Engine source functions
3367 definitions in the current source checkout. This source map includes internal helpers and class methods. It is not a supported API contract or a promise that a function can be called through a bridge. For supported entry points use the Python API reference or bundled DCC wrapper pages.
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tech_connector.game_engine.assets.animation_asset_service
AnimationIssue.to_dict
def AnimationIssue.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:34
AnimationConversionReceipt.succeeded
def AnimationConversionReceipt.succeeded(self) -> boolclass method · public name · tech_connector/game_engine/assets/animation_asset_service.py:47
AnimationConversionReceipt.to_dict
def AnimationConversionReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:50
animation_clip_defaults
def animation_clip_defaults(*, skeleton_id: str='', duration_seconds: float=1.0, sample_rate: float=30.0, loop: bool=True) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:59
blend_space_defaults
def blend_space_defaults(*, skeleton_id: str='', dimensions: int=2, axes: Sequence[Mapping[str, Any]]=(), samples: Sequence[Mapping[str, Any]]=()) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:76
animation_mask_defaults
def animation_mask_defaults(*, skeleton_id: str='', weights: Mapping[str, float] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:95
animation_controller_defaults
def animation_controller_defaults(*, skeleton_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:103
AnimationAssetService.__init__
def AnimationAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/animation_asset_service.py:123
AnimationAssetService.create_clip
def AnimationAssetService.create_clip(self, name: str, *, skeleton_id: str='', duration_seconds: float=1.0, sample_rate: float=30.0, loop: bool=True, folder: str | Path='Assets/Animation/Clips')class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:128
AnimationAssetService.create_blend_space
def AnimationAssetService.create_blend_space(self, name: str, *, skeleton_id: str='', dimensions: int=2, axes: Sequence[Mapping[str, Any]]=(), samples: Sequence[Mapping[str, Any]]=(), folder: str | Path='Assets/Animation/BlendSpaces')class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:134
AnimationAssetService.create_mask
def AnimationAssetService.create_mask(self, name: str, *, skeleton_id: str='', weights: Mapping[str, float] | None=None, folder: str | Path='Assets/Animation/Masks')class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:141
AnimationAssetService.create_controller
def AnimationAssetService.create_controller(self, name: str, *, skeleton_id: str='', properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Animation/Controllers')class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:147
AnimationAssetService.properties
def AnimationAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:155
AnimationAssetService.update
def AnimationAssetService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:159
AnimationAssetService.validate
def AnimationAssetService.validate(self, asset_id: str) -> list[AnimationIssue]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:166
AnimationAssetService.evaluate_blend_space
def AnimationAssetService.evaluate_blend_space(self, asset_id: str, x: float, y: float=0.0) -> dict[str, float]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:173
AnimationAssetService.evaluate_controller
def AnimationAssetService.evaluate_controller(self, asset_id: str, *, parameter_values: Mapping[str, Any] | None=None, layer_id: str='', current_state: str='', normalized_time: float=0.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:179
AnimationAssetService.cook
def AnimationAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/animation_asset_service.py:191
AnimationAssetService.convert_unreal
def AnimationAssetService.convert_unreal(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Animation/Converted/Unreal') -> AnimationConversionReceiptclass method · public name · tech_connector/game_engine/assets/animation_asset_service.py:200
AnimationAssetService.convert_unity
def AnimationAssetService.convert_unity(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Animation/Converted/Unity') -> AnimationConversionReceiptclass method · public name · tech_connector/game_engine/assets/animation_asset_service.py:203
AnimationAssetService.convert_file
def AnimationAssetService.convert_file(self, source_path: str | Path, *, provider: str, folder: str | Path='Assets/Animation/Converted') -> AnimationConversionReceiptclass method · public name · tech_connector/game_engine/assets/animation_asset_service.py:206
Convert an Unreal/Unity editor export file into native editable assets.
AnimationAssetService.import_interchange
def AnimationAssetService.import_interchange(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Animation/Converted') -> AnimationConversionReceiptclass method · public name · tech_connector/game_engine/assets/animation_asset_service.py:223
AnimationAssetService.export_interchange
def AnimationAssetService.export_interchange(self, asset_ids: Iterable[str], *, provider: str='tech_connector') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/animation_asset_service.py:230
AnimationAssetService._convert
def AnimationAssetService._convert(self, provider: str, payload: Mapping[str, Any], folder: str | Path) -> AnimationConversionReceiptclass method · internal · tech_connector/game_engine/assets/animation_asset_service.py:237
AnimationAssetService._load
def AnimationAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/animation_asset_service.py:264
AnimationAssetService._save
def AnimationAssetService._save(self, asset_id: str, properties: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/animation_asset_service.py:272
validate_animation_clip
def validate_animation_clip(values: Mapping[str, Any]) -> list[AnimationIssue]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:284
validate_blend_space
def validate_blend_space(values: Mapping[str, Any]) -> list[AnimationIssue]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:298
validate_animation_mask
def validate_animation_mask(values: Mapping[str, Any]) -> list[AnimationIssue]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:320
validate_animation_controller
def validate_animation_controller(values: Mapping[str, Any]) -> list[AnimationIssue]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:324
evaluate_animation_controller
def evaluate_animation_controller(values: Mapping[str, Any], *, parameter_values: Mapping[str, Any] | None=None, layer_id: str='', current_state: str='', normalized_time: float=0.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:346
Evaluate one deterministic editor-preview step without mutating controller data.
_animation_condition_matches
def _animation_condition_matches(condition: Mapping[str, Any], parameters: Mapping[str, Any], normalized_time: float) -> boolmodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:389
evaluate_blend_space
def evaluate_blend_space(values: Mapping[str, Any], *, x: float, y: float=0.0) -> dict[str, float]module function · public name · tech_connector/game_engine/assets/animation_asset_service.py:408
compile_animation_payload
def compile_animation_payload(type_id: str, values: Mapping[str, Any], *, platform: str, quality: str) -> bytesmodule function · public name · tech_connector/game_engine/assets/animation_asset_service.py:427
Validate and compile any first-class animation asset into portable runtime data.
_normalize_interchange
def _normalize_interchange(provider: str, payload: Mapping[str, Any]) -> tuple[dict[str, Any], list[AnimationIssue]]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:444
_normalize_unreal
def _normalize_unreal(data: dict[str, Any], diagnostics: list[AnimationIssue]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:453
_normalize_unity
def _normalize_unity(data: dict[str, Any], diagnostics: list[AnimationIssue]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:476
_unreal_machine
def _unreal_machine(value: Mapping[str, Any], index: int) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:531
_unreal_transition
def _unreal_transition(value: Mapping[str, Any], index: int) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:541
_unity_transition
def _unity_transition(value: Mapping[str, Any], index: int) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:546
_unity_blend_tree
def _unity_blend_tree(tree: dict[str, Any], source_id: str, skeleton: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:555
_unsupported_nodes
def _unsupported_nodes(row: Mapping[str, Any], provider: str, diagnostics: list[AnimationIssue]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:567
_parse_condition
def _parse_condition(text: str) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:578
_compile_asset
def _compile_asset(type_id: str, values: Mapping[str, Any], *, platform: str, quality: str) -> bytesmodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:596
_normalize_properties
def _normalize_properties(type_id: str, properties: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:616
_asset_references
def _asset_references(type_id: str, values: Mapping[str, Any]) -> set[tuple[str, str]]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:636
_replace_source_refs
def _replace_source_refs(value: Any, mapping: Mapping[str, str]) -> Anymodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:654
_normalize_sample
def _normalize_sample(value: Mapping[str, Any], dimensions: int) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:661
_parameter_spec
def _parameter_spec(value: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:666
_axis_from_unreal
def _axis_from_unreal(value: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/animation_asset_service.py:680
_schema_for
def _schema_for(type_id: str) -> strmodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:684
_safe_name
def _safe_name(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:688
_available_name
def _available_name(folder: Path, name: str, _operations: AssetOperationsService, type_id: str) -> strmodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:693
_atomic_json_write
def _atomic_json_write(path: Path, value: Mapping[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/assets/animation_asset_service.py:700
tech_connector.game_engine.assets.asset_bulk_operation_service
BulkAssetPlanItem.to_dict
def BulkAssetPlanItem.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_bulk_operation_service.py:32
BulkAssetPlan.to_dict
def BulkAssetPlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_bulk_operation_service.py:46
BulkAssetReceipt.to_dict
def BulkAssetReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_bulk_operation_service.py:63
BulkAssetOperationService.__init__
def BulkAssetOperationService.__init__(self, project_root: str | Path, database: AssetDatabase, *, operations: AssetOperationsService | None=None, production: AssetProductionService | None=None, exports: AssetExportService | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:74
BulkAssetOperationService.plan
def BulkAssetOperationService.plan(self, operation: str, asset_ids: Iterable[str], *, options: Mapping[str, Any] | None=None) -> BulkAssetPlanclass method · public name · tech_connector/game_engine/assets/asset_bulk_operation_service.py:86
BulkAssetOperationService.execute
def BulkAssetOperationService.execute(self, plan: BulkAssetPlan) -> BulkAssetReceiptclass method · public name · tech_connector/game_engine/assets/asset_bulk_operation_service.py:153
BulkAssetOperationService._project_path
def BulkAssetOperationService._project_path(self, value: Any) -> Pathclass method · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:201
_bulk_name
def _bulk_name(base: str, type_id: str, index: int, options: Mapping[str, Any]) -> strmodule function · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:211
_tags
def _tags(value: Any) -> tuple[str, ...]module function · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:226
_action_summary
def _action_summary(action: str) -> strmodule function · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:231
_result_dict
def _result_dict(value: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:238
_record_token
def _record_token(record: Any) -> strmodule function · internal · tech_connector/game_engine/assets/asset_bulk_operation_service.py:246
tech_connector.game_engine.assets.asset_conversion_service
AssetConversionPlan.to_dict
def AssetConversionPlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_conversion_service.py:70
plan_asset_conversion
def plan_asset_conversion(type_id: str, source_path: str | Path, target: str, *, registry: AssetTypeRegistry | None=None) -> AssetConversionPlanmodule function · public name · tech_connector/game_engine/assets/asset_conversion_service.py:74
conversion_coverage_report
def conversion_coverage_report(*, registry: AssetTypeRegistry | None=None, targets: Iterable[str]=CONVERSION_TARGETS) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_conversion_service.py:119
_matched_extension
def _matched_extension(path: Path, descriptor: AssetTypeDescriptor | None) -> strmodule function · internal · tech_connector/game_engine/assets/asset_conversion_service.py:154
_best_sample_path
def _best_sample_path(descriptor: AssetTypeDescriptor, targets: tuple[str, ...]) -> Pathmodule function · internal · tech_connector/game_engine/assets/asset_conversion_service.py:163
tech_connector.game_engine.assets.asset_database_service
_AutoClosingConnection.__exit__
def _AutoClosingConnection.__exit__(self, exc_type: Any, exc: Any, traceback: Any) -> bool | Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:25
stable_asset_id
def stable_asset_id(asset_type: str, source_path: str | Path) -> strmodule function · public name · tech_connector/game_engine/assets/asset_database_service.py:65
AssetDatabase.__init__
def AssetDatabase.__init__(self, database_path: str | Path, cache_root: str | Path | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:74
AssetDatabase.register_asset
def AssetDatabase.register_asset(self, source_path: str | Path, asset_type: str, *, asset_id: str | None=None, metadata: dict[str, Any] | None=None, dependencies: Iterable[str | tuple[str, str]]=()) -> AssetRecordclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:86
AssetDatabase.asset
def AssetDatabase.asset(self, asset_id: str) -> AssetRecord | Noneclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:159
AssetDatabase.asset_for_path
def AssetDatabase.asset_for_path(self, source_path: str | Path) -> AssetRecord | Noneclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:164
AssetDatabase.list_assets
def AssetDatabase.list_assets(self, *, status: str | None=None) -> list[AssetRecord]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:171
AssetDatabase.set_dependencies
def AssetDatabase.set_dependencies(self, asset_id: str, dependencies: Iterable[str | tuple[str, str]]) -> Noneclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:181
AssetDatabase.dependencies
def AssetDatabase.dependencies(self, asset_id: str) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:211
AssetDatabase.dependency_edges
def AssetDatabase.dependency_edges(self, asset_id: str) -> tuple[tuple[str, str], ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:218
AssetDatabase.referencers
def AssetDatabase.referencers(self, asset_id: str, *, recursive: bool=False) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:226
AssetDatabase.referencer_edges
def AssetDatabase.referencer_edges(self, asset_id: str) -> tuple[tuple[str, str], ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:248
AssetDatabase.replace_dependency
def AssetDatabase.replace_dependency(self, owner_asset_id: str, old_asset_id: str, new_asset_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:256
Replace one dependency while retaining its relationship kind.
AssetDatabase.unregister_asset
def AssetDatabase.unregister_asset(self, asset_id: str) -> AssetRecordclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:294
Remove an unreferenced asset record after its source has been safely relocated.
AssetDatabase.dependency_closure
def AssetDatabase.dependency_closure(self, asset_ids: Iterable[str]) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:311
AssetDatabase.affected_assets
def AssetDatabase.affected_assets(self, asset_ids: Iterable[str]) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:315
AssetDatabase.scan_changes
def AssetDatabase.scan_changes(self) -> list[AssetChange]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:330
AssetDatabase.store_derived
def AssetDatabase.store_derived(self, asset_id: str, key: str, payload: bytes, *, metadata: dict[str, Any] | None=None, extension: str='.bin') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:353
AssetDatabase.derived
def AssetDatabase.derived(self, asset_id: str, key: str) -> DerivedArtifact | Noneclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:390
AssetDatabase.derived_artifacts
def AssetDatabase.derived_artifacts(self, asset_id: str, *, include_invalid: bool=False) -> tuple[DerivedArtifact, ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:404
Return the persisted derived-data inventory for one source asset.
AssetDatabase.assets_with_valid_derived_data
def AssetDatabase.assets_with_valid_derived_data(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:423
Return asset IDs with at least one current on-disk derived artifact.
AssetDatabase.asset_events
def AssetDatabase.asset_events(self, asset_id: str, *, limit: int=100) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:437
Return newest-first revision and lifecycle events for an asset.
AssetDatabase.poll_events
def AssetDatabase.poll_events(self, after_sequence: int=0, *, limit: int=1000) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/asset_database_service.py:452
AssetDatabase._record_change
def AssetDatabase._record_change(self, record: AssetRecord, kind: str, content_hash: str, *, stat: os.stat_result | None=None) -> AssetChangeclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:463
AssetDatabase._dependency_closure
def AssetDatabase._dependency_closure(connection: sqlite3.Connection, roots: Iterable[str]) -> set[str]class method · internal · tech_connector/game_engine/assets/asset_database_service.py:497
AssetDatabase._initialize_schema
def AssetDatabase._initialize_schema(self) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:511
AssetDatabase._connect
def AssetDatabase._connect(self) -> sqlite3.Connectionclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:545
AssetDatabase._transaction
def AssetDatabase._transaction(self) -> Iterator[sqlite3.Connection]class method · internal · tech_connector/game_engine/assets/asset_database_service.py:554
AssetDatabase._append_event
def AssetDatabase._append_event(connection: sqlite3.Connection, kind: str, asset_id: str, payload: dict[str, Any]) -> intclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:558
_DatabaseTransaction.__init__
def _DatabaseTransaction.__init__(self, owner: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:567
_DatabaseTransaction.__enter__
def _DatabaseTransaction.__enter__(self) -> sqlite3.Connectionclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:571
_DatabaseTransaction.__exit__
def _DatabaseTransaction.__exit__(self, exception_type: Any, exception: Any, traceback: Any) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:577
AssetWatchService.__init__
def AssetWatchService.__init__(self, database: AssetDatabase, callback: Callable[[list[AssetChange]], None], *, interval_seconds: float=0.5) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:589
AssetWatchService.running
def AssetWatchService.running(self) -> boolclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:604
AssetWatchService.start
def AssetWatchService.start(self) -> Noneclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:607
AssetWatchService.stop
def AssetWatchService.stop(self, timeout: float=2.0) -> Noneclass method · public name · tech_connector/game_engine/assets/asset_database_service.py:614
AssetWatchService._run
def AssetWatchService._run(self) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_database_service.py:621
_canonical_path
def _canonical_path(value: str | Path) -> strmodule function · internal · tech_connector/game_engine/assets/asset_database_service.py:632
_file_hash
def _file_hash(path: Path) -> strmodule function · internal · tech_connector/game_engine/assets/asset_database_service.py:636
_json
def _json(value: Any) -> strmodule function · internal · tech_connector/game_engine/assets/asset_database_service.py:644
_dict
def _dict(value: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/asset_database_service.py:648
_asset_record
def _asset_record(row: sqlite3.Row) -> AssetRecordmodule function · internal · tech_connector/game_engine/assets/asset_database_service.py:653
tech_connector.game_engine.assets.asset_dependency_graph_service
AssetDependencyNode.to_dict
def AssetDependencyNode.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_dependency_graph_service.py:25
AssetDependencyEdge.to_dict
def AssetDependencyEdge.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_dependency_graph_service.py:35
AssetDependencyGraph.to_dict
def AssetDependencyGraph.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_dependency_graph_service.py:49
AssetDependencyGraphService.__init__
def AssetDependencyGraphService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_dependency_graph_service.py:64
AssetDependencyGraphService.analyze
def AssetDependencyGraphService.analyze(self, root_asset_id: str, *, include_referencers: bool=True, max_depth: int=32) -> AssetDependencyGraphclass method · public name · tech_connector/game_engine/assets/asset_dependency_graph_service.py:68
AssetDependencyGraphService._cycles
def AssetDependencyGraphService._cycles(asset_ids: tuple[str, ...], edges: tuple[AssetDependencyEdge, ...]) -> tuple[tuple[str, ...], ...]class method · internal · tech_connector/game_engine/assets/asset_dependency_graph_service.py:124
tech_connector.game_engine.assets.asset_export_service
AssetExportReceipt.to_dict
def AssetExportReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_export_service.py:33
AssetExportService.__init__
def AssetExportService.__init__(self, project_root: str | Path, database: AssetDatabase, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_export_service.py:44
AssetExportService.export_assets
def AssetExportService.export_assets(self, asset_ids: Iterable[str], destination: str | Path, *, target: str='generic', include_dependencies: bool=True, require_ready: bool=False) -> AssetExportReceiptclass method · public name · tech_connector/game_engine/assets/asset_export_service.py:49
AssetExportService.conversion_coverage
def AssetExportService.conversion_coverage(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_export_service.py:115
AssetExportService._dependency_closure
def AssetExportService._dependency_closure(self, roots: tuple[str, ...]) -> tuple[str, ...]class method · internal · tech_connector/game_engine/assets/asset_export_service.py:118
AssetExportService._write_adapter
def AssetExportService._write_adapter(root: Path, target: str, rows: list[dict[str, Any]]) -> Path | Noneclass method · internal · tech_connector/game_engine/assets/asset_export_service.py:129
tech_connector.game_engine.assets.asset_graph_compile_service
AssetCompileReceipt.succeeded
def AssetCompileReceipt.succeeded(self) -> boolclass method · public name · tech_connector/game_engine/assets/asset_graph_compile_service.py:40
AssetGraphCompileService.__init__
def AssetGraphCompileService.__init__(self, database: AssetDatabase, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:45
AssetGraphCompileService.compile_asset
def AssetGraphCompileService.compile_asset(self, asset_id: str, *, target: str='runtime') -> AssetCompileReceiptclass method · public name · tech_connector/game_engine/assets/asset_graph_compile_service.py:51
_compile_graph
def _compile_graph(graph: dict[str, Any], *, allow_cycles: bool) -> tuple[list[dict[str, Any]], list[AssetCompileDiagnostic]]module function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:133
_compile_emitters
def _compile_emitters(emitters: list[dict[str, Any]]) -> tuple[dict[str, Any], list[AssetCompileDiagnostic]]module function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:201
_compile_curves
def _compile_curves(curves: list[dict[str, Any]]) -> tuple[dict[str, Any], list[AssetCompileDiagnostic]]module function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:245
_entry_points
def _entry_points(operations: list[dict[str, Any]]) -> list[int]module function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:268
_opcode
def _opcode(title: str) -> strmodule function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:272
_operation_count
def _operation_count(executable: dict[str, Any]) -> intmodule function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:277
_pin_type
def _pin_type(pins: list[Any] | tuple[Any, ...], pin_name: str) -> strmodule function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:287
_generate_shader_graph_source
def _generate_shader_graph_source(type_id: str, operations: list[dict[str, Any]], *, target: str) -> strmodule function · internal · tech_connector/game_engine/assets/asset_graph_compile_service.py:297
tech_connector.game_engine.assets.asset_metadata_service
asset_metadata_path
def asset_metadata_path(source_path: str | Path) -> Pathmodule function · public name · tech_connector/game_engine/assets/asset_metadata_service.py:17
new_asset_id
def new_asset_id() -> strmodule function · public name · tech_connector/game_engine/assets/asset_metadata_service.py:22
read_asset_metadata
def read_asset_metadata(source_path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_metadata_service.py:26
write_asset_metadata
def write_asset_metadata(source_path: str | Path, *, asset_id: str, type_id: str, importer: str='', importer_settings: dict[str, Any] | None=None, previous_paths: list[str] | tuple[str, ...]=()) -> Pathmodule function · public name · tech_connector/game_engine/assets/asset_metadata_service.py:42
ensure_asset_metadata
def ensure_asset_metadata(source_path: str | Path, type_id: str, *, preferred_asset_id: str='', importer: str='', importer_settings: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_metadata_service.py:87
tech_connector.game_engine.assets.asset_operations_service
validate_fbx_import
def validate_fbx_import(source: Path, type_id: str) -> Nonemodule function · public name · tech_connector/game_engine/assets/asset_operations_service.py:22
Preflight FBX imports before a raw file is registered as a native asset.
