API Reference¶
This section contains KangEngine’s public Python API. Examples conventionally
use import kangengine as ke; ke is only a local alias for the kangengine
package, not a separate package or API layer.
The public API exposes native pybind11 types and pure Python helpers side by
side under the documented ke.* paths. Their implementation origin does not
affect how they are imported or called. Underscored implementation modules are
internal and may change without notice.
[native] identifies compiled pybind11 APIs. [python] identifies Python workflow helpers. Meaningful public inheritance is still shown; implementation-only base classes are omitted.
Application-wide entry points and common app helpers live directly under ke,
while specialized APIs are grouped by domain under modules such as ke.scene,
ke.physics, and ke.material.
Application¶
Base class for Python KangEngine apps. |
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Mesh-based debug geometry owned by the SceneGraph. |
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OpenGL debug overlay that does not create SceneGraph prims. |
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Persistent screen-aligned text anchored at world-space positions. |
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Persistent text positioned in viewport pixel(screen) coordinates. |
Rendering And Materials¶
Rendering¶
Facade for custom pipelines and renderable resource updates. |
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Factory for backend graphics resources. |
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GPU texture created by a graphics device. |
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GPU buffer created by a graphics device. |
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Opaque compiled graphics pipeline. |
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Shader stages and diagnostic name used to build a pipeline. |
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Describe a custom graphics pipeline inserted into scene rendering. |
Materials¶
Base facade wrapping a native renderer material. |
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Material using vertex/display colors and an optional built-in style. |
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Blinn-Phong material with factors and optional texture maps. |
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Metallic-roughness PBR material with factors and optional textures. |
Scene And Assets¶
Scene¶
USD-like scene graph node with hierarchy, transform, and mesh data. |
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Static mesh payload with vertex attributes and triangle indices. |
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Mesh payload with skinning attributes for skeletal animation. |
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Abstract scene backend interface for native and USD scenes. |
Assets¶
Load MJCF/XML articulation descriptions. |
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Load a BVH hierarchy or sampled skeleton motion. |
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Load FBX skeletons, animation clips, and character data. |
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Load meshes from USD scenes. |
Animation And Visuals¶
Animation¶
Read-only skeleton hierarchy and local bind transforms. |
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Sampled skeleton animation with root motion and local rotations. |
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Skeleton pose stored as root translation and S node rotations. |
Visual Bridges¶
Viewer-side articulated rigid-link visual object. |
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Application-owned FK surface composed of rigid link meshes. |
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Instanced line/point renderer for skeleton poses and motion clips. |
Deformable Surfaces¶
Static topology and four-weight LBS data uploaded once. |
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One or more skinned render parts driven by a shared skeleton. |
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Reusable MJCF skeleton and rigid-link mesh asset. |
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TODO scaffold for directly streamed deformable geometry. |
Exports¶
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Write a |
Physics And Simulation¶
Physics¶
PhysX simulation world. |
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PhysX articulation wrapper. |
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Sync PhysX articulation state into scene/render visuals. |
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Explicit GPU physics synchronization wrapper. |
Simulation¶
Owns a PhysX world, registered objects, commands, and world state. |
Simulation Visualization¶
Viewer-side visualizer for one KangSimWorld. |
Motion And Utilities¶
Motion¶
Motion playback, sequencer UI, and pluggable motion modules. |
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Track playback time and select frames from a sampled motion. |
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Base interface for optional MotionEditor processing and visualization. |
Joint Mapping¶
Resolve semantic and literal joint names against a motion skeleton. |