratio when frames=Infinity. Defaults to 100. :type blend: int :param limit: Limits rendered frames when frames=Infinity to regain performance once scene settles. Defaults to Infinity. :type limit: int :param scale: Scale of the shadow plane. No default. :type scale: float :param temporal: Whether to accumulate shadows over time (more performant but has visual regression). Defaults to False. :type temporal: bool :param opacity: Opacity of the shadow plane. Defaults to 1. :type opacity: float :param alphaTest: Threshold for discarding alpha pixels. Defaults to 0.65. :type alphaTest: float :param color: Shadow color. Defaults to black. :type color: str :param colorBlend: How much colors turn to black (0 is black). Defaults to 2. :type colorBlend: float :param resolution: Buffer resolution. Defaults to 1024. :type resolution: int

Example Usage::

AccumulativeShadows( temporal=True, frames=100, scale=10, children=[ RandomizedLight(amount=8, position=[5, 5, -10]) ] )

Inherited members

python
tag = 'AccumulativeShadows'

Trail

python
class Trail(SceneElement)

Source

A declarative, three.MeshLine based Trails implementation. You can attach it to any mesh and it will give it a beautiful trail.

:param width: Width of the line. Defaults to 0.2. :type width: float :param color: Color of the line. Defaults to 'hotpink'. :type color: str :param length: Length of the line. Defaults to 1. :type length: float :param decay: How fast the line fades away. Defaults to 1. :type decay: float :param local: Whether to use the target's world or local positions. Defaults to False. :type local: bool :param stride: Min distance between previous and current point. Defaults to 0. :type stride: float :param interval: Number of frames to wait before next calculation. Defaults to 1. :type interval: int :param target: Optional target. This object will produce the trail. :type target: Any :param attenuation: A function to define the width in each point along it. :type attenuation: callable

Note: If target is not defined, Trail will use the first Object3D child as the target. You can optionally define a custom meshLineMaterial to use.

Example Usage::

Trail( width=0.2, color='hotpink', length=1, decay=1, local=False, stride=0, interval=1 )

Inherited members

python
tag = 'Trail'

Center

python
class Center(SceneElement)

Source

Centers its children by calculating their boundary box.

The Center component automatically centers child elements by calculating their bounding box. It allows fine control over which axes to center along.

:param top: Align to top edge instead of center on Y axis :type top: bool :param right: Align to right edge instead of center on X axis :type right: bool :param bottom: Align to bottom edge instead of center on Y axis :type bottom: bool :param left: Align to left edge instead of center on X axis :type left: bool :param front: Align to front edge instead of center on Z axis :type front: bool :param back: Align to back edge instead of center on Z axis :type back: bool :param disable: Disable centering on all axes :type disable: bool :param disableX: Disable centering on X axis :type disableX: bool :param disableY: Disable centering on Y axis :type disableY: bool :param disableZ: Disable centering on Z axis :type disableZ: bool :param precise: Use precise boundary box calculation (default: True) :type precise: bool

Example Usage::

Center( top=True, left=True, children=[mesh] )

Inherited members

python
tag = 'Center'

Text3D

python
class Text3D(SceneElement)

Source

Renders 3D text using ThreeJS's TextGeometry.

Text3D will suspend while loading the font data. It requires fonts in JSON format generated through typeface.json, either as a path to a JSON file or a JSON object. If you face display issues try checking "Reverse font direction" in the typeface tool.

:param font: Font URL or JSON object with font data :type font: str :param smooth: Merges vertices with a tolerance and calls computeVertexNormals :type smooth: float :param lineHeight: Line height in threejs units (default: 0) :type lineHeight: float :param letterSpacing: Letter spacing factor (default: 1) :type letterSpacing: float

You can align the text using the Center component:

.. code-block:: python

Center( Text3D( "Hello world!", font="fonts/helvetiker.json", smooth=1, lineHeight=0.5, letterSpacing=-0.025 ) )

Text3D.init

python
def __init__(self, *text, font=None, smooth=None, lineHeight=0, letterSpacing=1, **kwargs)

Source

Inherited members

python
tag = 'Text3D'

Scene

python
class Scene(BlockElement)

Source

Scene.init

python
def __init__(self, *children, rawChildren=None, htmlChildren=None, bgChildren: List[Element]=None, up=[0, 1, 0], background=None, grid=True, toneMapping: str=None, toneMappingExposure: float=None, frameloop: Literal['always', 'demand']=None, enableOrbitControl: bool=None, camPosition: List[float]=None, camRotation: List[float]=None, **kwargs)

Source

Scene.serialize

python
def serialize(self)

Source

python
tag = 'Scene'

DefaultScene

python
class DefaultScene(Scene)

Source

Default Scene that includes a basic setup of ambient lights.

:param children: list of children elements to be rendered in the scene. :type children: SceneElement, ... :param rawChildren: list of children elements to be rendered in the scene. :param htmlChildren: list of children elements to be rendered in the scene. :param bgChildren: list of children elements to be rendered in the scene. :param show_helper: list of children elements to be rendered in the scene. :param startStep: list of children elements to be rendered in the scene. :param endStep: list of children elements to be rendered in the scene. :param up: list of children elements to be rendered in the scene. :param kwargs: list of children elements to be rendered in the scene.

Example Usage::

DefaultScene(

Ambient Light does not have helper because it is ambient.

AmbientLight(intensity=1.0, key="default_ambient_light"), DirectionalLight( intensity=1, key="default_directional_light", helper=show_helper ), *children, rawChildren=rawChildren, htmlChildren=htmlChildren, bgChildren=[ GrabRender(), *[

we use a key here so that we can replace the timeline controls via update

TimelineControls(start=startStep, end=endStep, key="timeline") if endStep else None, ], PointerControls(), Grid(), *bgChildren, ], up=up, **kwargs, )

DefaultScene.init

python
def __init__(self, *children: SceneElement, rawChildren: List[SceneElement]=None, htmlChildren: List[Element]=None, bgChildren: List[SceneElement]=[], show_helper=True, startStep=0, endStep=None, up=[0, 1, 0], grid=True, **kwargs)

Source

Inherited members

Public imports

These symbols are available from this module. Their definitions are documented in the linked modules.

  • BlockElementvuer.schemas.html_components.BlockElement
  • Elementvuer.schemas.html_components.Element
  • Imagevuer.schemas.html_components.Image