AssetOperationReceipt.to_dict
def AssetOperationReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:60
AssetReferenceFixupReceipt.to_dict
def AssetReferenceFixupReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:73
AssetReferenceReplacementPlan.can_execute
def AssetReferenceReplacementPlan.can_execute(self) -> boolclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:86
AssetReferenceReplacementPlan.to_dict
def AssetReferenceReplacementPlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:89
AssetReferenceReplacementReceipt.to_dict
def AssetReferenceReplacementReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:100
AssetInUseError.__init__
def AssetInUseError.__init__(self, asset_id: str, referencers: tuple[str, ...]) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:130
AssetOperationsService.__init__
def AssetOperationsService.__init__(self, project_root: str | Path, database: AssetDatabase, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:143
AssetOperationsService.can_undo
def AssetOperationsService.can_undo(self) -> boolclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:156
AssetOperationsService.undo_label
def AssetOperationsService.undo_label(self) -> strclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:160
AssetOperationsService.undo_last
def AssetOperationsService.undo_last(self) -> Anyclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:163
AssetOperationsService.undo_group
def AssetOperationsService.undo_group(self, label: str)class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:170
Collapse child operations into one undo and roll all of them back on failure.
AssetOperationsService.create_asset
def AssetOperationsService.create_asset(self, type_id: str, name: str, *, folder: str | Path='Assets', properties: dict[str, Any] | None=None) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:185
AssetOperationsService.import_asset
def AssetOperationsService.import_asset(self, source_path: str | Path, *, folder: str | Path='Assets', type_id: str='', importer_settings: dict[str, Any] | None=None, conflict_policy: str='error', cancellation_event: Any | None=None, progress_callback: Callable[[int, int], None] | None=None) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:236
AssetOperationsService.move_asset
def AssetOperationsService.move_asset(self, asset_id: str, destination: str | Path, *, _record_undo: bool=True) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:307
AssetOperationsService.rename_asset
def AssetOperationsService.rename_asset(self, asset_id: str, new_name: str) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:354
AssetOperationsService.duplicate_asset
def AssetOperationsService.duplicate_asset(self, asset_id: str, *, destination: str | Path | None=None) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:360
AssetOperationsService.reimport_asset
def AssetOperationsService.reimport_asset(self, asset_id: str) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:386
AssetOperationsService.set_asset_tags
def AssetOperationsService.set_asset_tags(self, asset_id: str, *, add: tuple[str, ...]=(), remove: tuple[str, ...]=(), _record_undo: bool=True) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:416
AssetOperationsService.delete_asset
def AssetOperationsService.delete_asset(self, asset_id: str, *, replacement_asset_id: str='', _record_undo: bool=True) -> AssetDeleteReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:439
AssetOperationsService.plan_reference_replacement
def AssetOperationsService.plan_reference_replacement(self, asset_id: str, replacement_asset_id: str, *, owner_asset_ids: tuple[str, ...]=()) -> AssetReferenceReplacementPlanclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:505
AssetOperationsService.replace_asset_references
def AssetOperationsService.replace_asset_references(self, asset_id: str, replacement_asset_id: str, *, owner_asset_ids: tuple[str, ...]=(), _record_undo: bool=True) -> AssetReferenceReplacementReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:544
AssetOperationsService.validate_asset
def AssetOperationsService.validate_asset(self, asset_id: str) -> AssetValidationReportclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:598
AssetOperationsService.validate_all
def AssetOperationsService.validate_all(self) -> tuple[AssetValidationReport, ...]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:739
AssetOperationsService.move_assets
def AssetOperationsService.move_assets(self, asset_ids: list[str] | tuple[str, ...], destination_folder: str | Path) -> tuple[AssetOperationReceipt, ...]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:742
AssetOperationsService.resolve_redirect
def AssetOperationsService.resolve_redirect(self, previous_path: str | Path) -> AssetRecord | Noneclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:750
AssetOperationsService.redirector_report
def AssetOperationsService.redirector_report(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:755
Describe every recorded path redirect and whether it still resolves.
AssetOperationsService.repair_project_references
def AssetOperationsService.repair_project_references(self, *, prune_stale_redirectors: bool=True) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:771
Repair all known legacy path aliases and optionally remove dead redirectors.
AssetOperationsService.reference_report
def AssetOperationsService.reference_report(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_operations_service.py:799
AssetOperationsService.fix_legacy_path_references
def AssetOperationsService.fix_legacy_path_references(self, asset_id: str) -> AssetReferenceFixupReceiptclass method · public name · tech_connector/game_engine/assets/asset_operations_service.py:819
AssetOperationsService._require_asset
def AssetOperationsService._require_asset(self, asset_id: str) -> AssetRecordclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:865
AssetOperationsService._project_destination
def AssetOperationsService._project_destination(self, folder: str | Path, filename: str) -> Pathclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:871
AssetOperationsService._resolve_project_path
def AssetOperationsService._resolve_project_path(self, value: str | Path) -> Pathclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:874
AssetOperationsService._project_relative
def AssetOperationsService._project_relative(self, path: Path) -> strclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:883
AssetOperationsService._remember_undo
def AssetOperationsService._remember_undo(self, label: str, callback: Callable[[], Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:889
AssetOperationsService._restore_payload
def AssetOperationsService._restore_payload(self, path: Path, payload: bytes, asset_id: str) -> AssetOperationReceiptclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:893
AssetOperationsService._restore_metadata
def AssetOperationsService._restore_metadata(self, asset_id: str, metadata: dict[str, Any]) -> AssetOperationReceiptclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:907
AssetOperationsService._restore_deleted
def AssetOperationsService._restore_deleted(self, record: AssetRecord, trash_path: Path, outgoing_edges: tuple[tuple[str, str], ...], referencer_snapshots: dict[str, tuple[tuple[tuple[str, str], ...], bytes | None]]) -> AssetOperationReceiptclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:918
AssetOperationsService._restore_reference_snapshots
def AssetOperationsService._restore_reference_snapshots(self, snapshots: dict[str, tuple[tuple[tuple[str, str], ...], bytes | None]]) -> tuple[str, ...]class method · internal · tech_connector/game_engine/assets/asset_operations_service.py:951
AssetOperationsService._read_redirectors
def AssetOperationsService._read_redirectors(self) -> dict[str, dict[str, str]]class method · internal · tech_connector/game_engine/assets/asset_operations_service.py:968
AssetOperationsService._write_redirector
def AssetOperationsService._write_redirector(self, previous_path: str, asset_id: str, current_path: str) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:977
AssetOperationsService._save_redirectors
def AssetOperationsService._save_redirectors(self, redirectors: dict[str, dict[str, str]]) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_operations_service.py:984
_safe_asset_name
def _safe_asset_name(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/asset_operations_service.py:994
_copy_file_cancellable
def _copy_file_cancellable(source: Path, destination: Path, *, cancellation_event: Any | None=None, progress_callback: Callable[[int, int], None] | None=None) -> Nonemodule function · internal · tech_connector/game_engine/assets/asset_operations_service.py:1001
Copy in chunks and atomically publish only a fully completed import.
_unique_copy_path
def _unique_copy_path(source: Path) -> Pathmodule function · internal · tech_connector/game_engine/assets/asset_operations_service.py:1033
_is_json_authored_asset
def _is_json_authored_asset(path: Path) -> boolmodule function · internal · tech_connector/game_engine/assets/asset_operations_service.py:1044
_replace_legacy_paths
def _replace_legacy_paths(value: Any, aliases: dict[str, str]) -> tuple[Any, int]module function · internal · tech_connector/game_engine/assets/asset_operations_service.py:1049
tech_connector.game_engine.assets.asset_production_service
AssetAuditReport.ready
def AssetAuditReport.ready(self) -> boolclass method · public name · tech_connector/game_engine/assets/asset_production_service.py:36
AssetAuditReport.to_dict
def AssetAuditReport.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/asset_production_service.py:39
AssetProductionService.__init__
def AssetProductionService.__init__(self, project_root: str | Path, database: AssetDatabase, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_production_service.py:44
AssetProductionService.audit
def AssetProductionService.audit(self) -> AssetAuditReportclass method · public name · tech_connector/game_engine/assets/asset_production_service.py:55
AssetProductionService.cook_manifest
def AssetProductionService.cook_manifest(self, root_asset_ids: Iterable[str], *, platform: str='desktop', quality: str='high') -> AssetCookReceiptclass method · public name · tech_connector/game_engine/assets/asset_production_service.py:81
AssetProductionService._project_relative
def AssetProductionService._project_relative(self, path: Path) -> strclass method · internal · tech_connector/game_engine/assets/asset_production_service.py:412
tech_connector.game_engine.assets.asset_schema_service
asset_property_schema
def asset_property_schema(type_id: str) -> tuple[AssetPropertyDescriptor, ...]module function · public name · tech_connector/game_engine/assets/asset_schema_service.py:602
default_asset_properties
def default_asset_properties(type_id: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_schema_service.py:606
merge_asset_properties
def merge_asset_properties(type_id: str, values: dict[str, Any] | None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_schema_service.py:610
default_import_settings
def default_import_settings(type_id: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_schema_service.py:627
merge_import_settings
def merge_import_settings(type_id: str, values: dict[str, Any] | None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/asset_schema_service.py:631
tech_connector.game_engine.assets.asset_type_registry
AssetTypeDescriptor.__post_init__
def AssetTypeDescriptor.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_type_registry.py:35
AssetTypeRegistry.__init__
def AssetTypeRegistry.__init__(self, descriptors: Iterable[AssetTypeDescriptor]=()) -> Noneclass method · internal · tech_connector/game_engine/assets/asset_type_registry.py:53
AssetTypeRegistry.register
def AssetTypeRegistry.register(self, descriptor: AssetTypeDescriptor, *, replace: bool=False) -> AssetTypeDescriptorclass method · public name · tech_connector/game_engine/assets/asset_type_registry.py:59
AssetTypeRegistry.unregister
def AssetTypeRegistry.unregister(self, type_id: str) -> Noneclass method · public name · tech_connector/game_engine/assets/asset_type_registry.py:70
AssetTypeRegistry.descriptor
def AssetTypeRegistry.descriptor(self, type_id: str) -> AssetTypeDescriptor | Noneclass method · public name · tech_connector/game_engine/assets/asset_type_registry.py:80
AssetTypeRegistry.require
def AssetTypeRegistry.require(self, type_id: str) -> AssetTypeDescriptorclass method · public name · tech_connector/game_engine/assets/asset_type_registry.py:83
AssetTypeRegistry.all
def AssetTypeRegistry.all(self, *, family: str='', creatable: bool | None=None) -> tuple[AssetTypeDescriptor, ...]class method · public name · tech_connector/game_engine/assets/asset_type_registry.py:89
AssetTypeRegistry.infer
def AssetTypeRegistry.infer(self, path: str | Path) -> AssetTypeDescriptor | Noneclass method · public name · tech_connector/game_engine/assets/asset_type_registry.py:97
AssetTypeRegistry.families
def AssetTypeRegistry.families(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/asset_type_registry.py:106
_type
def _type(type_id: str, name: str, family: str, extensions: tuple[str, ...]=(), *, creatable: bool=False, importable: bool=False, editor: str='generic', preview: str='generic', loader: str='data', cooker: str='data', hot_reload: str='restart_required', color: str='#8da7b8', standard_editor: str='Asset Editor', suite: str='', maturity: str='authoring_preview', python_api: str='editor.assets', node_graph: str='', bake_modes: tuple[str, ...]=()) -> AssetTypeDescriptormodule function · internal · tech_connector/game_engine/assets/asset_type_registry.py:110
builtin_asset_type_registry
def builtin_asset_type_registry() -> AssetTypeRegistrymodule function · public name · tech_connector/game_engine/assets/asset_type_registry.py:215
Return an independent registry so plugins can extend it safely.
tech_connector.game_engine.assets.audio_asset_service
AudioIssue.to_dict
def AudioIssue.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:47
AudioConversionReceipt.succeeded
def AudioConversionReceipt.succeeded(self) -> boolclass method · public name · tech_connector/game_engine/assets/audio_asset_service.py:60
AudioConversionReceipt.to_dict
def AudioConversionReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:63
audio_clip_defaults
def audio_clip_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/audio_asset_service.py:67
sound_cue_defaults
def sound_cue_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/audio_asset_service.py:80
audio_mixer_defaults
def audio_mixer_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/audio_asset_service.py:92
attenuation_defaults
def attenuation_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/audio_asset_service.py:107
reverb_defaults
def reverb_defaults(*, preset: str='room') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/audio_asset_service.py:121
AudioAssetService.__init__
def AudioAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/audio_asset_service.py:136
AudioAssetService.clip_settings
def AudioAssetService.clip_settings(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:140
AudioAssetService.set_clip_settings
def AudioAssetService.set_clip_settings(self, asset_id: str, values: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:144
AudioAssetService.create_sound_cue
def AudioAssetService.create_sound_cue(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Cues')class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:151
AudioAssetService.create_mixer
def AudioAssetService.create_mixer(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Mixers')class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:154
AudioAssetService.create_attenuation
def AudioAssetService.create_attenuation(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Attenuation')class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:157
AudioAssetService.create_reverb
def AudioAssetService.create_reverb(self, name: str, *, preset: str='room', properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Reverb')class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:160
AudioAssetService.properties
def AudioAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:163
AudioAssetService.update
def AudioAssetService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:168
AudioAssetService.validate
def AudioAssetService.validate(self, asset_id: str) -> list[AudioIssue]class method · public name · tech_connector/game_engine/assets/audio_asset_service.py:173
AudioAssetService.cook
def AudioAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/audio_asset_service.py:176
AudioAssetService.convert_unreal
def AudioAssetService.convert_unreal(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Audio/Converted/Unreal') -> AudioConversionReceiptclass method · public name · tech_connector/game_engine/assets/audio_asset_service.py:184
AudioAssetService.convert_unity
def AudioAssetService.convert_unity(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Audio/Converted/Unity') -> AudioConversionReceiptclass method · public name · tech_connector/game_engine/assets/audio_asset_service.py:187
AudioAssetService._convert
def AudioAssetService._convert(self, provider: str, payload: Mapping[str, Any], folder: str | Path) -> AudioConversionReceiptclass method · internal · tech_connector/game_engine/assets/audio_asset_service.py:190
AudioAssetService._create
def AudioAssetService._create(self, type_id: str, name: str, defaults: dict[str, Any], properties: Mapping[str, Any] | None, folder: str | Path)class method · internal · tech_connector/game_engine/assets/audio_asset_service.py:203
AudioAssetService._require
def AudioAssetService._require(self, asset_id: str, types: Iterable[str])class method · internal · tech_connector/game_engine/assets/audio_asset_service.py:206
AudioAssetService._load
def AudioAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/audio_asset_service.py:212
AudioAssetService._save
def AudioAssetService._save(self, asset_id: str, properties: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/audio_asset_service.py:218
validate_audio_asset
def validate_audio_asset(type_id: str, values: Mapping[str, Any]) -> list[AudioIssue]module function · public name · tech_connector/game_engine/assets/audio_asset_service.py:226
compile_audio_clip_payload
def compile_audio_clip_payload(source_path: Path, settings: Mapping[str, Any], *, platform: str, quality: str) -> bytesmodule function · public name · tech_connector/game_engine/assets/audio_asset_service.py:267
compile_audio_payload
def compile_audio_payload(type_id: str, values: Mapping[str, Any], *, platform: str, quality: str) -> bytesmodule function · public name · tech_connector/game_engine/assets/audio_asset_service.py:272
_normalize_audio
def _normalize_audio(type_id: str, values: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/audio_asset_service.py:283
_audio_references
def _audio_references(type_id: str, values: Mapping[str, Any]) -> set[tuple[str, str]]module function · internal · tech_connector/game_engine/assets/audio_asset_service.py:287
_convert_unreal_audio
def _convert_unreal_audio(payload: Mapping[str, Any], diagnostics: list[AudioIssue]) -> tuple[list[dict[str, Any]], str]module function · internal · tech_connector/game_engine/assets/audio_asset_service.py:305
_convert_unity_audio
def _convert_unity_audio(payload: Mapping[str, Any], diagnostics: list[AudioIssue]) -> tuple[list[dict[str, Any]], str]module function · internal · tech_connector/game_engine/assets/audio_asset_service.py:321
_replace_refs
def _replace_refs(value: Any, mapping: Mapping[str, str]) -> Anymodule function · internal · tech_connector/game_engine/assets/audio_asset_service.py:334
_schema
def _schema(type_id: str) -> strmodule function · internal · tech_connector/game_engine/assets/audio_asset_service.py:340
_safe_name
def _safe_name(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/audio_asset_service.py:344
tech_connector.game_engine.assets.behavior_graph_asset_service
BehaviorGraphIssue.to_dict
def BehaviorGraphIssue.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:32
BehaviorGraphAssetService.__init__
def BehaviorGraphAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/behavior_graph_asset_service.py:37
BehaviorGraphAssetService.create
def BehaviorGraphAssetService.create(self, type_id: str, name: str, *, program: EngineGraphProgram | Mapping[str, Any] | None=None, folder: str | Path='Assets/Gameplay/Graphs')class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:42
BehaviorGraphAssetService.properties
def BehaviorGraphAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:55
BehaviorGraphAssetService.program
def BehaviorGraphAssetService.program(self, asset_id: str) -> EngineGraphProgramclass method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:59
BehaviorGraphAssetService.update
def BehaviorGraphAssetService.update(self, asset_id: str, program: EngineGraphProgram | Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:62
BehaviorGraphAssetService.validate
def BehaviorGraphAssetService.validate(self, asset_id: str) -> list[BehaviorGraphIssue]class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:73
BehaviorGraphAssetService.manifest
def BehaviorGraphAssetService.manifest(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:78
BehaviorGraphAssetService.cook
def BehaviorGraphAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:85
BehaviorGraphAssetService.execute
def BehaviorGraphAssetService.execute(self, asset_id: str, context: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/behavior_graph_asset_service.py:93
BehaviorGraphAssetService._load
def BehaviorGraphAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/behavior_graph_asset_service.py:101
_identifier
def _identifier(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/behavior_graph_asset_service.py:110
_asset_references
def _asset_references(value: Any) -> set[str]module function · internal · tech_connector/game_engine/assets/behavior_graph_asset_service.py:114
tech_connector.game_engine.assets.blender_character_lod_worker
_triangles
def _triangles(mesh)module function · internal · tech_connector/game_engine/assets/blender_character_lod_worker.py:11
_meshes
def _meshes(bpy)module function · internal · tech_connector/game_engine/assets/blender_character_lod_worker.py:14
_armatures
def _armatures(bpy)module function · internal · tech_connector/game_engine/assets/blender_character_lod_worker.py:24
_errors
def _errors(before, after, preserve_skinning)module function · internal · tech_connector/game_engine/assets/blender_character_lod_worker.py:29
generate
def generate(request_path, result_path)module function · public name · tech_connector/game_engine/assets/blender_character_lod_worker.py:41
tech_connector.game_engine.assets.build_profile_service
BuildProfilePlan.ready
def BuildProfilePlan.ready(self) -> boolclass method · public name · tech_connector/game_engine/assets/build_profile_service.py:35
BuildProfilePlan.to_dict
def BuildProfilePlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/build_profile_service.py:38
plan_build_profile
def plan_build_profile(database: AssetDatabase, properties: Mapping[str, Any]) -> BuildProfilePlanmodule function · public name · tech_connector/game_engine/assets/build_profile_service.py:42
tech_connector.game_engine.assets.character_asset_service
character_performance_profile
def character_performance_profile(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/character_asset_service.py:30
recommended_mesh_lods
def recommended_mesh_lods(count: int=4) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/assets/character_asset_service.py:37
generate_bone_lods
def generate_bone_lods(bones: Iterable[Mapping[str, Any] | str], *, count: int=4, preserve_bones: Iterable[str]=()) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/assets/character_asset_service.py:53
Build deterministic bone evaluation sets and parent remaps for mesh LODs.
validate_character_lods
def validate_character_lods(properties: Mapping[str, Any]) -> tuple[CharacterAssetIssue, ...]module function · public name · tech_connector/game_engine/assets/character_asset_service.py:113
validate_skin_binding_properties
def validate_skin_binding_properties(properties: Mapping[str, Any]) -> tuple[CharacterAssetIssue, ...]module function · public name · tech_connector/game_engine/assets/character_asset_service.py:140
validate_skeleton_properties
def validate_skeleton_properties(properties: Mapping[str, Any]) -> tuple[CharacterAssetIssue, ...]module function · public name · tech_connector/game_engine/assets/character_asset_service.py:166
compile_skeleton_payload
def compile_skeleton_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/character_asset_service.py:212
compile_skin_binding_payload
def compile_skin_binding_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/character_asset_service.py:240
Compile compact fixed-width GPU weights without altering source DCC weights.
compile_skeletal_mesh_plan
def compile_skeletal_mesh_plan(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/character_asset_service.py:301
tech_connector.game_engine.assets.cloth_asset_service
ClothAutoSetupReceipt.to_dict
def ClothAutoSetupReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/cloth_asset_service.py:46
fabric_preset
def fabric_preset(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/cloth_asset_service.py:50
automatic_cloth_maps
def automatic_cloth_maps(vertex_count: int, *, fixed_vertices: Iterable[int]=(), transition_vertices: Mapping[int, float] | None=None, max_distance: float=1.0) -> ClothAutoSetupReceiptmodule function · public name · tech_connector/game_engine/assets/cloth_asset_service.py:57
Create a reversible starting mask without modifying imported bone weights.
validate_cloth_properties
def validate_cloth_properties(properties: Mapping[str, Any], *, vertex_count: int | None=None) -> tuple[ClothAuthoringIssue, ...]module function · public name · tech_connector/game_engine/assets/cloth_asset_service.py:91
compile_cloth_payload
def compile_cloth_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/cloth_asset_service.py:115
Compile deterministic runtime cloth data while retaining the source skin binding.
tech_connector.game_engine.assets.content_browser_lifecycle_service
AssetCollection.to_dict
def AssetCollection.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:35
ImportQueueItem.to_dict
def ImportQueueItem.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:53
AssetImportQueue.__init__
def AssetImportQueue.__init__(self, project_root: str | Path, operations: AssetOperationsService) -> Noneclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:60
AssetImportQueue.items
def AssetImportQueue.items(self) -> tuple[ImportQueueItem, ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:68
AssetImportQueue.enqueue
def AssetImportQueue.enqueue(self, source_paths: Iterable[str | Path], *, folder: str='Assets', type_id: str='', importer_settings: Mapping[str, Any] | None=None, conflict_policy: str='rename') -> tuple[ImportQueueItem, ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:72
AssetImportQueue.cancel
def AssetImportQueue.cancel(self, queue_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:90
AssetImportQueue.retry
def AssetImportQueue.retry(self, queue_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:108
AssetImportQueue.process_next
def AssetImportQueue.process_next(self) -> ImportQueueItem | Noneclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:120
AssetImportQueue.process_all
def AssetImportQueue.process_all(self) -> tuple[ImportQueueItem, ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:162
AssetImportQueue.clear_finished
def AssetImportQueue.clear_finished(self) -> intclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:170
AssetImportQueue._find
def AssetImportQueue._find(self, queue_id: str) -> ImportQueueItem | Noneclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:177
AssetImportQueue._load
def AssetImportQueue._load(self) -> list[ImportQueueItem]class method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:180
AssetImportQueue._save
def AssetImportQueue._save(self) -> Noneclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:203
ContentBrowserLifecycleService.__init__
def ContentBrowserLifecycleService.__init__(self, project_root: str | Path, database: AssetDatabase, registry: AssetTypeRegistry | None=None, operations: AssetOperationsService | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:211
ContentBrowserLifecycleService.collections
def ContentBrowserLifecycleService.collections(self) -> tuple[AssetCollection, ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:222
ContentBrowserLifecycleService.save_collection
def ContentBrowserLifecycleService.save_collection(self, name: str, *, asset_ids: Iterable[str]=(), query: str='', kind: str='static') -> AssetCollectionclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:235
ContentBrowserLifecycleService.delete_collection
def ContentBrowserLifecycleService.delete_collection(self, name: str) -> boolclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:254
ContentBrowserLifecycleService.add_to_collection
def ContentBrowserLifecycleService.add_to_collection(self, name: str, asset_ids: Iterable[str]) -> AssetCollectionclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:262
ContentBrowserLifecycleService.remove_from_collection
def ContentBrowserLifecycleService.remove_from_collection(self, name: str, asset_ids: Iterable[str]) -> AssetCollectionclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:270
ContentBrowserLifecycleService.collection
def ContentBrowserLifecycleService.collection(self, name: str) -> AssetCollection | Noneclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:279
ContentBrowserLifecycleService.collection_asset_ids
def ContentBrowserLifecycleService.collection_asset_ids(self, name: str, documents: Iterable[Mapping[str, Any]]=()) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:282
ContentBrowserLifecycleService.collection_matches
def ContentBrowserLifecycleService.collection_matches(self, name: str, document: Mapping[str, Any]) -> boolclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:293
ContentBrowserLifecycleService.asset_document
def ContentBrowserLifecycleService.asset_document(self, path: str | Path, type_id: str, asset_id: str='', *, source_control: str='not_queried', collections: Iterable[str]=(), cooked: bool | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:301
ContentBrowserLifecycleService.matches
def ContentBrowserLifecycleService.matches(self, document: Mapping[str, Any], query: str) -> boolclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:332
ContentBrowserLifecycleService.compile_query
def ContentBrowserLifecycleService.compile_query(query: str) -> tuple[tuple[str, bool], ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:336
ContentBrowserLifecycleService.matches_compiled
def ContentBrowserLifecycleService.matches_compiled(self, document: Mapping[str, Any], terms: Iterable[tuple[str, bool]]) -> boolclass method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:346
ContentBrowserLifecycleService.search_help
def ContentBrowserLifecycleService.search_help(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:355
ContentBrowserLifecycleService.revision_history
def ContentBrowserLifecycleService.revision_history(self, asset_id: str, *, limit: int=50) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:362
ContentBrowserLifecycleService.source_control_snapshot
def ContentBrowserLifecycleService.source_control_snapshot(self, paths: Iterable[str | Path], *, runner: Callable[..., Any] | None=None) -> dict[str, dict[str, Any]]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:365
ContentBrowserLifecycleService.perforce_history
def ContentBrowserLifecycleService.perforce_history(self, path: str | Path, *, limit: int=25, runner: Callable[..., Any] | None=None) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:408
Return depot revision history for one asset without modifying the workspace.
ContentBrowserLifecycleService.perforce_changelists
def ContentBrowserLifecycleService.perforce_changelists(self, *, status: str='pending', limit: int=50, runner: Callable[..., Any] | None=None) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:433
List recent pending or submitted changelists visible to the current client.
ContentBrowserLifecycleService.perforce_action
def ContentBrowserLifecycleService.perforce_action(self, paths: Iterable[str | Path], action: str, *, changelist: str='', confirmed: bool=False, runner: Callable[..., Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:458
Run an explicit Perforce workspace action after caller confirmation.
ContentBrowserLifecycleService.reference_health
def ContentBrowserLifecycleService.reference_health(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:483
ContentBrowserLifecycleService._run_p4
def ContentBrowserLifecycleService._run_p4(arguments: list[str], *, runner: Callable[..., Any] | None=None) -> Anyclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:492
ContentBrowserLifecycleService._token_matches
def ContentBrowserLifecycleService._token_matches(self, document: Mapping[str, Any], token: str) -> boolclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:500
ContentBrowserLifecycleService._read_state
def ContentBrowserLifecycleService._read_state(self) -> dict[str, Any]class method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:524
ContentBrowserLifecycleService._write_collections
def ContentBrowserLifecycleService._write_collections(self, collections: Iterable[AssetCollection]) -> Noneclass method · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:533
_atomic_json
def _atomic_json(path: Path, payload: Mapping[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/assets/content_browser_lifecycle_service.py:541
tech_connector.game_engine.assets.editor_python_api
TCEditorAPI.__init__
def TCEditorAPI.__init__(self, project_root: str | Path, *, database: AssetDatabase | None=None, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/editor_python_api.py:112
TCEditorAPI.create_asset
def TCEditorAPI.create_asset(self, type_id: str, name: str, *, folder: str | Path='Assets', properties: Mapping[str, Any] | None=None)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:150
TCEditorAPI.content_browser_assets
def TCEditorAPI.content_browser_assets(self, *, query: str='', collection: str='') -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:153
Return authored assets and recognized source files using the same rules as the UI.
TCEditorAPI.content_browser_search_help
def TCEditorAPI.content_browser_search_help(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:193
TCEditorAPI.content_browser_collections
def TCEditorAPI.content_browser_collections(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:196
TCEditorAPI.save_content_browser_collection
def TCEditorAPI.save_content_browser_collection(self, name: str, *, asset_ids: Iterable[str]=(), query: str='', kind: str='static') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:199
TCEditorAPI.delete_content_browser_collection
def TCEditorAPI.delete_content_browser_collection(self, name: str) -> boolclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:206
TCEditorAPI.queue_asset_imports
def TCEditorAPI.queue_asset_imports(self, source_paths: Iterable[str | Path], *, folder: str='Assets', type_id: str='') -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:209
TCEditorAPI.process_asset_import_queue
def TCEditorAPI.process_asset_import_queue(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:218
TCEditorAPI.cancel_asset_import
def TCEditorAPI.cancel_asset_import(self, queue_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:221
TCEditorAPI.asset_revision_history
def TCEditorAPI.asset_revision_history(self, asset_id: str, *, limit: int=50) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:224
TCEditorAPI.asset_source_control_status
def TCEditorAPI.asset_source_control_status(self, asset_ids: Iterable[str]) -> dict[str, dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:227
TCEditorAPI.asset_source_control_history
def TCEditorAPI.asset_source_control_history(self, asset_id: str, *, limit: int=25) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:231
TCEditorAPI.perforce_changelists
def TCEditorAPI.perforce_changelists(self, *, status: str='pending', limit: int=50) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:237
TCEditorAPI.perforce_asset_action
def TCEditorAPI.perforce_asset_action(self, asset_ids: Iterable[str], action: str, *, changelist: str='', confirmed: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:240
TCEditorAPI.content_browser_reference_health
def TCEditorAPI.content_browser_reference_health(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:248
TCEditorAPI.repair_content_browser_references
def TCEditorAPI.repair_content_browser_references(self, *, prune_stale_redirectors: bool=True) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:251
TCEditorAPI.qualify_content_browser
def TCEditorAPI.qualify_content_browser(self, *, sample_count: int=50000, query_budget_ms: float=750.0, inventory_budget_ms: float=2000.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:254
TCEditorAPI.create_world_asset
def TCEditorAPI.create_world_asset(self, type_id: str, name: str, *, folder: str | Path='Assets/World', properties: Mapping[str, Any] | None=None)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:265
Create Terrain, Foliage, Biome, Navigation, Lighting, Data Layer, HLOD, or World Partition data.
TCEditorAPI.get_world_asset
def TCEditorAPI.get_world_asset(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:272
TCEditorAPI.update_world_asset
def TCEditorAPI.update_world_asset(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:275
TCEditorAPI.validate_world_asset
def TCEditorAPI.validate_world_asset(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:278
TCEditorAPI.preview_world_asset
def TCEditorAPI.preview_world_asset(self, asset_id: str, *, maximum_resolution: int=257) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:281
TCEditorAPI.compile_world_asset
def TCEditorAPI.compile_world_asset(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:284
TCEditorAPI.sculpt_terrain
def TCEditorAPI.sculpt_terrain(self, asset_id: str, *, center: tuple[float, float], radius: float, strength: float, mode: str='raise', target_height: float | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:287
TCEditorAPI.paint_terrain_layer
def TCEditorAPI.paint_terrain_layer(self, asset_id: str, layer: str, *, center: tuple[float, float], radius: float, strength: float) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:295
TCEditorAPI.paint_foliage
def TCEditorAPI.paint_foliage(self, asset_id: str, *, center: tuple[float, float], radius: float, density: float=1.0, erase: bool=False, seed: int=0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:303
TCEditorAPI.world_asset_visualization
def TCEditorAPI.world_asset_visualization(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:311
TCEditorAPI.build_world_backend
def TCEditorAPI.build_world_backend(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:325
TCEditorAPI.open_world_streaming_runtime
def TCEditorAPI.open_world_streaming_runtime(self, world_partition_asset_id: str) -> WorldStreamingRuntimeclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:336
TCEditorAPI.create_procedural_graph
def TCEditorAPI.create_procedural_graph(self, name: str, *, graph: ProceduralGraph | None=None, folder: str | Path='Assets/Procedural')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:341
Create an editable procedural geometry asset with deterministic runtime cooking.
TCEditorAPI.get_procedural_graph
def TCEditorAPI.get_procedural_graph(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:348
TCEditorAPI.set_procedural_graph
def TCEditorAPI.set_procedural_graph(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:351
TCEditorAPI.validate_procedural_graph
def TCEditorAPI.validate_procedural_graph(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:356
TCEditorAPI.cook_procedural_graph
def TCEditorAPI.cook_procedural_graph(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:359
TCEditorAPI.procedural_operation_catalog
def TCEditorAPI.procedural_operation_catalog(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:364
TCEditorAPI.procedural_execution_plan
def TCEditorAPI.procedural_execution_plan(self, asset_id: str, *, backend: str='auto') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:367
TCEditorAPI.procedural_native_document
def TCEditorAPI.procedural_native_document(self, asset_id: str, target: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:370
Serialize an editable Unreal, Blender, Houdini, Unity, or Godot adapter document.
TCEditorAPI.import_procedural_native_document
def TCEditorAPI.import_procedural_native_document(self, document: Mapping[str, Any], *, name: str='ImportedProceduralGraph', folder: str | Path='Assets/Procedural')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:374
Convert an adapter document from Unreal, Blender, Houdini, Unity, or Godot into a TC graph asset.
TCEditorAPI.procedural_diagnostics
def TCEditorAPI.procedural_diagnostics(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:383
TCEditorAPI.cook_procedural_tasks
def TCEditorAPI.cook_procedural_tasks(self, asset_id: str, *, initial_attributes: Mapping[str, Any] | None=None, workers: int=1) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:386
TCEditorAPI.step_procedural_simulation
def TCEditorAPI.step_procedural_simulation(self, asset_id: str, *, session_id: str='preview', delta_time: float | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:398
TCEditorAPI.reset_procedural_simulation
def TCEditorAPI.reset_procedural_simulation(self, asset_id: str, *, session_id: str='preview') -> boolclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:409
TCEditorAPI.export_assets
def TCEditorAPI.export_assets(self, asset_ids: Iterable[str], destination: str | Path, *, target: str='generic', include_dependencies: bool=True, require_ready: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:414
Export a dependency-closed package for Unreal, Unity, Blender, Maya, Houdini, or generic interchange.
TCEditorAPI.asset_conversion_coverage
def TCEditorAPI.asset_conversion_coverage(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:424
Report conversion classification/readiness for every registered asset type and target.
TCEditorAPI.asset_dependency_graph
def TCEditorAPI.asset_dependency_graph(self, asset_id: str, *, include_referencers: bool=True, max_depth: int=32) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:428
Return dependencies, referencers, cycle diagnostics, and package contribution.
TCEditorAPI.plan_asset_reference_replacement
def TCEditorAPI.plan_asset_reference_replacement(self, asset_id: str, replacement_asset_id: str, *, owner_asset_ids: Iterable[str]=()) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:438
Preview every database and authored-file reference affected by replacement.
TCEditorAPI.replace_asset_references
def TCEditorAPI.replace_asset_references(self, asset_id: str, replacement_asset_id: str, *, owner_asset_ids: Iterable[str]=()) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:446
Replace selected references as one undoable editor operation.
TCEditorAPI.plan_bulk_asset_operation
def TCEditorAPI.plan_bulk_asset_operation(self, operation: str, asset_ids: Iterable[str], *, options: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:454
TCEditorAPI.execute_bulk_asset_operation
def TCEditorAPI.execute_bulk_asset_operation(self, operation: str, asset_ids: Iterable[str], *, options: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:459
TCEditorAPI.create_level_sequence
def TCEditorAPI.create_level_sequence(self, name: str, *, folder: str | Path='Assets/Cinematics', duration_frames: int=300, fps: int=30)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:465
Create a native cinematic Level Sequence asset.
TCEditorAPI.sequence_binding
def TCEditorAPI.sequence_binding(name: str, *, object_id: str='', binding_type: str='possessable', parent_binding_id: str='', component_path: str='', bone_name: str='', socket_name: str='', skeleton_asset_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:473
TCEditorAPI.sequence_folder
def TCEditorAPI.sequence_folder(name: str, *, parent_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:484
TCEditorAPI.sequence_track
def TCEditorAPI.sequence_track(track_type: str, name: str='', *, binding_id: str='', parent_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:488
TCEditorAPI.sequence_section
def TCEditorAPI.sequence_section(name: str, start_frame: int, end_frame: int, *, asset_id: str='', row: int=0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:492
TCEditorAPI.sequence_level_blend
def TCEditorAPI.sequence_level_blend(name: str, level_asset_id: str, start_frame: int, end_frame: int, *, ease_in: int=30, ease_out: int=30, blend_mode: str='crossfade') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:496
TCEditorAPI.sequence_key
def TCEditorAPI.sequence_key(section: dict[str, Any], channel_name: str, frame: float, value: Any, *, interpolation: str='linear') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:500
TCEditorAPI.get_level_sequence
def TCEditorAPI.get_level_sequence(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:503
TCEditorAPI.update_level_sequence
def TCEditorAPI.update_level_sequence(self, asset_id: str, values: Mapping[str, Any])class method · public name · tech_connector/game_engine/assets/editor_python_api.py:506
TCEditorAPI.validate_level_sequence
def TCEditorAPI.validate_level_sequence(self, asset_id: str)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:509
TCEditorAPI.evaluate_level_sequence
def TCEditorAPI.evaluate_level_sequence(self, asset_id: str, frame: int) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:512
TCEditorAPI.level_sequence_render_jobs
def TCEditorAPI.level_sequence_render_jobs(self, asset_id: str) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:515
TCEditorAPI.cook_level_sequence
def TCEditorAPI.cook_level_sequence(self, asset_id: str, *, platform: str='windows', quality: str='high')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:518
TCEditorAPI.add_sequence_binding
def TCEditorAPI.add_sequence_binding(self, asset_id: str, name: str, **target: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:521
TCEditorAPI.add_sequence_folder
def TCEditorAPI.add_sequence_folder(self, asset_id: str, name: str, *, parent_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:524
TCEditorAPI.add_sequence_track
def TCEditorAPI.add_sequence_track(self, asset_id: str, track_type: str, name: str='', *, binding_id: str='', parent_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:527
TCEditorAPI.add_sequence_section
def TCEditorAPI.add_sequence_section(self, asset_id: str, track_id: str, name: str, start_frame: int, end_frame: int, *, referenced_asset_id: str='', row: int=0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:530
TCEditorAPI.add_sequence_key
def TCEditorAPI.add_sequence_key(self, asset_id: str, track_id: str, section_id: str, channel_name: str, frame: float, value: Any, *, interpolation: str='linear', in_tangent: float=0.0, out_tangent: float=0.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:533
TCEditorAPI.transform_sequence_keys
def TCEditorAPI.transform_sequence_keys(self, asset_id: str, track_id: str, section_id: str, channel_name: str, **transform: float) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:536
TCEditorAPI.remove_sequence_track
def TCEditorAPI.remove_sequence_track(self, asset_id: str, track_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:539
TCEditorAPI.remove_sequence_section
def TCEditorAPI.remove_sequence_section(self, asset_id: str, track_id: str, section_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:542
TCEditorAPI.sequence_from_unreal
def TCEditorAPI.sequence_from_unreal(payload: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:546
TCEditorAPI.sequence_from_unity
def TCEditorAPI.sequence_from_unity(payload: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:550
TCEditorAPI.sequence_to_unreal
def TCEditorAPI.sequence_to_unreal(payload: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:554
TCEditorAPI.sequence_to_unity
def TCEditorAPI.sequence_to_unity(payload: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:558
TCEditorAPI.create_prefab
def TCEditorAPI.create_prefab(self, name: str, entities: Sequence[Mapping[str, Any]], *, folder: str | Path='Assets/World', exposed_properties: Mapping[str, Any] | None=None)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:561
Create a reusable Prefab with stable entity IDs.
TCEditorAPI.material_presets
def TCEditorAPI.material_presets(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:570
TCEditorAPI.create_material
def TCEditorAPI.create_material(self, name: str, *, preset: str='default_lit', domain: str='', shading_model: str='', blend_mode: str='', folder: str | Path='Assets/Materials')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:573
TCEditorAPI.apply_material_preset
def TCEditorAPI.apply_material_preset(self, asset_id: str, preset: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:583
TCEditorAPI.create_material_instance
def TCEditorAPI.create_material_instance(self, name: str, parent_material_id: str, *, overrides: Mapping[str, Any] | None=None, static_switch_overrides: Mapping[str, bool] | None=None, folder: str | Path='Assets/Materials/Instances')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:586
TCEditorAPI.resolve_material
def TCEditorAPI.resolve_material(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:596
TCEditorAPI.set_material_instance_overrides
def TCEditorAPI.set_material_instance_overrides(self, asset_id: str, overrides: Mapping[str, Any], *, replace: bool=False, static_switches: Mapping[str, bool] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:599
TCEditorAPI.revert_material_instance_overrides
def TCEditorAPI.revert_material_instance_overrides(self, asset_id: str, names: Sequence[str]=()) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:607
TCEditorAPI.assign_material_texture
def TCEditorAPI.assign_material_texture(self, asset_id: str, slot: str, texture_asset_id: str, *, channel: str='rgba', color_space: str='auto', sampler: str='linear_wrap', uv_set: int=0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:612
TCEditorAPI.material_graph_statistics
def TCEditorAPI.material_graph_statistics(self, asset_id: str, *, platform: str='desktop') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:621
TCEditorAPI.validate_material
def TCEditorAPI.validate_material(self, asset_id: str, *, platform: str='desktop') -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:630
TCEditorAPI.cook_material
def TCEditorAPI.cook_material(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:633
TCEditorAPI.create_shader_graph
def TCEditorAPI.create_shader_graph(self, name: str, *, stage: str='surface', language: str='portable', graph: Mapping[str, Any] | None=None, include_asset_ids: Sequence[str]=(), folder: str | Path='Assets/Shaders')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:638
TCEditorAPI.shader_backend_capabilities
def TCEditorAPI.shader_backend_capabilities(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:661
TCEditorAPI.validate_shader_graph
def TCEditorAPI.validate_shader_graph(self, asset_id: str, *, platform: str='desktop') -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:664
TCEditorAPI.compile_shader_graph
def TCEditorAPI.compile_shader_graph(self, asset_id: str, *, target: str='desktop') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:671
TCEditorAPI.texture_import_settings
def TCEditorAPI.texture_import_settings(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:679
TCEditorAPI.set_texture_import_settings
def TCEditorAPI.set_texture_import_settings(self, asset_id: str, values: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:685
TCEditorAPI.input_map_audit
def TCEditorAPI.input_map_audit(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:704
TCEditorAPI.update_input_map
def TCEditorAPI.update_input_map(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:710
TCEditorAPI.create_prefab_variant
def TCEditorAPI.create_prefab_variant(self, name: str, base_prefab_id: str, *, overrides: Mapping[str, Any] | None=None, added_entities: Sequence[Mapping[str, Any]]=(), removed_entity_ids: Sequence[str]=(), folder: str | Path='Assets/World/Variants')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:721
Create a non-destructive Prefab Variant inherited from a parent.
TCEditorAPI.resolve_prefab
def TCEditorAPI.resolve_prefab(self, asset_id: str, *, expand_nested: bool=True) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:732
TCEditorAPI.instantiate_prefab
def TCEditorAPI.instantiate_prefab(self, asset_id: str, *, overrides: Mapping[str, Any] | None=None, expand_nested: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:735
TCEditorAPI.apply_prefab_overrides
def TCEditorAPI.apply_prefab_overrides(self, asset_id: str, overrides: Mapping[str, Any], *, paths: Sequence[str]=()) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:743
TCEditorAPI.revert_prefab_overrides
def TCEditorAPI.revert_prefab_overrides(self, asset_id: str, overrides: Mapping[str, Any], *, paths: Sequence[str]=()) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:749
TCEditorAPI.validate_prefab
def TCEditorAPI.validate_prefab(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:755
TCEditorAPI.cook_prefab
def TCEditorAPI.cook_prefab(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:758
TCEditorAPI.available_game_templates
def TCEditorAPI.available_game_templates(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:763
List versioned project templates and variants shown by the editor.
TCEditorAPI.available_game_quality_profiles
def TCEditorAPI.available_game_quality_profiles(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:770
List the same resolution and scalability presets shown by the New Game UI.
TCEditorAPI.create_game_project_from_template
def TCEditorAPI.create_game_project_from_template(self, *, template_id: str='playable_sandbox', variant_id: str='', visual_style: str='', quality_profile: str='', project_name: str='StarterGame', platform: str='windows', root_folder: str | Path='Assets') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:777
Create the same playable starter assets as the New Project UI.
TCEditorAPI.validate_playable_project
def TCEditorAPI.validate_playable_project(self, ruleset_asset_id: str, build_profile_asset_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:802
Run actionable pre-Play and package-readiness checks.
TCEditorAPI.level_actors
def TCEditorAPI.level_actors(self, level_asset_id: str) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:811
Return editable actor data from a saved Level.
TCEditorAPI.set_level_actor_render_mesh
def TCEditorAPI.set_level_actor_render_mesh(self, level_asset_id: str, actor_name: str, mesh_asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:816
Bind an imported runtime OBJ mesh to a uniquely named Level actor.
TCEditorAPI.transform_level_actors
def TCEditorAPI.transform_level_actors(self, level_asset_id: str, actor_ids: Iterable[str], *, translation: Iterable[float]=(0.0, 0.0, 0.0), rotation: Iterable[float]=(0.0, 0.0, 0.0), scale_multiplier: Iterable[float]=(1.0, 1.0, 1.0)) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:820
TCEditorAPI.set_level_actor_visibility
def TCEditorAPI.set_level_actor_visibility(self, level_asset_id: str, actor_ids: Iterable[str], visible: bool) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:831
TCEditorAPI.isolate_level_actors
def TCEditorAPI.isolate_level_actors(self, level_asset_id: str, actor_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:836
TCEditorAPI.show_all_level_actors
def TCEditorAPI.show_all_level_actors(self, level_asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:839
TCEditorAPI.set_level_actor_lock
def TCEditorAPI.set_level_actor_lock(self, level_asset_id: str, actor_ids: Iterable[str], locked: bool) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:842
TCEditorAPI.duplicate_level_actors
def TCEditorAPI.duplicate_level_actors(self, level_asset_id: str, actor_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:847
TCEditorAPI.delete_level_actors
def TCEditorAPI.delete_level_actors(self, level_asset_id: str, actor_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:850
TCEditorAPI.move_level_actors_to_folder
def TCEditorAPI.move_level_actors_to_folder(self, level_asset_id: str, actor_ids: Iterable[str], folder: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:853
TCEditorAPI.parent_level_actors
def TCEditorAPI.parent_level_actors(self, level_asset_id: str, actor_ids: Iterable[str], parent_actor_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:858
TCEditorAPI.reorder_level_actor_component
def TCEditorAPI.reorder_level_actor_component(self, level_asset_id: str, actor_id: str, component_id: str, new_index: int) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:863
TCEditorAPI.save_level_camera_bookmark
def TCEditorAPI.save_level_camera_bookmark(self, level_asset_id: str, slot: int, camera: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:868
TCEditorAPI.create_locomotion_controller
def TCEditorAPI.create_locomotion_controller(self, name: str, *, preset: str='third_person', movement_mode: str='', folder: str | Path='Assets/Animation/Locomotion')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:873
Create the editable controller used by template player prefabs.
TCEditorAPI.create_animation_clip
def TCEditorAPI.create_animation_clip(self, name: str, *, skeleton_id: str='', duration_seconds: float=1.0, sample_rate: float=30.0, loop: bool=True, folder: str | Path='Assets/Animation/Clips')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:888
Create an editable clip with curves, events, root motion, additive, and compression settings.
TCEditorAPI.effect_presets
def TCEditorAPI.effect_presets(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:899
TCEditorAPI.audio_clip_settings
def TCEditorAPI.audio_clip_settings(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:902
TCEditorAPI.set_audio_clip_settings
def TCEditorAPI.set_audio_clip_settings(self, asset_id: str, values: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:905
TCEditorAPI.create_sound_cue
def TCEditorAPI.create_sound_cue(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Cues')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:908
TCEditorAPI.create_audio_mixer
def TCEditorAPI.create_audio_mixer(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Mixers')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:911
TCEditorAPI.create_audio_attenuation
def TCEditorAPI.create_audio_attenuation(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Attenuation')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:914
TCEditorAPI.create_audio_reverb
def TCEditorAPI.create_audio_reverb(self, name: str, *, preset: str='room', properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Audio/Reverb')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:917
TCEditorAPI.validate_audio_asset
def TCEditorAPI.validate_audio_asset(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:920
TCEditorAPI.cook_audio_asset
def TCEditorAPI.cook_audio_asset(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:923
TCEditorAPI.convert_unreal_audio
def TCEditorAPI.convert_unreal_audio(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Audio/Converted/Unreal') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:926
TCEditorAPI.convert_unity_audio
def TCEditorAPI.convert_unity_audio(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Audio/Converted/Unity') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:929
TCEditorAPI.create_project_settings
def TCEditorAPI.create_project_settings(self, name: str='ProjectSettings', *, properties: Mapping[str, Any] | None=None, folder: str | Path='Settings')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:932
TCEditorAPI.create_data_schema
def TCEditorAPI.create_data_schema(self, name: str, *, fields: Sequence[Mapping[str, Any]]=(), parent_schema_id: str='', folder: str | Path='Assets/Data/Schemas')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:935
TCEditorAPI.create_struct
def TCEditorAPI.create_struct(self, name: str, *, fields: Sequence[Mapping[str, Any]]=(), parent_schema_id: str='', folder: str | Path='Assets/Data/Structs')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:938
TCEditorAPI.create_enum
def TCEditorAPI.create_enum(self, name: str, *, entries: Sequence[Mapping[str, Any] | str]=(), flags: bool=False, folder: str | Path='Assets/Data/Enums')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:941
TCEditorAPI.create_typed_data_asset
def TCEditorAPI.create_typed_data_asset(self, name: str, *, schema_asset_id: str='', values: Mapping[str, Any] | None=None, folder: str | Path='Assets/Data')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:944
TCEditorAPI.create_data_table
def TCEditorAPI.create_data_table(self, name: str, *, row_schema_id: str='', rows: Sequence[Mapping[str, Any]]=(), key_field: str='id', folder: str | Path='Assets/Data/Tables')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:947
TCEditorAPI.create_component_archetype
def TCEditorAPI.create_component_archetype(self, name: str, *, components: Sequence[Mapping[str, Any]]=(), parent_archetype_id: str='', folder: str | Path='Assets/Gameplay/Components')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:950
TCEditorAPI.create_character_definition
def TCEditorAPI.create_character_definition(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Gameplay/Characters')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:953
TCEditorAPI.create_gameplay_class
def TCEditorAPI.create_gameplay_class(self, name: str, *, class_kind: str='actor', parent_class_id: str='', components: Sequence[Mapping[str, Any]]=(), variables: Sequence[Mapping[str, Any]]=(), folder: str | Path='Assets/Gameplay/Classes')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:956
Create an inherited, component-based executable Gameplay Class.
TCEditorAPI.resolve_gameplay_class
def TCEditorAPI.resolve_gameplay_class(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:967
TCEditorAPI.create_behavior
def TCEditorAPI.create_behavior(self, name: str, *, program: Mapping[str, Any] | None=None, folder: str | Path='Assets/Gameplay/Behaviors')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:970
TCEditorAPI.create_gameplay_graph
def TCEditorAPI.create_gameplay_graph(self, name: str, *, program: Mapping[str, Any] | None=None, folder: str | Path='Assets/Gameplay/Graphs')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:974
TCEditorAPI.validate_behavior_graph
def TCEditorAPI.validate_behavior_graph(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:978
TCEditorAPI.cook_behavior_graph
def TCEditorAPI.cook_behavior_graph(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:981
TCEditorAPI.execute_behavior_graph
def TCEditorAPI.execute_behavior_graph(self, asset_id: str, context: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:984
TCEditorAPI.create_image_project
def TCEditorAPI.create_image_project(self, name: str, *, width: int=1024, height: int=1024, layers: Sequence[Mapping[str, Any]]=(), folder: str | Path='Assets/Images')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:987
TCEditorAPI.validate_image_project
def TCEditorAPI.validate_image_project(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:991
TCEditorAPI.flatten_image_project
def TCEditorAPI.flatten_image_project(self, asset_id: str) -> bytesclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:994
TCEditorAPI.cook_image_project
def TCEditorAPI.cook_image_project(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:997
TCEditorAPI.validate_gameplay_class
def TCEditorAPI.validate_gameplay_class(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1000
TCEditorAPI.compile_gameplay_class
def TCEditorAPI.compile_gameplay_class(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1003
TCEditorAPI.debug_gameplay_class
def TCEditorAPI.debug_gameplay_class(self, asset_id: str, context: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1006
TCEditorAPI.begin_gameplay_class_debug_session
def TCEditorAPI.begin_gameplay_class_debug_session(self, asset_id: str, *, instance_id: str='EditorPreview', session_id: str='', context: Mapping[str, Any] | None=None, breakpoints: Sequence[str]=(), watches: Sequence[str]=(), execution_mode: str='editor_simulation', selected_entity_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1009
TCEditorAPI.gameplay_class_debug_command
def TCEditorAPI.gameplay_class_debug_command(self, session_id: str, command: str, **options: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1034
TCEditorAPI.list_gameplay_class_debug_sessions
def TCEditorAPI.list_gameplay_class_debug_sessions(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1052
TCEditorAPI.end_gameplay_class_debug_session
def TCEditorAPI.end_gameplay_class_debug_session(self, session_id: str, *, keep_changes: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1055
TCEditorAPI.validate_gameplay_foundation_asset
def TCEditorAPI.validate_gameplay_foundation_asset(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1058
TCEditorAPI.resolve_data_schema
def TCEditorAPI.resolve_data_schema(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1061
TCEditorAPI.cook_gameplay_foundation_asset
def TCEditorAPI.cook_gameplay_foundation_asset(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1064
TCEditorAPI.convert_unreal_data_assets
def TCEditorAPI.convert_unreal_data_assets(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Data/Converted/Unreal') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1067
TCEditorAPI.convert_unity_scriptable_objects
def TCEditorAPI.convert_unity_scriptable_objects(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Data/Converted/Unity') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1070
TCEditorAPI.effect_module_library
def TCEditorAPI.effect_module_library(self) -> dict[str, dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1073
TCEditorAPI.create_effect_system
def TCEditorAPI.create_effect_system(self, name: str, *, preset: str='sparks', quality: str='high', seed: int=1, folder: str | Path='Assets/Effects')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1076
TCEditorAPI.apply_effect_preset
def TCEditorAPI.apply_effect_preset(self, asset_id: str, preset: str, *, preserve_parameters: bool=True) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1082
TCEditorAPI.effect_properties
def TCEditorAPI.effect_properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1085
TCEditorAPI.set_effect_properties
def TCEditorAPI.set_effect_properties(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1088
TCEditorAPI.validate_effect_system
def TCEditorAPI.validate_effect_system(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1091
TCEditorAPI.estimate_effect_cost
def TCEditorAPI.estimate_effect_cost(self, asset_id: str, *, quality: str='high') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1094
TCEditorAPI.cook_effect_system
def TCEditorAPI.cook_effect_system(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1097
TCEditorAPI.convert_unreal_effects
def TCEditorAPI.convert_unreal_effects(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Effects/Converted/Unreal') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1100
TCEditorAPI.convert_unity_effects
def TCEditorAPI.convert_unity_effects(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Effects/Converted/Unity') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1105
TCEditorAPI.create_blend_space
def TCEditorAPI.create_blend_space(self, name: str, *, skeleton_id: str='', dimensions: int=2, axes: Sequence[Mapping[str, Any]]=(), samples: Sequence[Mapping[str, Any]]=(), folder: str | Path='Assets/Animation/BlendSpaces')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1110
Create a one- or two-dimensional editable Blend Space.
TCEditorAPI.create_animation_mask
def TCEditorAPI.create_animation_mask(self, name: str, *, skeleton_id: str='', weights: Mapping[str, float] | None=None, folder: str | Path='Assets/Animation/Masks')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1121
TCEditorAPI.create_animation_controller
def TCEditorAPI.create_animation_controller(self, name: str, *, skeleton_id: str='', properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Animation/Controllers')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1127
Create a layered controller with state machines and a final pose graph.
TCEditorAPI.animation_properties
def TCEditorAPI.animation_properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1134
TCEditorAPI.set_animation_properties
def TCEditorAPI.set_animation_properties(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1137
TCEditorAPI.validate_animation_asset
def TCEditorAPI.validate_animation_asset(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1140
TCEditorAPI.evaluate_blend_space
def TCEditorAPI.evaluate_blend_space(self, asset_id: str, x: float, y: float=0.0) -> dict[str, float]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1143
TCEditorAPI.evaluate_animation_controller
def TCEditorAPI.evaluate_animation_controller(self, asset_id: str, *, parameter_values: Mapping[str, Any] | None=None, layer_id: str='', current_state: str='', normalized_time: float=0.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1146
Preview one deterministic controller step using unspecialized runtime inputs.
TCEditorAPI.cook_animation_asset
def TCEditorAPI.cook_animation_asset(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1156
TCEditorAPI.convert_unreal_animation
def TCEditorAPI.convert_unreal_animation(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Animation/Converted/Unreal') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1159
Convert Unreal Editor-exported animation reflection data; raw .uasset parsing is intentionally unsupported.
TCEditorAPI.convert_unity_animation
def TCEditorAPI.convert_unity_animation(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Animation/Converted/Unity') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1165
Convert Unity Editor-exported AnimatorController/BlendTree data.
TCEditorAPI.convert_animation_export_file
def TCEditorAPI.convert_animation_export_file(self, source_path: str | Path, *, provider: str, folder: str | Path='Assets/Animation/Converted') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1171
Import a Tech Connector Unreal or Unity editor export as native animation assets.
TCEditorAPI.convert_live_unity_animation
def TCEditorAPI.convert_live_unity_animation(self, controller_asset_path: str, *, port: int | None=None, folder: str | Path='Assets/Animation/Converted/Unity') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1178
Export from a running Unity Editor and immediately create native Tech Connector assets.
TCEditorAPI.convert_live_unreal_animation
def TCEditorAPI.convert_live_unreal_animation(self, asset_paths: Sequence[str], *, folder: str | Path='Assets/Animation/Converted/Unreal') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1190
Reflect from a running Unreal Editor and immediately create native Tech Connector assets.
TCEditorAPI.export_animation_interchange
def TCEditorAPI.export_animation_interchange(self, asset_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1203
TCEditorAPI.import_animation_interchange
def TCEditorAPI.import_animation_interchange(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Animation/Converted') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1206
TCEditorAPI.validate_locomotion_controller
def TCEditorAPI.validate_locomotion_controller(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1211
TCEditorAPI.cook_locomotion_controller
def TCEditorAPI.cook_locomotion_controller(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1217
TCEditorAPI.create_starter_character
def TCEditorAPI.create_starter_character(self, name: str='TC_Starter_Mannequin', *, visual_style: str='stylized_pbr', dimensionality: str='3d', folder: str | Path='Assets/Characters/Starter') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1229
Generate the editable TC biped skeleton, mesh, and skin-binding package.
TCEditorAPI.import_asset
def TCEditorAPI.import_asset(self, source_path: str | Path, *, folder: str | Path='Assets', type_id: str='', importer_settings: Mapping[str, Any] | None=None)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1243
TCEditorAPI.reimport_asset
def TCEditorAPI.reimport_asset(self, asset_id: str)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1246
Refresh an imported asset from its recorded source without changing its identity.
TCEditorAPI.create_ui_document
def TCEditorAPI.create_ui_document(self, name: str, *, folder: str | Path='Assets/UI', values: Mapping[str, Any] | None=None)class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1250
Create a validated UI document with a responsive widget hierarchy.
TCEditorAPI.update_ui_document
def TCEditorAPI.update_ui_document(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1256
Update a UI document transactionally; reject invalid hierarchy or references.
TCEditorAPI.validate_ui_document
def TCEditorAPI.validate_ui_document(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1260
Return authored UI errors and desktop/mobile accessibility warnings.
TCEditorAPI.preview_ui_document
def TCEditorAPI.preview_ui_document(self, asset_id: str, *, viewport: tuple[int, int] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1266
Evaluate stable widget rectangles at a target viewport size.
TCEditorAPI.cook_ui_document
def TCEditorAPI.cook_ui_document(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1270
Store a layout preview artifact; this does not qualify runtime UI rendering.
TCEditorAPI.properties
def TCEditorAPI.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1274
TCEditorAPI.set_properties
def TCEditorAPI.set_properties(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1295
TCEditorAPI.create_fabric_material
def TCEditorAPI.create_fabric_material(self, name: str, *, preset: str='cotton', folder: str | Path='Assets/Cloth')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1323
TCEditorAPI.create_control_rig
def TCEditorAPI.create_control_rig(self, name: str, *, skeleton_id: str, graph: Mapping[str, Any] | None=None, folder: str | Path='Assets/Animation/Rigs')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1326
TCEditorAPI.create_ik_rig
def TCEditorAPI.create_ik_rig(self, name: str, *, skeleton_id: str, bones: Iterable[Mapping[str, Any] | str]=(), retarget_root: str='', folder: str | Path='Assets/Animation/Rigs')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1339
TCEditorAPI.create_ik_retargeter
def TCEditorAPI.create_ik_retargeter(self, name: str, *, source_ik_rig_id: str, target_ik_rig_id: str, folder: str | Path='Assets/Animation/Retargeting')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1351
TCEditorAPI.auto_setup_ik_rig
def TCEditorAPI.auto_setup_ik_rig(self, asset_id: str, bones: Iterable[Mapping[str, Any] | str]) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1367
TCEditorAPI.auto_map_ik_retargeter
def TCEditorAPI.auto_map_ik_retargeter(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1373
TCEditorAPI.validate_rig_asset
def TCEditorAPI.validate_rig_asset(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1381
TCEditorAPI.cook_rig_asset
def TCEditorAPI.cook_rig_asset(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1389
TCEditorAPI.create_skeleton
def TCEditorAPI.create_skeleton(self, name: str, *, bones: Iterable[Mapping[str, Any]], sockets: Iterable[Mapping[str, Any]]=(), retarget_pose: Mapping[str, Any] | None=None, preserve_bones: Iterable[str]=(), folder: str | Path='Assets/Characters/Rig')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1400
TCEditorAPI.create_skin_binding
def TCEditorAPI.create_skin_binding(self, name: str, *, mesh_id: str, skeleton_id: str, dcc_payload: Mapping[str, Any], folder: str | Path='Assets/Characters')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1415
TCEditorAPI.create_skeletal_mesh_asset
def TCEditorAPI.create_skeletal_mesh_asset(self, name: str, *, skeleton_id: str, skin_binding_id: str='', bones: Iterable[Mapping[str, Any] | str]=(), preserve_bones: Iterable[str]=(), lod_count: int=4, folder: str | Path='Assets/Characters')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1441
TCEditorAPI.create_geometry_optimization_profile
def TCEditorAPI.create_geometry_optimization_profile(self, name: str, *, preset: str='character_balanced', source_asset_ids: Iterable[str]=(), folder: str | Path='Assets/Geometry')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1464
TCEditorAPI.create_hair_material
def TCEditorAPI.create_hair_material(self, name: str, *, preset: str='brown_hair', overrides: Mapping[str, Any] | None=None, folder: str | Path='Assets/Grooms/Materials')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1479
TCEditorAPI.create_groom
def TCEditorAPI.create_groom(self, name: str, *, groups: Iterable[Mapping[str, Any]], material_ids: Iterable[str]=(), source_path: str='', physics_asset_id: str='', lod_count: int=5, folder: str | Path='Assets/Grooms')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1486
TCEditorAPI.create_groom_binding
def TCEditorAPI.create_groom_binding(self, name: str, *, groom_id: str, target_skeletal_mesh_id: str, source_skeletal_mesh_id: str='', binding_mode: str='skinning', folder: str | Path='Assets/Grooms/Bindings')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1517
TCEditorAPI.generate_groom_lods
def TCEditorAPI.generate_groom_lods(self, asset_id: str, *, count: int=5, include_cards: bool=True, include_mesh: bool=True) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1533
TCEditorAPI.project_groom_binding
def TCEditorAPI.project_groom_binding(self, asset_id: str, roots: Sequence[Sequence[float]], vertices: Sequence[Sequence[float]], triangles: Sequence[Sequence[int]]) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1540
TCEditorAPI.validate_groom
def TCEditorAPI.validate_groom(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1551
TCEditorAPI.cook_groom
def TCEditorAPI.cook_groom(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1559
TCEditorAPI.assign_geometry_optimization_profile
def TCEditorAPI.assign_geometry_optimization_profile(self, skeletal_mesh_id: str, profile_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1572
TCEditorAPI.plan_geometry_optimization
def TCEditorAPI.plan_geometry_optimization(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1585
TCEditorAPI.validate_geometry_optimization
def TCEditorAPI.validate_geometry_optimization(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1591
TCEditorAPI.cook_geometry_optimization
def TCEditorAPI.cook_geometry_optimization(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1597
TCEditorAPI.assign_skin_binding
def TCEditorAPI.assign_skin_binding(self, skeletal_mesh_id: str, skin_binding_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1607
TCEditorAPI.generate_character_lods
def TCEditorAPI.generate_character_lods(self, asset_id: str, bones: Iterable[Mapping[str, Any] | str], *, count: int=4, preserve_bones: Iterable[str]=()) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1617
TCEditorAPI.generate_mesh_lod_geometry
def TCEditorAPI.generate_mesh_lod_geometry(self, asset_id: str, source_path: str | Path, *, custom_lod_sources: Mapping[int, str | Path] | None=None, output_folder: str | Path='Derived/CharacterLODs', include_animation: bool=False, timeout: float=300.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1630
TCEditorAPI.validate_character_asset
def TCEditorAPI.validate_character_asset(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1669
TCEditorAPI.update_character_asset
def TCEditorAPI.update_character_asset(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1676
TCEditorAPI.cook_character_asset
def TCEditorAPI.cook_character_asset(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1701
TCEditorAPI.create_cloth
def TCEditorAPI.create_cloth(self, name: str, *, source_mesh_id: str, skin_binding_id: str, fabric_material_id: str='', vertex_count: int | None=None, fixed_vertices: Iterable[int]=(), transition_vertices: Mapping[int, float] | None=None, folder: str | Path='Assets/Cloth')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1722
TCEditorAPI.auto_setup_cloth
def TCEditorAPI.auto_setup_cloth(self, asset_id: str, vertex_count: int, *, fixed_vertices: Iterable[int]=(), transition_vertices: Mapping[int, float] | None=None, max_distance: float=1.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1753
TCEditorAPI.set_cloth_map
def TCEditorAPI.set_cloth_map(self, asset_id: str, map_name: str, values: Sequence[float]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1771
TCEditorAPI.validate_cloth
def TCEditorAPI.validate_cloth(self, asset_id: str, *, vertex_count: int | None=None) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1780
TCEditorAPI.cook_cloth
def TCEditorAPI.cook_cloth(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1786
TCEditorAPI.create_physics_asset
def TCEditorAPI.create_physics_asset(self, name: str, *, skeleton_id: str, skeletal_mesh_id: str='', preset: str='balanced', folder: str | Path='Assets/Physics')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1799
TCEditorAPI.auto_setup_physics_asset
def TCEditorAPI.auto_setup_physics_asset(self, asset_id: str, joints: Mapping[str, Mapping[str, Any]], *, root_joint: str='', preset: str | None=None, include_leaf_joints: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1817
TCEditorAPI.create_physics_constraint
def TCEditorAPI.create_physics_constraint(self, name: str, *, first_body: str, second_body: str, preset: str='weld', settings: Mapping[str, Any] | None=None, folder: str | Path='Assets/Physics')class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1840
TCEditorAPI.validate_physics
def TCEditorAPI.validate_physics(self, asset_id: str) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1858
TCEditorAPI.cook_physics
def TCEditorAPI.cook_physics(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1865
TCEditorAPI.create_runtime_physics_joint
def TCEditorAPI.create_runtime_physics_joint(self, runtime_world: MutableMapping[str, Any], joint_id: str, first: str, second: str, *, joint_type: str='fixed', preset: str='', settings: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1877
TCEditorAPI.edit_runtime_physics_joints
def TCEditorAPI.edit_runtime_physics_joints(self, runtime_world: MutableMapping[str, Any], joint_ids: Iterable[str], changes: Mapping[str, Any]) -> intclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1884
TCEditorAPI.remove_runtime_physics_joint
def TCEditorAPI.remove_runtime_physics_joint(self, runtime_world: MutableMapping[str, Any], joint_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1890
TCEditorAPI.generate_runtime_ragdoll
def TCEditorAPI.generate_runtime_ragdoll(self, rig_graph: Any, runtime_world: dict[str, Any], *, root_joint: str='', density: float=985.0, include_leaf_joints: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1893
TCEditorAPI.build_physics_stress_scene
def TCEditorAPI.build_physics_stress_scene(self, scenario: str, *, count: int=1000) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1900
TCEditorAPI.create_runtime_soft_body
def TCEditorAPI.create_runtime_soft_body(self, vertices: Iterable[Sequence[float]], faces: Iterable[Sequence[int]], *, material: str='jello', pinned_vertices: Iterable[int]=(), volume_compliance: float=2e-07) -> Anyclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1904
TCEditorAPI.create_ocean_surface
def TCEditorAPI.create_ocean_surface(self, preset: str='open_ocean', *, seed: int=1, wave_count: int=12, controls: Mapping[str, float] | None=None) -> OceanSurfaceclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1914
TCEditorAPI.sample_ocean_surface
def TCEditorAPI.sample_ocean_surface(self, ocean: OceanSurface, x: float, z: float, *, time_seconds: float | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1920
TCEditorAPI.generate_ocean_patch
def TCEditorAPI.generate_ocean_patch(self, ocean: OceanSurface, *, center: Sequence[float]=(0.0, 0.0), size: float=20.0, rows: int=32, columns: int=32) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1923
TCEditorAPI.add_ocean_wake
def TCEditorAPI.add_ocean_wake(self, ocean: OceanSurface, position: Sequence[float], velocity: Sequence[float], *, radius: float=1.0, strength: float=0.25, lifetime: float=6.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1929
TCEditorAPI.cook
def TCEditorAPI.cook(self, asset_ids: Iterable[str], *, platform: str='desktop', quality: str='high') -> AssetCookReceiptclass method · public name · tech_connector/game_engine/assets/editor_python_api.py:1938
TCEditorAPI.capability_contract
def TCEditorAPI.capability_contract(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:1981
TCEditorAPI.capability_report
def TCEditorAPI.capability_report(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2018
Show asset maturity and declared editor coverage without implying shipping parity.
TCEditorAPI.audit_launch_readiness
def TCEditorAPI.audit_launch_readiness(self, *, production: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2024
TCEditorAPI.qualify_dcc_release
def TCEditorAPI.qualify_dcc_release(self, host: str, *, workspace: str | Path | None=None, session_port: int | None=None, confirm_mutating: bool=False, install_recovery_verified: bool=False, progress_callback: Any | None=None, cancellation_event: Any | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2034
Collect all release receipts for one exact live DCC session.
TCEditorAPI.qualify_playable_project
def TCEditorAPI.qualify_playable_project(self, player_executable: str | Path, *, frames: int=120, budgets_ms: Mapping[str, float] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2064
TCEditorAPI.qualify_realtime_fx
def TCEditorAPI.qualify_realtime_fx(self, *, presets: Sequence[str] | None=None, frames: int=120, frame_budget_ms: float=16.667, maximum_particles: int=2048, maximum_preset_seconds: float=8.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2076
TCEditorAPI.qualify_world_production
def TCEditorAPI.qualify_world_production(self, *, maximum_total_seconds: float=30.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2091
TCEditorAPI.qualify_content_production
def TCEditorAPI.qualify_content_production(self, *, maximum_total_seconds: float=30.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2098
TCEditorAPI.qualify_capability_evidence
def TCEditorAPI.qualify_capability_evidence(self, *, timeout_seconds: float=300.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/editor_python_api.py:2104
TCEditorAPI._authored_payload
def TCEditorAPI._authored_payload(self, asset_id: str) -> tuple[Any, dict[str, Any]]class method · internal · tech_connector/game_engine/assets/editor_python_api.py:2110
TCEditorAPI._write_payload
def TCEditorAPI._write_payload(path: Path, payload: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/editor_python_api.py:2123
open_editor_api
def open_editor_api(project_root: str | Path, **options: Any) -> TCEditorAPImodule function · public name · tech_connector/game_engine/assets/editor_python_api.py:2129
tech_connector.game_engine.assets.effect_asset_service
EffectIssue.to_dict
def EffectIssue.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:65
EffectCostEstimate.to_dict
def EffectCostEstimate.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:81
EffectConversionReceipt.succeeded
def EffectConversionReceipt.succeeded(self) -> boolclass method · public name · tech_connector/game_engine/assets/effect_asset_service.py:94
EffectConversionReceipt.to_dict
def EffectConversionReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:97
effect_system_defaults
def effect_system_defaults(*, preset: str='sparks', quality: str='high', seed: int=1) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/effect_asset_service.py:101
normalize_effect_properties
def normalize_effect_properties(properties: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/effect_asset_service.py:121
EffectAssetService.__init__
def EffectAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/effect_asset_service.py:141
EffectAssetService.presets
def EffectAssetService.presets(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:146
EffectAssetService.module_library
def EffectAssetService.module_library(self) -> dict[str, dict[str, Any]]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:149
EffectAssetService.create
def EffectAssetService.create(self, name: str, *, preset: str='sparks', quality: str='high', seed: int=1, folder: str | Path='Assets/Effects')class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:152
EffectAssetService.apply_preset
def EffectAssetService.apply_preset(self, asset_id: str, preset: str, *, preserve_parameters: bool=True) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:158
EffectAssetService.properties
def EffectAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:165
EffectAssetService.update
def EffectAssetService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:168
EffectAssetService.validate
def EffectAssetService.validate(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> list[EffectIssue]class method · public name · tech_connector/game_engine/assets/effect_asset_service.py:173
EffectAssetService.estimate
def EffectAssetService.estimate(self, asset_id: str, *, quality: str='high') -> EffectCostEstimateclass method · public name · tech_connector/game_engine/assets/effect_asset_service.py:176
EffectAssetService.cook
def EffectAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/effect_asset_service.py:179
EffectAssetService.convert_unreal
def EffectAssetService.convert_unreal(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Effects/Converted/Unreal') -> EffectConversionReceiptclass method · public name · tech_connector/game_engine/assets/effect_asset_service.py:184
EffectAssetService.convert_unity
def EffectAssetService.convert_unity(self, payload: Mapping[str, Any], *, folder: str | Path='Assets/Effects/Converted/Unity') -> EffectConversionReceiptclass method · public name · tech_connector/game_engine/assets/effect_asset_service.py:187
EffectAssetService._convert
def EffectAssetService._convert(self, provider: str, payload: Mapping[str, Any], folder: str | Path) -> EffectConversionReceiptclass method · internal · tech_connector/game_engine/assets/effect_asset_service.py:190
EffectAssetService._load
def EffectAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/effect_asset_service.py:206
EffectAssetService._save
def EffectAssetService._save(self, asset_id: str, properties: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/effect_asset_service.py:214
validate_effect_properties
def validate_effect_properties(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> list[EffectIssue]module function · public name · tech_connector/game_engine/assets/effect_asset_service.py:226
estimate_effect_cost
def estimate_effect_cost(properties: Mapping[str, Any], *, quality: str='high') -> EffectCostEstimatemodule function · public name · tech_connector/game_engine/assets/effect_asset_service.py:262
compile_effect_payload
def compile_effect_payload(properties: Mapping[str, Any], *, platform: str, quality: str) -> bytesmodule function · public name · tech_connector/game_engine/assets/effect_asset_service.py:282
_convert_unreal_effects
def _convert_unreal_effects(payload: Mapping[str, Any], diagnostics: list[EffectIssue]) -> tuple[list[dict[str, Any]], str]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:301
_unreal_emitter
def _unreal_emitter(value: Mapping[str, Any], index: int, diagnostics: list[EffectIssue]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:316
_convert_unity_effects
def _convert_unity_effects(payload: Mapping[str, Any], diagnostics: list[EffectIssue]) -> tuple[list[dict[str, Any]], str]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:335
_unity_system
def _unity_system(value: Mapping[str, Any], index: int, diagnostics: list[EffectIssue]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:347
_normalize_emitter
def _normalize_emitter(value: Mapping[str, Any], index: int) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:368
_default_quality_overrides
def _default_quality_overrides() -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:391
_effect_references
def _effect_references(values: Mapping[str, Any]) -> set[tuple[str, str]]module function · internal · tech_connector/game_engine/assets/effect_asset_service.py:395
_safe_effect_name
def _safe_effect_name(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/effect_asset_service.py:408
tech_connector.game_engine.assets.engine_capability_report_service
build_engine_capability_report
def build_engine_capability_report(registry: AssetTypeRegistry, contract: Mapping[str, Any], editor: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/engine_capability_report_service.py:11
Summarize declared capabilities without treating registration as qualification.
tech_connector.game_engine.assets.gameplay_class_service
GameplayClassIssue.to_dict
def GameplayClassIssue.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:44
gameplay_class_defaults
def gameplay_class_defaults(*, class_kind: str='actor', parent_class_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_class_service.py:48
GameplayClassService.__init__
def GameplayClassService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/gameplay_class_service.py:69
GameplayClassService.create
def GameplayClassService.create(self, name: str, *, class_kind: str='actor', parent_class_id: str='', components: Sequence[Mapping[str, Any]]=(), variables: Sequence[Mapping[str, Any]]=(), folder: str | Path='Assets/Gameplay/Classes')class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:74
GameplayClassService.properties
def GameplayClassService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:88
GameplayClassService.update
def GameplayClassService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:94
GameplayClassService.validate
def GameplayClassService.validate(self, asset_id: str) -> list[GameplayClassIssue]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:115
GameplayClassService.resolve
def GameplayClassService.resolve(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:136
GameplayClassService.compile
def GameplayClassService.compile(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:175
GameplayClassService.debug_manifest
def GameplayClassService.debug_manifest(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:192
GameplayClassService.debug_context
def GameplayClassService.debug_context(self, asset_id: str, context: Mapping[str, Any] | None=None) -> GraphExecutionContextclass method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:200
GameplayClassService.debug_event
def GameplayClassService.debug_event(self, asset_id: str, context: Mapping[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_class_service.py:212
GameplayClassService._would_create_inheritance_cycle
def GameplayClassService._would_create_inheritance_cycle(self, asset_id: str, parent_id: str) -> boolclass method · internal · tech_connector/game_engine/assets/gameplay_class_service.py:223
GameplayClassService._load
def GameplayClassService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/gameplay_class_service.py:236
graph_program_from_class
def graph_program_from_class(asset_id: str, values: Mapping[str, Any]) -> EngineGraphProgrammodule function · public name · tech_connector/game_engine/assets/gameplay_class_service.py:249
validate_gameplay_class
def validate_gameplay_class(values: Mapping[str, Any]) -> list[GameplayClassIssue]module function · public name · tech_connector/game_engine/assets/gameplay_class_service.py:280
_asset_references
def _asset_references(value: Any, key: str='') -> list[str]module function · internal · tech_connector/game_engine/assets/gameplay_class_service.py:308
_unique_issues
def _unique_issues(values: Sequence[GameplayClassIssue]) -> list[GameplayClassIssue]module function · internal · tech_connector/game_engine/assets/gameplay_class_service.py:321
tech_connector.game_engine.assets.gameplay_foundation_service
GameplayFoundationIssue.to_dict
def GameplayFoundationIssue.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:41
data_schema_defaults
def data_schema_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:45
enum_defaults
def enum_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:49
data_asset_defaults
def data_asset_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:53
data_table_defaults
def data_table_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:57
component_archetype_defaults
def component_archetype_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:61
character_definition_defaults
def character_definition_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:69
project_settings_defaults
def project_settings_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:79
defaults_for
def defaults_for(type_id: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:93
GameplayFoundationService.__init__
def GameplayFoundationService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:104
GameplayFoundationService.create_project_settings
def GameplayFoundationService.create_project_settings(self, name: str='ProjectSettings', *, properties: Mapping[str, Any] | None=None, folder: str | Path='Settings')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:109
GameplayFoundationService.create_schema
def GameplayFoundationService.create_schema(self, name: str, *, fields: Sequence[Mapping[str, Any]]=(), parent_schema_id: str='', folder: str | Path='Assets/Data/Schemas')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:114
GameplayFoundationService.create_struct
def GameplayFoundationService.create_struct(self, name: str, *, fields: Sequence[Mapping[str, Any]]=(), parent_schema_id: str='', folder: str | Path='Assets/Data/Structs')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:117
GameplayFoundationService.create_enum
def GameplayFoundationService.create_enum(self, name: str, *, entries: Sequence[Mapping[str, Any] | str]=(), flags: bool=False, folder: str | Path='Assets/Data/Enums')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:120
GameplayFoundationService.create_data_asset
def GameplayFoundationService.create_data_asset(self, name: str, *, schema_asset_id: str='', values: Mapping[str, Any] | None=None, folder: str | Path='Assets/Data')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:124
GameplayFoundationService.create_data_table
def GameplayFoundationService.create_data_table(self, name: str, *, row_schema_id: str='', rows: Sequence[Mapping[str, Any]]=(), key_field: str='id', folder: str | Path='Assets/Data/Tables')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:127
GameplayFoundationService.create_component_archetype
def GameplayFoundationService.create_component_archetype(self, name: str, *, components: Sequence[Mapping[str, Any]]=(), parent_archetype_id: str='', folder: str | Path='Assets/Gameplay/Components')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:130
GameplayFoundationService.create_character_definition
def GameplayFoundationService.create_character_definition(self, name: str, *, properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/Gameplay/Characters')class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:135
GameplayFoundationService.properties
def GameplayFoundationService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:138
GameplayFoundationService.update
def GameplayFoundationService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:143
GameplayFoundationService.validate
def GameplayFoundationService.validate(self, asset_id: str) -> list[GameplayFoundationIssue]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:152
GameplayFoundationService.resolve_schema
def GameplayFoundationService.resolve_schema(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:177
GameplayFoundationService.cook
def GameplayFoundationService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:191
GameplayFoundationService.convert_unreal
def GameplayFoundationService.convert_unreal(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Data/Converted/Unreal') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:199
GameplayFoundationService.convert_unity
def GameplayFoundationService.convert_unity(self, exported_data: Mapping[str, Any], *, folder: str | Path='Assets/Data/Converted/Unity') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:208
GameplayFoundationService._create
def GameplayFoundationService._create(self, type_id: str, name: str, properties: Mapping[str, Any] | None, folder: str | Path)class method · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:217
GameplayFoundationService._require
def GameplayFoundationService._require(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:221
GameplayFoundationService._load
def GameplayFoundationService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:227
GameplayFoundationService._validate_values
def GameplayFoundationService._validate_values(self, schema_id: str, values: Mapping[str, Any]) -> list[GameplayFoundationIssue]class method · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:233
GameplayFoundationService._write
def GameplayFoundationService._write(path: Path, payload: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:242
validate_foundation_asset
def validate_foundation_asset(type_id: str, values: Mapping[str, Any]) -> list[GameplayFoundationIssue]module function · public name · tech_connector/game_engine/assets/gameplay_foundation_service.py:246
_references
def _references(type_id: str, values: Mapping[str, Any]) -> list[tuple[str, str]]module function · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:285
_expected_references
def _expected_references(type_id: str, values: Mapping[str, Any]) -> list[tuple[str, str, frozenset[str]]]module function · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:298
_matches_type
def _matches_type(value: Any, kind: str) -> boolmodule function · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:332
_infer_fields
def _infer_fields(values: Mapping[str, Any]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/gameplay_foundation_service.py:344
tech_connector.game_engine.assets.geometry_optimization_service
_stage
def _stage(stage_id: str, processor: str, *, components: Iterable[str]=(), **settings: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/geometry_optimization_service.py:78
geometry_optimization_preset
def geometry_optimization_preset(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/geometry_optimization_service.py:126
validate_geometry_optimization_profile
def validate_geometry_optimization_profile(properties: Mapping[str, Any]) -> list[GeometryOptimizationIssue]module function · public name · tech_connector/game_engine/assets/geometry_optimization_service.py:135
plan_geometry_optimization
def plan_geometry_optimization(properties: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/geometry_optimization_service.py:185
compile_geometry_optimization_payload
def compile_geometry_optimization_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/geometry_optimization_service.py:215
tech_connector.game_engine.assets.groom_asset_service
hair_material_preset
def hair_material_preset(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:57
groom_group_preset
def groom_group_preset(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:64
automatic_groom_lods
def automatic_groom_lods(*, count: int=5, include_cards: bool=True, include_mesh: bool=True) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:71
validate_groom_properties
def validate_groom_properties(properties: Mapping[str, Any]) -> list[GroomIssue]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:96
validate_groom_binding_properties
def validate_groom_binding_properties(properties: Mapping[str, Any]) -> list[GroomIssue]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:135
validate_hair_material_properties
def validate_hair_material_properties(properties: Mapping[str, Any]) -> list[GroomIssue]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:150
_closest_point_triangle
def _closest_point_triangle(point, a, b, c)module function · internal · tech_connector/game_engine/assets/groom_asset_service.py:159
project_groom_roots
def project_groom_roots(roots: Sequence[Sequence[float]], vertices: Sequence[Sequence[float]], triangles: Sequence[Sequence[int]]) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/assets/groom_asset_service.py:185
_compile
def _compile(type_id: str, properties: Mapping[str, Any], validator, *, platform: str, quality: str) -> bytesmodule function · internal · tech_connector/game_engine/assets/groom_asset_service.py:206
compile_groom_payload
def compile_groom_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/groom_asset_service.py:214
compile_groom_binding_payload
def compile_groom_binding_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/groom_asset_service.py:218
compile_hair_material_payload
def compile_hair_material_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/groom_asset_service.py:222
tech_connector.game_engine.assets.image_project_asset_service
ImageProjectIssue.to_dict
def ImageProjectIssue.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:30
ImageProjectAssetService.__init__
def ImageProjectAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/image_project_asset_service.py:34
ImageProjectAssetService.create
def ImageProjectAssetService.create(self, name: str, *, width: int=1024, height: int=1024, layers: Sequence[Mapping[str, Any]]=(), folder: str | Path='Assets/Images')class method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:38
ImageProjectAssetService.properties
def ImageProjectAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:53
ImageProjectAssetService.update
def ImageProjectAssetService.update(self, asset_id: str, values: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:55
ImageProjectAssetService.validate
def ImageProjectAssetService.validate(self, asset_id: str) -> list[ImageProjectIssue]class method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:63
ImageProjectAssetService.flatten
def ImageProjectAssetService.flatten(self, asset_id: str) -> bytesclass method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:77
ImageProjectAssetService.cook
def ImageProjectAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/image_project_asset_service.py:94
ImageProjectAssetService._normalize_layer
def ImageProjectAssetService._normalize_layer(self, value: Mapping[str, Any], width: int, height: int, index: int) -> dict[str, Any]class method · internal · tech_connector/game_engine/assets/image_project_asset_service.py:98
ImageProjectAssetService._decode_layer
def ImageProjectAssetService._decode_layer(value: Mapping[str, Any]) -> Image.Imageclass method · internal · tech_connector/game_engine/assets/image_project_asset_service.py:109
ImageProjectAssetService._load
def ImageProjectAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/image_project_asset_service.py:116
ImageProjectAssetService._write
def ImageProjectAssetService._write(path: Path, value: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/image_project_asset_service.py:125
tech_connector.game_engine.assets.input_map_service
InputMapDiagnostic.to_dict
def InputMapDiagnostic.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/input_map_service.py:18
InputMapAudit.valid
def InputMapAudit.valid(self) -> boolclass method · public name · tech_connector/game_engine/assets/input_map_service.py:29
InputMapAudit.to_dict
def InputMapAudit.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/input_map_service.py:32
audit_input_map
def audit_input_map(properties: Mapping[str, Any]) -> InputMapAuditmodule function · public name · tech_connector/game_engine/assets/input_map_service.py:41
_normalize_contexts
def _normalize_contexts(value: Any) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/input_map_service.py:100
_normalize_actions
def _normalize_actions(value: Any) -> dict[str, dict[str, Any]]module function · internal · tech_connector/game_engine/assets/input_map_service.py:111
tech_connector.game_engine.assets.locomotion_service
LocomotionIssue.to_dict
def LocomotionIssue.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/assets/locomotion_service.py:20
locomotion_preset
def locomotion_preset(preset: str='third_person', *, movement_mode: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/locomotion_service.py:44
validate_locomotion_controller
def validate_locomotion_controller(properties: Mapping[str, Any]) -> list[LocomotionIssue]module function · public name · tech_connector/game_engine/assets/locomotion_service.py:179
compile_locomotion_payload
def compile_locomotion_payload(properties: Mapping[str, Any], *, platform: str, quality: str) -> bytesmodule function · public name · tech_connector/game_engine/assets/locomotion_service.py:219
tech_connector.game_engine.assets.material_asset_service
shader_backend_capabilities
def shader_backend_capabilities() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/material_asset_service.py:45
Report native shader tools honestly; portable IR remains available everywhere.
MaterialIssue.to_dict
def MaterialIssue.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/material_asset_service.py:69
MaterialResolution.to_dict
def MaterialResolution.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/material_asset_service.py:85
MaterialService.__init__
def MaterialService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/material_asset_service.py:99
MaterialService.create_material
def MaterialService.create_material(self, name: str, *, domain: str='', shading_model: str='', blend_mode: str='', preset: str='default_lit', folder: str | Path='Assets/Materials')class method · public name · tech_connector/game_engine/assets/material_asset_service.py:104
MaterialService.create_instance
def MaterialService.create_instance(self, name: str, parent_material_id: str, *, overrides: Mapping[str, Any] | None=None, static_switch_overrides: Mapping[str, bool] | None=None, folder: str | Path='Assets/Materials/Instances')class method · public name · tech_connector/game_engine/assets/material_asset_service.py:117
MaterialService.update_properties
def MaterialService.update_properties(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/material_asset_service.py:132
MaterialService.apply_preset
def MaterialService.apply_preset(self, asset_id: str, preset: str) -> MaterialResolutionclass method · public name · tech_connector/game_engine/assets/material_asset_service.py:142
MaterialService.resolve
def MaterialService.resolve(self, asset_id: str) -> MaterialResolutionclass method · public name · tech_connector/game_engine/assets/material_asset_service.py:156
MaterialService.set_instance_overrides
def MaterialService.set_instance_overrides(self, asset_id: str, overrides: Mapping[str, Any], *, replace: bool=False, static_switches: Mapping[str, bool] | None=None) -> MaterialResolutionclass method · public name · tech_connector/game_engine/assets/material_asset_service.py:159
MaterialService.revert_instance_overrides
def MaterialService.revert_instance_overrides(self, asset_id: str, names: Iterable[str]=()) -> MaterialResolutionclass method · public name · tech_connector/game_engine/assets/material_asset_service.py:176
MaterialService.assign_texture
def MaterialService.assign_texture(self, material_asset_id: str, slot: str, texture_asset_id: str, *, channel: str='rgba', color_space: str='auto', sampler: str='linear_wrap', uv_set: int=0) -> MaterialResolutionclass method · public name · tech_connector/game_engine/assets/material_asset_service.py:190
MaterialService.validate
def MaterialService.validate(self, asset_id: str, *, platform: str='desktop') -> tuple[MaterialIssue, ...]class method · public name · tech_connector/game_engine/assets/material_asset_service.py:213
MaterialService.compile
def MaterialService.compile(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/material_asset_service.py:254
MaterialService.rebuild_dependencies
def MaterialService.rebuild_dependencies(self, asset_id: str) -> tuple[tuple[str, str], ...]class method · public name · tech_connector/game_engine/assets/material_asset_service.py:266
MaterialService._resolve
def MaterialService._resolve(self, asset_id: str, stack: tuple[str, ...]) -> MaterialResolutionclass method · internal · tech_connector/game_engine/assets/material_asset_service.py:271
MaterialService._load
def MaterialService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/material_asset_service.py:301
MaterialService._save
def MaterialService._save(self, asset_id: str, properties: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/material_asset_service.py:313
material_preset
def material_preset(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/material_asset_service.py:329
analyze_material_graph
def analyze_material_graph(graph: Mapping[str, Any], *, platform: str='desktop') -> tuple[list[MaterialIssue], dict[str, Any]]module function · public name · tech_connector/game_engine/assets/material_asset_service.py:349
_material_node_opcode
def _material_node_opcode(node: Mapping[str, Any]) -> strmodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:403
Accept both current opcode-authored nodes and legacy title-authored graphs.
compile_material_payload
def compile_material_payload(resolution: MaterialResolution, *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/material_asset_service.py:415
_normalize_material
def _normalize_material(values: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/material_asset_service.py:451
_graph_cycle
def _graph_cycle(node_ids: set[str], connections: Iterable[Mapping[str, Any]]) -> boolmodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:468
_ordered_nodes
def _ordered_nodes(graph: Mapping[str, Any]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/material_asset_service.py:488
_expected_color_space
def _expected_color_space(slot: str) -> strmodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:509
_material_references
def _material_references(value: Any, key: str='') -> set[str]module function · internal · tech_connector/game_engine/assets/material_asset_service.py:513
_set_dotted
def _set_dotted(target: dict[str, Any], path: str, value: Any) -> Nonemodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:527
_generated_shader_source
def _generated_shader_source(properties: Mapping[str, Any], operations: list[dict[str, Any]], platform: str) -> strmodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:540
_fingerprint
def _fingerprint(value: Any) -> strmodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:554
_atomic_json_write
def _atomic_json_write(path: Path, payload: Mapping[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/assets/material_asset_service.py:558
tech_connector.game_engine.assets.mesh_lod_generation_service
CharacterMeshLodRequest.__post_init__
def CharacterMeshLodRequest.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/assets/mesh_lod_generation_service.py:42
CharacterMeshLodRequest.validate
def CharacterMeshLodRequest.validate(self) -> list[str]class method · public name · tech_connector/game_engine/assets/mesh_lod_generation_service.py:46
CharacterMeshLodRequest.to_dict
def CharacterMeshLodRequest.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/mesh_lod_generation_service.py:63
generate_character_mesh_lods
def generate_character_mesh_lods(request: CharacterMeshLodRequest, *, timeout: float=300.0, cancel_event: threading.Event | None=None, blender_executable: str | os.PathLike[str] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/mesh_lod_generation_service.py:71
tech_connector.game_engine.assets.motion_matching_service
load_motion_library
def load_motion_library(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/motion_matching_service.py:37
select_motion_frame
def select_motion_frame(library: Mapping[str, Any], *, stance: str, desired_velocity: tuple[float, float], current_pose: Mapping[str, Any] | None=None, current_clip: str='', current_frame: int=-1, jump_phase: str='') -> MotionDecisionmodule function · public name · tech_connector/game_engine/assets/motion_matching_service.py:61
Choose a frame by desired 0.2/0.4s trajectory and four-joint pose. Horizontal velocity uses character-local (right, forward) metres/second. Jump phases are hard constraints, preventing a ground/crawl pose in midair. Clip/frame continuity lo
tech_connector.game_engine.assets.physics_asset_service
PhysicsAssetAutoSetupReceipt.to_dict
def PhysicsAssetAutoSetupReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/physics_asset_service.py:44
ragdoll_preset
def ragdoll_preset(name: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/physics_asset_service.py:48
automatic_physics_asset
def automatic_physics_asset(joints: Mapping[str, Mapping[str, Any]], *, root_joint: str='', preset: str='balanced', include_leaf_joints: bool=False) -> PhysicsAssetAutoSetupReceiptmodule function · public name · tech_connector/game_engine/assets/physics_asset_service.py:55
Generate editable bodies and constraints through the runtime ragdoll path.
constraint_from_preset
def constraint_from_preset(preset: str, *, constraint_id: str='Constraint', first_body: str, second_body: str, settings: Mapping[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/physics_asset_service.py:119
validate_physics_asset_properties
def validate_physics_asset_properties(properties: Mapping[str, Any]) -> tuple[PhysicsAuthoringIssue, ...]module function · public name · tech_connector/game_engine/assets/physics_asset_service.py:134
validate_constraint_properties
def validate_constraint_properties(properties: Mapping[str, Any]) -> tuple[PhysicsAuthoringIssue, ...]module function · public name · tech_connector/game_engine/assets/physics_asset_service.py:179
compile_physics_asset_payload
def compile_physics_asset_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/physics_asset_service.py:192
compile_constraint_payload
def compile_constraint_payload(properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/physics_asset_service.py:215
tech_connector.game_engine.assets.prefab_service
PrefabIssue.to_dict
def PrefabIssue.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/prefab_service.py:31
PrefabResolution.to_dict
def PrefabResolution.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/prefab_service.py:45
PrefabInstance.override_state
def PrefabInstance.override_state(self) -> strclass method · public name · tech_connector/game_engine/assets/prefab_service.py:69
PrefabInstance.to_dict
def PrefabInstance.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/prefab_service.py:74
PrefabService.__init__
def PrefabService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/prefab_service.py:91
PrefabService.create_from_entities
def PrefabService.create_from_entities(self, name: str, entities: Iterable[Mapping[str, Any]], *, folder: str | Path='Assets/World', exposed_properties: Mapping[str, Any] | None=None, dependencies: Iterable[str]=())class method · public name · tech_connector/game_engine/assets/prefab_service.py:96
PrefabService.create_variant
def PrefabService.create_variant(self, name: str, base_prefab_id: str, *, overrides: Mapping[str, Any] | None=None, added_entities: Iterable[Mapping[str, Any]]=(), removed_entity_ids: Iterable[str]=(), exposed_properties: Mapping[str, Any] | None=None, folder: str | Path='Assets/World/Variants')class method · public name · tech_connector/game_engine/assets/prefab_service.py:114
PrefabService.resolve
def PrefabService.resolve(self, prefab_asset_id: str, *, expand_nested: bool=False) -> PrefabResolutionclass method · public name · tech_connector/game_engine/assets/prefab_service.py:151
PrefabService.instantiate
def PrefabService.instantiate(self, prefab_asset_id: str, *, overrides: Mapping[str, Any] | None=None, expand_nested: bool=False) -> PrefabInstanceclass method · public name · tech_connector/game_engine/assets/prefab_service.py:154
PrefabService.refresh_instance
def PrefabService.refresh_instance(self, instance: PrefabInstance, *, expand_nested: bool=False) -> PrefabInstanceclass method · public name · tech_connector/game_engine/assets/prefab_service.py:169
Hot-reload a source while retaining valid instance overrides.
PrefabService.revert_overrides
def PrefabService.revert_overrides(self, instance: PrefabInstance, paths: Iterable[str] | None=None, *, expand_nested: bool=False) -> PrefabInstanceclass method · public name · tech_connector/game_engine/assets/prefab_service.py:185
PrefabService.apply_overrides
def PrefabService.apply_overrides(self, instance: PrefabInstance, paths: Iterable[str] | None=None) -> PrefabInstanceclass method · public name · tech_connector/game_engine/assets/prefab_service.py:194
Apply selected overrides to the source or its variant override layer.
PrefabService.override_diff
def PrefabService.override_diff(self, instance: PrefabInstance) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/assets/prefab_service.py:213
PrefabService.validate
def PrefabService.validate(self, prefab_asset_id: str) -> tuple[PrefabIssue, ...]class method · public name · tech_connector/game_engine/assets/prefab_service.py:224
PrefabService.rebuild_dependencies
def PrefabService.rebuild_dependencies(self, prefab_asset_id: str) -> tuple[tuple[str, str], ...]class method · public name · tech_connector/game_engine/assets/prefab_service.py:264
PrefabService.cook
def PrefabService.cook(self, prefab_asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/prefab_service.py:268
PrefabService._resolve
def PrefabService._resolve(self, asset_id: str, *, expand_nested: bool, stack: tuple[str, ...]) -> PrefabResolutionclass method · internal · tech_connector/game_engine/assets/prefab_service.py:281
PrefabService._load
def PrefabService._load(self, prefab_asset_id: str)class method · internal · tech_connector/game_engine/assets/prefab_service.py:320
PrefabService._save
def PrefabService._save(self, prefab_asset_id: str, properties: Mapping[str, Any], *, extra_dependencies: Iterable[str]=()) -> tuple[tuple[str, str], ...]class method · internal · tech_connector/game_engine/assets/prefab_service.py:333
compile_prefab_payload
def compile_prefab_payload(prefab: PrefabResolution | Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/prefab_service.py:353
Compile a fully resolved Prefab into deterministic runtime JSON.
_migrate_properties
def _migrate_properties(properties: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/prefab_service.py:370
_normalize_entities
def _normalize_entities(entities: Iterable[Mapping[str, Any]]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/prefab_service.py:382
_dependency_edges
def _dependency_edges(properties: Mapping[str, Any], extra: Iterable[str]) -> list[tuple[str, str]]module function · internal · tech_connector/game_engine/assets/prefab_service.py:402
_asset_references
def _asset_references(value: Any) -> set[str]module function · internal · tech_connector/game_engine/assets/prefab_service.py:418
_path_parts
def _path_parts(path: str) -> list[str]module function · internal · tech_connector/game_engine/assets/prefab_service.py:433
_entity_index
def _entity_index(entities: list[Any], selector: str) -> intmodule function · internal · tech_connector/game_engine/assets/prefab_service.py:437
_get_property_path
def _get_property_path(root: list[dict[str, Any]], path: str) -> Anymodule function · internal · tech_connector/game_engine/assets/prefab_service.py:447
_set_property_path
def _set_property_path(root: list[dict[str, Any]], path: str, value: Any) -> Nonemodule function · internal · tech_connector/game_engine/assets/prefab_service.py:462
_fingerprint
def _fingerprint(value: Any) -> strmodule function · internal · tech_connector/game_engine/assets/prefab_service.py:483
_atomic_json_write
def _atomic_json_write(path: Path, payload: Mapping[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/assets/prefab_service.py:488
tech_connector.game_engine.assets.procedural_graph_asset_service
ProceduralGraphIssue.to_dict
def ProceduralGraphIssue.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:35
procedural_graph_defaults
def procedural_graph_defaults(name: str='ProceduralGraph') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:38
ProceduralGraphAssetService.__init__
def ProceduralGraphAssetService.__init__(self, project_root: str | Path, database: AssetDatabase, cooker: ProceduralGraphCooker | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/procedural_graph_asset_service.py:55
ProceduralGraphAssetService.create
def ProceduralGraphAssetService.create(self, name: str, *, graph: ProceduralGraph | None=None, folder: str | Path='Assets/Procedural')class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:59
ProceduralGraphAssetService.properties
def ProceduralGraphAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:65
ProceduralGraphAssetService.graph
def ProceduralGraphAssetService.graph(self, asset_id: str) -> ProceduralGraphclass method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:69
ProceduralGraphAssetService.update
def ProceduralGraphAssetService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:72
ProceduralGraphAssetService.validate
def ProceduralGraphAssetService.validate(self, asset_id: str) -> list[ProceduralGraphIssue]class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:82
ProceduralGraphAssetService.cook
def ProceduralGraphAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:101
ProceduralGraphAssetService.operation_catalog
def ProceduralGraphAssetService.operation_catalog(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:132
ProceduralGraphAssetService.diagnostics
def ProceduralGraphAssetService.diagnostics(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/procedural_graph_asset_service.py:134
ProceduralGraphAssetService._load
def ProceduralGraphAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/procedural_graph_asset_service.py:143
_references
def _references(value: Any) -> set[str]module function · internal · tech_connector/game_engine/assets/procedural_graph_asset_service.py:151
tech_connector.game_engine.assets.rig_asset_service
automatic_ik_chains
def automatic_ik_chains(bones: Iterable[Mapping[str, Any] | str]) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/assets/rig_asset_service.py:25
validate_control_rig_properties
def validate_control_rig_properties(properties: Mapping[str, Any]) -> tuple[RigAssetIssue, ...]module function · public name · tech_connector/game_engine/assets/rig_asset_service.py:56
validate_ik_rig_properties
def validate_ik_rig_properties(properties: Mapping[str, Any]) -> tuple[RigAssetIssue, ...]module function · public name · tech_connector/game_engine/assets/rig_asset_service.py:80
validate_ik_retargeter_properties
def validate_ik_retargeter_properties(properties: Mapping[str, Any]) -> tuple[RigAssetIssue, ...]module function · public name · tech_connector/game_engine/assets/rig_asset_service.py:105
automatic_chain_mapping
def automatic_chain_mapping(source_chains: Iterable[Mapping[str, Any]], target_chains: Iterable[Mapping[str, Any]]) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/assets/rig_asset_service.py:124
compile_rig_asset_payload
def compile_rig_asset_payload(type_id: str, properties: Mapping[str, Any], *, platform: str='desktop', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/rig_asset_service.py:135
_chain_key
def _chain_key(value: Any) -> strmodule function · internal · tech_connector/game_engine/assets/rig_asset_service.py:166
tech_connector.game_engine.assets.sequence_asset_service
sequence_defaults
def sequence_defaults(*, duration_frames: int=300, fps: int=30) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:58
new_binding
def new_binding(name: str, *, object_id: str='', binding_type: str='possessable', parent_binding_id: str='', component_path: str='', bone_name: str='', socket_name: str='', skeleton_asset_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:84
new_sequence_folder
def new_sequence_folder(name: str, *, parent_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:98
new_track
def new_track(track_type: str, name: str='', *, binding_id: str='', parent_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:105
new_section
def new_section(name: str, start_frame: int, end_frame: int, *, asset_id: str='', row: int=0) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:120
new_level_blend_section
def new_level_blend_section(name: str, level_asset_id: str, start_frame: int, end_frame: int, *, ease_in: int=30, ease_out: int=30, blend_mode: str='crossfade') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:135
track_preset
def track_preset(track_type: str, name: str='', *, binding_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:153
Create a ready-to-key track with familiar default channels.
add_channel_key
def add_channel_key(section: dict[str, Any], channel_name: str, frame: float, value: Any, *, interpolation: str='linear', in_tangent: float=0.0, out_tangent: float=0.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:171
transform_channel_keys
def transform_channel_keys(channel: Mapping[str, Any], *, frame_offset: float=0.0, value_offset: float=0.0, frame_scale: float=1.0, value_scale: float=1.0, pivot_frame: float=0.0, pivot_value: float=0.0, snap_interval: float=0.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:187
Move, scale, and optionally snap all numeric keys in a channel.
validate_sequence
def validate_sequence(values: Mapping[str, Any] | None) -> tuple[SequenceIssue, ...]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:208
evaluate_sequence
def evaluate_sequence(values: Mapping[str, Any], frame: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:314
evaluate_channel
def evaluate_channel(channel: Mapping[str, Any], frame: float) -> Anymodule function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:357
compile_sequence_payload
def compile_sequence_payload(values: Mapping[str, Any], *, platform: str='windows', quality: str='high') -> bytesmodule function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:391
build_render_jobs
def build_render_jobs(values: Mapping[str, Any]) -> tuple[dict[str, Any], ...]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:403
Build deterministic camera-cut render jobs or one full-range fallback job.
unreal_level_sequence_to_native
def unreal_level_sequence_to_native(source: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:429
unity_timeline_to_native
def unity_timeline_to_native(source: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:442
native_to_unreal_level_sequence
def native_to_unreal_level_sequence(values: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:461
Return an Unreal-oriented lossless interchange document.
native_to_unity_timeline
def native_to_unity_timeline(values: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/sequence_asset_service.py:478
Return a Unity Timeline-oriented interchange document.
SequenceAssetService.__init__
def SequenceAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/sequence_asset_service.py:514
SequenceAssetService.create
def SequenceAssetService.create(self, name: str, *, folder: str | Path='Assets/Cinematics', duration_frames: int=300, fps: int=30)class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:519
SequenceAssetService.properties
def SequenceAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:522
SequenceAssetService.update
def SequenceAssetService.update(self, asset_id: str, values: Mapping[str, Any]) -> AssetRecordclass method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:527
SequenceAssetService.validate
def SequenceAssetService.validate(self, asset_id: str) -> tuple[SequenceIssue, ...]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:535
SequenceAssetService.add_binding
def SequenceAssetService.add_binding(self, asset_id: str, name: str, **target: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:556
SequenceAssetService.add_folder
def SequenceAssetService.add_folder(self, asset_id: str, name: str, *, parent_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:560
SequenceAssetService.add_track
def SequenceAssetService.add_track(self, asset_id: str, track_type: str, name: str='', *, binding_id: str='', parent_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:564
SequenceAssetService.add_section
def SequenceAssetService.add_section(self, asset_id: str, track_id: str, name: str, start_frame: int, end_frame: int, *, referenced_asset_id: str='', row: int=0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:570
SequenceAssetService.add_key
def SequenceAssetService.add_key(self, asset_id: str, track_id: str, section_id: str, channel_name: str, frame: float, value: Any, *, interpolation: str='linear', in_tangent: float=0.0, out_tangent: float=0.0) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:581
SequenceAssetService.transform_keys
def SequenceAssetService.transform_keys(self, asset_id: str, track_id: str, section_id: str, channel_name: str, **transform: float) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:593
SequenceAssetService.remove_track
def SequenceAssetService.remove_track(self, asset_id: str, track_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:605
SequenceAssetService.remove_section
def SequenceAssetService.remove_section(self, asset_id: str, track_id: str, section_id: str) -> boolclass method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:611
SequenceAssetService.cook
def SequenceAssetService.cook(self, asset_id: str, *, platform: str='windows', quality: str='high')class method · public name · tech_connector/game_engine/assets/sequence_asset_service.py:617
SequenceAssetService._require
def SequenceAssetService._require(self, asset_id: str) -> AssetRecordclass method · internal · tech_connector/game_engine/assets/sequence_asset_service.py:623
_asset_references
def _asset_references(values: Mapping[str, Any]) -> tuple[str, ...]module function · internal · tech_connector/game_engine/assets/sequence_asset_service.py:630
_find_track
def _find_track(values: Mapping[str, Any], track_id: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/sequence_asset_service.py:644
_has_parent_cycle
def _has_parent_cycle(parents: Mapping[str, str]) -> boolmodule function · internal · tech_connector/game_engine/assets/sequence_asset_service.py:650
_value_type
def _value_type(value: Any) -> strmodule function · internal · tech_connector/game_engine/assets/sequence_asset_service.py:659
_canonical_track_type
def _canonical_track_type(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/sequence_asset_service.py:667
tech_connector.game_engine.assets.starter_character_service
StarterCharacterReceipt.to_dict
def StarterCharacterReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/starter_character_service.py:54
StarterCharacterService.__init__
def StarterCharacterService.__init__(self, project_root: str | Path, database: AssetDatabase, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/assets/starter_character_service.py:69
StarterCharacterService.create
def StarterCharacterService.create(self, name: str='TC_Starter_Mannequin', *, visual_style: str='stylized_pbr', dimensionality: str='3d', folder: str | Path='Assets/Characters/Starter') -> StarterCharacterReceiptclass method · public name · tech_connector/game_engine/assets/starter_character_service.py:80
StarterCharacterService.attach_to_level
def StarterCharacterService.attach_to_level(self, document: FederatedSceneDocument, receipt: StarterCharacterReceipt) -> dict[str, bytes]class method · public name · tech_connector/game_engine/assets/starter_character_service.py:278
generate_starter_mannequin_geometry
def generate_starter_mannequin_geometry(rows: list[dict[str, Any]] | None=None) -> StarterCharacterGeometrymodule function · public name · tech_connector/game_engine/assets/starter_character_service.py:334
_cached_starter_geometry
def _cached_starter_geometry() -> StarterCharacterGeometrymodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:341
_generate_starter_geometry
def _generate_starter_geometry(rows: list[dict[str, Any]]) -> StarterCharacterGeometrymodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:345
_skeleton_bones
def _skeleton_bones(rows: list[dict[str, Any]]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:407
_capsule_distance
def _capsule_distance(point: tuple[float, float, float], first: tuple[float, float, float], second: tuple[float, float, float], radii: tuple[float, float, float]) -> floatmodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:419
_implicit_field
def _implicit_field(point: tuple[float, float, float], primitives: tuple[Any, ...]) -> floatmodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:438
_implicit_gradient
def _implicit_gradient(point: tuple[float, float, float], primitives: tuple[Any, ...]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:442
_march_implicit_humanoid
def _march_implicit_humanoid(primitives: tuple[Any, ...]) -> tuple[tuple[tuple[float, float, float], ...], tuple[tuple[int, int, int], ...]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:456
_vertex_normals
def _vertex_normals(vertices: tuple[tuple[float, float, float], ...], triangles: tuple[tuple[int, int, int], ...]) -> tuple[tuple[float, float, float], ...]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:550
_smooth_influences
def _smooth_influences(vertex: tuple[float, float, float], primitives: tuple[Any, ...], joint_index: dict[str, int]) -> tuple[tuple[int, float], ...]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:573
_physics_joint_graph
def _physics_joint_graph(rows: list[dict[str, Any]]) -> dict[str, dict[str, Any]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:590
_starter_ik_chains
def _starter_ik_chains() -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:612
_starter_controls
def _starter_controls() -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:630
_starter_face_morph_targets
def _starter_face_morph_targets(geometry: StarterCharacterGeometry) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:645
_world_joint_positions
def _world_joint_positions(rows: list[dict[str, Any]]) -> dict[str, tuple[float, float, float]]module function · internal · tech_connector/game_engine/assets/starter_character_service.py:693
_author_starter_locomotion_clips
def _author_starter_locomotion_clips(document: FederatedSceneDocument) -> Nonemodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:702
_write_obj
def _write_obj(path: Path, geometry: StarterCharacterGeometry, variant: str) -> Nonemodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:824
_update_properties
def _update_properties(database: AssetDatabase, asset_id: str, values: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:838
_presentation_variant
def _presentation_variant(visual_style: str, dimensionality: str) -> strmodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:850
_bone_importance
def _bone_importance(value: str) -> intmodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:858
_safe_name
def _safe_name(value: str) -> strmodule function · internal · tech_connector/game_engine/assets/starter_character_service.py:867
tech_connector.game_engine.assets.tc_collision_cook_service
_vector
def _vector(values: Iterable[Any], count: int, label: str) -> tuple[float, ...]module function · internal · tech_connector/game_engine/assets/tc_collision_cook_service.py:29
_rotate_quaternion
def _rotate_quaternion(point: tuple[float, float, float], rotation: tuple[float, ...]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/assets/tc_collision_cook_service.py:36
_validate_convex
def _validate_convex(vertices: list[tuple[float, ...]], triangles: list[tuple[int, ...]]) -> Nonemodule function · internal · tech_connector/game_engine/assets/tc_collision_cook_service.py:50
cook_collision_asset
def cook_collision_asset(path: str | Path, *, kind: str, vertices: Iterable[Iterable[float]]=(), triangles: Iterable[Iterable[int]]=(), children: Iterable[dict[str, Any]]=()) -> CookedCollisionSummarymodule function · public name · tech_connector/game_engine/assets/tc_collision_cook_service.py:65
Cook deterministic collision data consumed directly by the native player.
inspect_collision_asset
def inspect_collision_asset(path: str | Path) -> CookedCollisionSummarymodule function · public name · tech_connector/game_engine/assets/tc_collision_cook_service.py:132
tech_connector.game_engine.assets.ui_document_asset_service
_number
def _number(value: Any) -> boolmodule function · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:18
_pair
def _pair(value: Any, *, minimum: float | None=None, maximum: float | None=None) -> boolmodule function · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:22
validate_ui_document
def validate_ui_document(values: Mapping[str, Any]) -> tuple[AssetValidationIssue, ...]module function · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:30
layout_ui_document
def layout_ui_document(values: Mapping[str, Any], *, viewport: tuple[int, int] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:92
audit_ui_document_accessibility
def audit_ui_document_accessibility(values: Mapping[str, Any], *, viewport: tuple[int, int] | None=None) -> tuple[AssetValidationIssue, ...]module function · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:143
Flag button geometry that could make a valid layout hard to operate.
UIDocumentAssetService.__init__
def UIDocumentAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:175
UIDocumentAssetService.create
def UIDocumentAssetService.create(self, name: str, *, folder: str | Path='Assets/UI', values: Mapping[str, Any] | None=None) -> AssetOperationReceiptclass method · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:180
UIDocumentAssetService.properties
def UIDocumentAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:186
UIDocumentAssetService.update
def UIDocumentAssetService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:196
UIDocumentAssetService.validate
def UIDocumentAssetService.validate(self, asset_id: str) -> tuple[AssetValidationIssue, ...]class method · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:214
UIDocumentAssetService.preview
def UIDocumentAssetService.preview(self, asset_id: str, *, viewport: tuple[int, int] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:230
UIDocumentAssetService.cook
def UIDocumentAssetService.cook(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/ui_document_asset_service.py:233
UIDocumentAssetService._require_record
def UIDocumentAssetService._require_record(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:245
UIDocumentAssetService._require_valid
def UIDocumentAssetService._require_valid(values: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:252
UIDocumentAssetService._dependency_edges
def UIDocumentAssetService._dependency_edges(self, asset_id: str, values: Mapping[str, Any]) -> list[tuple[str, str]]class method · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:257
UIDocumentAssetService._set_dependencies
def UIDocumentAssetService._set_dependencies(self, asset_id: str, values: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/assets/ui_document_asset_service.py:270
tech_connector.game_engine.assets.world_asset_service
WorldAssetIssue.to_dict
def WorldAssetIssue.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/world_asset_service.py:47
terrain_defaults
def terrain_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:51
foliage_type_defaults
def foliage_type_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:67
biome_defaults
def biome_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:80
lighting_scenario_defaults
def lighting_scenario_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:103
data_layer_defaults
def data_layer_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:114
hlod_layer_defaults
def hlod_layer_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:123
world_partition_defaults
def world_partition_defaults() -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:133
defaults_for_world_asset
def defaults_for_world_asset(type_id: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:154
WorldAssetService.__init__
def WorldAssetService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/world_asset_service.py:162
WorldAssetService.create
def WorldAssetService.create(self, type_id: str, name: str, *, folder: str | Path='Assets/World', properties: Mapping[str, Any] | None=None)class method · public name · tech_connector/game_engine/assets/world_asset_service.py:167
WorldAssetService.properties
def WorldAssetService.properties(self, asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/world_asset_service.py:175
WorldAssetService.update
def WorldAssetService.update(self, asset_id: str, values: Mapping[str, Any], *, replace: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/world_asset_service.py:181
WorldAssetService.validate
def WorldAssetService.validate(self, asset_id: str) -> list[WorldAssetIssue]class method · public name · tech_connector/game_engine/assets/world_asset_service.py:195
WorldAssetService.build_preview
def WorldAssetService.build_preview(self, asset_id: str, *, maximum_resolution: int=257) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/world_asset_service.py:205
WorldAssetService.compile
def WorldAssetService.compile(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> DerivedArtifactclass method · public name · tech_connector/game_engine/assets/world_asset_service.py:219
WorldAssetService._load
def WorldAssetService._load(self, asset_id: str)class method · internal · tech_connector/game_engine/assets/world_asset_service.py:243
validate_world_asset
def validate_world_asset(type_id: str, values: Mapping[str, Any]) -> list[WorldAssetIssue]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:254
compile_world_payload
def compile_world_payload(type_id: str, values: Mapping[str, Any], *, platform: str, quality: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:350
apply_terrain_brush
def apply_terrain_brush(values: Mapping[str, Any], *, center: tuple[float, float], radius: float, strength: float, mode: str='raise', layer: str='Base', target_height: float | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:366
Apply a normalized UV-space sculpt or paint stroke to editable terrain samples.
build_terrain_preview
def build_terrain_preview(values: Mapping[str, Any], *, maximum_resolution: int=257) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:415
apply_foliage_brush
def apply_foliage_brush(values: Mapping[str, Any], *, center: tuple[float, float], radius: float, density: float=1.0, erase: bool=False, seed: int=0) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:419
Paint stable manual foliage instances in normalized terrain space.
build_lighting_preview
def build_lighting_preview(values: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:590
build_partition_preview
def build_partition_preview(values: Mapping[str, Any], *, extent: tuple[float, float]=(100000.0, 100000.0)) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:604
build_hlod_preview
def build_hlod_preview(values: Mapping[str, Any], *, source_triangles: int=100000) -> dict[str, Any]module function · public name · tech_connector/game_engine/assets/world_asset_service.py:625
_build_terrain
def _build_terrain(values: Mapping[str, Any], *, maximum_resolution: int) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/world_asset_service.py:636
_editable_terrain
def _editable_terrain(values: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/world_asset_service.py:665
_build_biome
def _build_biome(values: Mapping[str, Any], terrain: Mapping[str, Any], service: WorldAssetService) -> dict[str, Any]module function · internal · tech_connector/game_engine/assets/world_asset_service.py:672
_asset_references
def _asset_references(value: Any) -> set[str]module function · internal · tech_connector/game_engine/assets/world_asset_service.py:705
_unique_issues
def _unique_issues(issues: Sequence[WorldAssetIssue]) -> list[WorldAssetIssue]module function · internal · tech_connector/game_engine/assets/world_asset_service.py:719
tech_connector.game_engine.assets.world_build_service
WorldBuildReceipt.to_dict
def WorldBuildReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/assets/world_build_service.py:27
WorldBuildService.__init__
def WorldBuildService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/assets/world_build_service.py:33
WorldBuildService.build
def WorldBuildService.build(self, asset_id: str, *, platform: str='desktop', quality: str='high') -> WorldBuildReceiptclass method · public name · tech_connector/game_engine/assets/world_build_service.py:38
WorldBuildService.build_many
def WorldBuildService.build_many(self, asset_ids: Iterable[str], *, platform: str='desktop', quality: str='high') -> tuple[WorldBuildReceipt, ...]class method · public name · tech_connector/game_engine/assets/world_build_service.py:66
WorldBuildService._terrain_mesh
def WorldBuildService._terrain_mesh(self, asset_id: str, *, platform: str, quality: str)class method · internal · tech_connector/game_engine/assets/world_build_service.py:69
WorldBuildService._lighting
def WorldBuildService._lighting(self, asset_id: str, *, platform: str, quality: str)class method · internal · tech_connector/game_engine/assets/world_build_service.py:147
WorldBuildService._hlod
def WorldBuildService._hlod(self, asset_id: str, *, platform: str, quality: str)class method · internal · tech_connector/game_engine/assets/world_build_service.py:173
WorldBuildService._partition
def WorldBuildService._partition(self, asset_id: str, *, platform: str, quality: str)class method · internal · tech_connector/game_engine/assets/world_build_service.py:197
_heightfield
def _heightfield(payload: Mapping[str, Any]) -> HeightFieldmodule function · internal · tech_connector/game_engine/assets/world_build_service.py:223
_terrain_ids
def _terrain_ids(values: Mapping[str, Any], database: AssetDatabase) -> tuple[str, ...]module function · internal · tech_connector/game_engine/assets/world_build_service.py:229
_resolution_cap
def _resolution_cap(platform: str, quality: str) -> intmodule function · internal · tech_connector/game_engine/assets/world_build_service.py:234
_sample_indices
def _sample_indices(length: int, stride: int) -> list[int]module function · internal · tech_connector/game_engine/assets/world_build_service.py:240
_terrain_bounds
def _terrain_bounds(field: HeightField) -> list[float]module function · internal · tech_connector/game_engine/assets/world_build_service.py:246
_normalize
def _normalize(vector: tuple[float, float, float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/assets/world_build_service.py:251
tech_connector.game_engine.authoring.character_intelligence_service
CharacterParameterSpec.clamp
def CharacterParameterSpec.clamp(self, value: float) -> floatclass method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:23
CharacterMemory.active
def CharacterMemory.active(self, now: float) -> boolclass method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:59
CharacterProfile.__post_init__
def CharacterProfile.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/character_intelligence_service.py:102
CharacterProfile.set_parameter
def CharacterProfile.set_parameter(self, name: str, value: float, *, override_lock: bool=False) -> floatclass method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:109
CharacterProfile.to_dict
def CharacterProfile.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:119
CharacterProfile.from_dict
def CharacterProfile.from_dict(cls, data: dict[str, Any]) -> 'CharacterProfile'class method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:126
CharacterState.character_id
def CharacterState.character_id(self) -> strclass method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:158
CharacterState.to_dict
def CharacterState.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:161
CharacterState.from_dict
def CharacterState.from_dict(cls, data: dict[str, Any]) -> 'CharacterState'class method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:174
CharacterWorldAsset.to_dict
def CharacterWorldAsset.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:213
CharacterWorldAsset.from_dict
def CharacterWorldAsset.from_dict(cls, data: dict[str, Any]) -> 'CharacterWorldAsset'class method · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:225
attach_character_world
def attach_character_world(scene_document: Any, world: CharacterWorldAsset) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/character_intelligence_service.py:248
_normalized_map
def _normalized_map(values: dict[str, Any]) -> dict[str, float]module function · internal · tech_connector/game_engine/authoring/character_intelligence_service.py:257
_condition_from_dict
def _condition_from_dict(data: dict[str, Any]) -> FactConditionmodule function · internal · tech_connector/game_engine/authoring/character_intelligence_service.py:261
_rule_from_dict
def _rule_from_dict(data: dict[str, Any]) -> CharacterRulemodule function · internal · tech_connector/game_engine/authoring/character_intelligence_service.py:265
_objective_from_dict
def _objective_from_dict(data: dict[str, Any]) -> CharacterObjectivemodule function · internal · tech_connector/game_engine/authoring/character_intelligence_service.py:277
_beat_from_dict
def _beat_from_dict(data: dict[str, Any]) -> NarrativeBeatmodule function · internal · tech_connector/game_engine/authoring/character_intelligence_service.py:283
tech_connector.game_engine.authoring.character_rig_manifest_service
character_slug
def character_slug(character_key: str) -> strmodule function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:14
character_source_dir
def character_source_dir(artsource_root: str | Path, character_key: str) -> Pathmodule function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:21
character_rig_scene_path
def character_rig_scene_path(artsource_root: str | Path, character_key: str, *, version: int=1, extension: str='.mb') -> Pathmodule function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:25
animation_source_paths
def animation_source_paths(artsource_root: str | Path, character_key: str, animation_name: str) -> dict[str, Path]module function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:38
build_manifest
def build_manifest(*, character_key: str, unreal_skeletal_mesh: str, unreal_skeleton: str, rig_scene: str | Path, mapping_profile: str | Path, rig_adapter: str, rig_namespace: str, target_skeleton_source: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:51
validate_manifest
def validate_manifest(manifest: dict[str, Any], *, require_files: bool=True) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:83
save_manifest
def save_manifest(artsource_root: str | Path, manifest: dict[str, Any]) -> Pathmodule function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:105
load_manifest
def load_manifest(path: str | Path, *, require_files: bool=True) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:115
discover_manifests
def discover_manifests(artsource_roots: Iterable[str | Path]) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/character_rig_manifest_service.py:125
tech_connector.game_engine.authoring.engine_graph_program_service
_friendly_name
def _friendly_name(value: str) -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:20
_identifier
def _identifier(value: str, fallback: str='value') -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:25
GraphPropertyDefinition.to_dict
def GraphPropertyDefinition.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:46
GraphOperationDefinition.to_dict
def GraphOperationDefinition.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:67
GraphAuthoringContext.from_value
def GraphAuthoringContext.from_value(cls, value: 'GraphAuthoringContext | dict[str, Any] | None') -> 'GraphAuthoringContext'class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:82
GraphInputBinding.from_dict
def GraphInputBinding.from_dict(cls, value: dict[str, Any]) -> 'GraphInputBinding'class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:105
GraphInputBinding.to_dict
def GraphInputBinding.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:113
EngineGraphNode.from_dict
def EngineGraphNode.from_dict(cls, value: dict[str, Any]) -> 'EngineGraphNode'class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:129
EngineGraphNode.to_dict
def EngineGraphNode.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:141
EngineGraphProgram.from_dict
def EngineGraphProgram.from_dict(cls, value: dict[str, Any]) -> 'EngineGraphProgram'class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:165
EngineGraphProgram.to_dict
def EngineGraphProgram.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:176
GraphCodeSyncResult.to_dict
def GraphCodeSyncResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:195
register_graph_operation
def register_graph_operation(definition: GraphOperationDefinition, *, replace: bool=False) -> Nonemodule function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:207
graph_operation_definition
def graph_operation_definition(operation: str) -> GraphOperationDefinition | Nonemodule function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:225
unregister_graph_operation
def unregister_graph_operation(operation: str) -> Nonemodule function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:230
available_graph_operations
def available_graph_operations() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:235
find_graph_actions
def find_graph_actions(query: str='', *, context: GraphAuthoringContext | dict[str, Any] | None=None, context_sensitive: bool=True) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:240
Return action-menu rows for either the current context or the global library.
graph_action_availability
def graph_action_availability(definition: GraphOperationDefinition, context: GraphAuthoringContext | dict[str, Any] | None) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:277
graph_node_controls
def graph_node_controls(node: EngineGraphNode) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:313
validate_engine_graph_program
def validate_engine_graph_program(program: EngineGraphProgram) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:331
generate_engine_graph_python
def generate_engine_graph_python(program: EngineGraphProgram) -> strmodule function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:352
parse_engine_graph_python
def parse_engine_graph_python(code: str, previous: EngineGraphProgram | None=None) -> GraphCodeSyncResultmodule function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:395
compile_engine_graph_manifest
def compile_engine_graph_manifest(program: EngineGraphProgram) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:477
attach_engine_graph_program
def attach_engine_graph_program(scene: Any, program: EngineGraphProgram, source_code: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:498
Store one canonical graph program and its synchronized code in a TC scene.
engine_graph_programs_from_scene
def engine_graph_programs_from_scene(scene: Any) -> dict[str, EngineGraphProgram]module function · public name · tech_connector/game_engine/authoring/engine_graph_program_service.py:514
_ordered_nodes
def _ordered_nodes(program: EngineGraphProgram) -> list[EngineGraphNode]module function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:524
_has_data_cycle
def _has_data_cycle(program: EngineGraphProgram) -> boolmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:566
_comments_by_line
def _comments_by_line(code: str) -> dict[int, str]module function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:587
_program_metadata
def _program_metadata(comments: dict[int, str]) -> dict[str, str]module function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:594
_node_id_for_line
def _node_id_for_line(comments: dict[int, str], line: int) -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:604
_is_graph_call
def _is_graph_call(call: ast.Call | None) -> boolmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:614
_literal
def _literal(value: ast.AST) -> Anymodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:620
_unique_variable
def _unique_variable(node_id: str, used: set[str]) -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:627
_diagnostic
def _diagnostic(severity: str, code: str, message: str, **location: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:637
_native_operation_contract
def _native_operation_contract(operation: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:641
_canonical_input_name
def _canonical_input_name(definition: GraphOperationDefinition | None, input_name: str) -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:655
_validate_node_inputs
def _validate_node_inputs(node: EngineGraphNode) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:669
_literal_property_issue
def _literal_property_issue(spec: GraphPropertyDefinition, value: Any) -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:712
_types_compatible
def _types_compatible(produced: str, accepted: str) -> boolmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:750
_list_words
def _list_words(values: Iterable[str]) -> strmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:759
_action_search_score
def _action_search_score(definition: GraphOperationDefinition, terms: list[str], available: bool) -> intmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:766
_property
def _property(key: str, display_name: str, description: str, value_type: str='Any', default: Any=None, **kwargs: Any) -> GraphPropertyDefinitionmodule function · internal · tech_connector/game_engine/authoring/engine_graph_program_service.py:782
tech_connector.game_engine.authoring.game_experience_service
ExperienceAxes.normalized
def ExperienceAxes.normalized(self) -> 'ExperienceAxes'class method · public name · tech_connector/game_engine/authoring/game_experience_service.py:26
GameExperienceProfile.to_dict
def GameExperienceProfile.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/game_experience_service.py:77
GameExperienceProfile.from_dict
def GameExperienceProfile.from_dict(cls, data: dict[str, Any]) -> 'GameExperienceProfile'class method · public name · tech_connector/game_engine/authoring/game_experience_service.py:95
create_game_experience_profile
def create_game_experience_profile(profile_id: str, game_types: Iterable[str], *, axis_overrides: dict[str, float] | None=None, simulation_overrides: dict[str, Any] | None=None) -> GameExperienceProfilemodule function · public name · tech_connector/game_engine/authoring/game_experience_service.py:174
validate_game_experience
def validate_game_experience(profile: GameExperienceProfile) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/game_experience_service.py:220
build_gameplay_runtime_budget
def build_gameplay_runtime_budget(profile: GameExperienceProfile, *, target: str='desktop') -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/game_experience_service.py:240
available_game_types
def available_game_types() -> tuple[str, ...]module function · public name · tech_connector/game_engine/authoring/game_experience_service.py:259
attach_game_experience
def attach_game_experience(scene_document: Any, profile: GameExperienceProfile) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/game_experience_service.py:263
_learning_objective
def _learning_objective(data: dict[str, Any]) -> LearningObjectivemodule function · internal · tech_connector/game_engine/authoring/game_experience_service.py:272
_gameplay_module
def _gameplay_module(data: dict[str, Any]) -> GameplayModulemodule function · internal · tech_connector/game_engine/authoring/game_experience_service.py:279
_clamp01
def _clamp01(value: float) -> floatmodule function · internal · tech_connector/game_engine/authoring/game_experience_service.py:286
tech_connector.game_engine.authoring.game_template_service
GameTemplateVariant.qualified_id
def GameTemplateVariant.qualified_id(self) -> strclass method · public name · tech_connector/game_engine/authoring/game_template_service.py:62
GameTemplateVariant.to_dict
def GameTemplateVariant.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/game_template_service.py:65
GameQualityProfile.to_dict
def GameQualityProfile.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/game_template_service.py:79
GameTemplateReceipt.ready_to_play
def GameTemplateReceipt.ready_to_play(self) -> boolclass method · public name · tech_connector/game_engine/authoring/game_template_service.py:108
GameTemplateReceipt.to_dict
def GameTemplateReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/game_template_service.py:111
available_game_templates
def available_game_templates() -> tuple[dict[str, Any], ...]module function · public name · tech_connector/game_engine/authoring/game_template_service.py:161
Return the user-facing catalog with explicit maturity per variant.
available_game_quality_profiles
def available_game_quality_profiles() -> tuple[dict[str, Any], ...]module function · public name · tech_connector/game_engine/authoring/game_template_service.py:167
Return stable quality choices shared by the New Game UI and Python API.
resolve_game_quality_profile
def resolve_game_quality_profile(profile_id: str, visual_style: str='') -> GameQualityProfilemodule function · public name · tech_connector/game_engine/authoring/game_template_service.py:173
resolve_game_template
def resolve_game_template(template_id: str, variant_id: str='') -> GameTemplateVariantmodule function · public name · tech_connector/game_engine/authoring/game_template_service.py:183
GameTemplateService.__init__
def GameTemplateService.__init__(self, project_root: str | Path, database: AssetDatabase, registry: AssetTypeRegistry | None=None) -> Noneclass method · internal · tech_connector/game_engine/authoring/game_template_service.py:200
GameTemplateService.create_project
def GameTemplateService.create_project(self, *, template_id: str='playable_sandbox', variant_id: str='', visual_style: str='', quality_profile: str='', project_name: str='StarterGame', platform: str='windows', root_folder: str | Path='Assets') -> GameTemplateReceiptclass method · public name · tech_connector/game_engine/authoring/game_template_service.py:212
GameTemplateService.validate_project
def GameTemplateService.validate_project(self, ruleset_asset_id: str, build_profile_asset_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/game_template_service.py:368
GameTemplateService._author_level
def GameTemplateService._author_level(self, level_asset_id: str, recipe: GameTemplateVariant, visual_style: str, player_prefab_id: str, input_map_id: str, locomotion_controller_id: str, physics_scene_id: str, character: StarterCharacterReceipt, quality: GameQualityProfile) -> Noneclass method · internal · tech_connector/game_engine/authoring/game_template_service.py:541
GameTemplateService._properties
def GameTemplateService._properties(self, asset_id: str, expected_type: str) -> dict[str, Any]class method · internal · tech_connector/game_engine/authoring/game_template_service.py:605
GameTemplateService._rollback
def GameTemplateService._rollback(self, created_asset_ids: list[str]) -> Noneclass method · internal · tech_connector/game_engine/authoring/game_template_service.py:614
_input_properties
def _input_properties(recipe: GameTemplateVariant) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/game_template_service.py:626
_physics_properties
def _physics_properties() -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/game_template_service.py:660
_player_entity
def _player_entity(recipe: GameTemplateVariant, locomotion_controller_id: str='', character: StarterCharacterReceipt | None=None) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/game_template_service.py:673
_runtime_world
def _runtime_world(recipe: GameTemplateVariant, visual_style: str, locomotion_controller_id: str, character: StarterCharacterReceipt, quality: GameQualityProfile) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/game_template_service.py:705
_quality_for_style
def _quality_for_style(visual_style: str) -> strmodule function · internal · tech_connector/game_engine/authoring/game_template_service.py:807
_locomotion_preset_id
def _locomotion_preset_id(recipe: GameTemplateVariant) -> strmodule function · internal · tech_connector/game_engine/authoring/game_template_service.py:818
_safe_prefix
def _safe_prefix(value: str) -> strmodule function · internal · tech_connector/game_engine/authoring/game_template_service.py:828
_issue
def _issue(severity: str, code: str, message: str) -> dict[str, str]module function · internal · tech_connector/game_engine/authoring/game_template_service.py:836
tech_connector.game_engine.authoring.level_actor_authoring_service
LevelActorAuthoringService.__init__
def LevelActorAuthoringService.__init__(self, project_root: str | Path, database: AssetDatabase) -> Noneclass method · internal · tech_connector/game_engine/authoring/level_actor_authoring_service.py:20
LevelActorAuthoringService.actors
def LevelActorAuthoringService.actors(self, level_asset_id: str) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:24
LevelActorAuthoringService.set_render_mesh
def LevelActorAuthoringService.set_render_mesh(self, level_asset_id: str, actor_name: str, mesh_asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:28
Bind an imported OBJ mesh to one named actor in a saved Level.
LevelActorAuthoringService.transform
def LevelActorAuthoringService.transform(self, level_asset_id: str, actor_ids: Iterable[str], *, translation: Iterable[float]=(0.0, 0.0, 0.0), rotation: Iterable[float]=(0.0, 0.0, 0.0), scale_multiplier: Iterable[float]=(1.0, 1.0, 1.0)) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:55
LevelActorAuthoringService.set_visibility
def LevelActorAuthoringService.set_visibility(self, level_asset_id: str, actor_ids: Iterable[str], visible: bool) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:71
LevelActorAuthoringService.isolate
def LevelActorAuthoringService.isolate(self, level_asset_id: str, actor_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:74
LevelActorAuthoringService.show_all
def LevelActorAuthoringService.show_all(self, level_asset_id: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:82
LevelActorAuthoringService.set_locked
def LevelActorAuthoringService.set_locked(self, level_asset_id: str, actor_ids: Iterable[str], locked: bool) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:88
LevelActorAuthoringService.duplicate
def LevelActorAuthoringService.duplicate(self, level_asset_id: str, actor_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:91
Duplicate unlocked actors while giving actors and components fresh identities.
LevelActorAuthoringService.delete
def LevelActorAuthoringService.delete(self, level_asset_id: str, actor_ids: Iterable[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:120
Delete unlocked actors and detach surviving children from deleted parents.
LevelActorAuthoringService.move_to_folder
def LevelActorAuthoringService.move_to_folder(self, level_asset_id: str, actor_ids: Iterable[str], folder: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:142
LevelActorAuthoringService.parent
def LevelActorAuthoringService.parent(self, level_asset_id: str, actor_ids: Iterable[str], parent_actor_id: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:151
LevelActorAuthoringService.reorder_component
def LevelActorAuthoringService.reorder_component(self, level_asset_id: str, actor_id: str, component_id: str, new_index: int) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:163
LevelActorAuthoringService.save_camera_bookmark
def LevelActorAuthoringService.save_camera_bookmark(self, level_asset_id: str, slot: int, camera: dict[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/level_actor_authoring_service.py:172
LevelActorAuthoringService._edit
def LevelActorAuthoringService._edit(self, level_asset_id: str, actor_ids: Iterable[str], operation: str, mutation: Callable[[dict[str, Any], list[dict[str, Any]]], None], *, skip_locked: bool=False) -> dict[str, Any]class method · internal · tech_connector/game_engine/authoring/level_actor_authoring_service.py:180
LevelActorAuthoringService._load
def LevelActorAuthoringService._load(self, level_asset_id: str)class method · internal · tech_connector/game_engine/authoring/level_actor_authoring_service.py:199
_vector
def _vector(values: Iterable[float] | None, default: float) -> list[float]module function · internal · tech_connector/game_engine/authoring/level_actor_authoring_service.py:207
tech_connector.game_engine.authoring.mechanical_rig_service
MechanicalRigResult.to_dict
def MechanicalRigResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/mechanical_rig_service.py:23
create_mechanical_rig
def create_mechanical_rig(graph: Any, *, mode: str, driver: str, driven: str, driver_axis: str='y', driven_axis: str='y', ratio: float | None=None, module: str='mechanical', bidirectional_aim: bool=False) -> MechanicalRigResultmodule function · public name · tech_connector/game_engine/authoring/mechanical_rig_service.py:27
_axis
def _axis(value: str) -> strmodule function · internal · tech_connector/game_engine/authoring/mechanical_rig_service.py:102
_axis_vector
def _axis_vector(axis: str) -> list[float]module function · internal · tech_connector/game_engine/authoring/mechanical_rig_service.py:109
_unique_id
def _unique_id(existing: dict[str, Any], base: str) -> strmodule function · internal · tech_connector/game_engine/authoring/mechanical_rig_service.py:113
tech_connector.game_engine.authoring.presentation_profile_service
PresentationProfile.to_dict
def PresentationProfile.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:80
PresentationProfile.from_dict
def PresentationProfile.from_dict(cls, data: dict[str, Any]) -> 'PresentationProfile'class method · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:101
create_presentation_profile
def create_presentation_profile(profile_id: str, visual_style: str, *, dimensionality: str='3d', overrides: dict[str, Any] | None=None) -> PresentationProfilemodule function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:214
compile_presentation_plan
def compile_presentation_plan(profile: PresentationProfile, *, target: str='desktop', viewport_size: tuple[int, int]=(1920, 1080)) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:268
validate_presentation_profile
def validate_presentation_profile(profile: PresentationProfile, game_experience: Any=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:324
available_visual_styles
def available_visual_styles() -> tuple[str, ...]module function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:352
presentation_controls
def presentation_controls(profile: PresentationProfile) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:356
Return friendly controls; renderer vocabulary stays out of the default UX.
presentation_summary
def presentation_summary(profile: PresentationProfile) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:446
update_presentation_control
def update_presentation_control(profile: PresentationProfile, key: str, value: Any) -> PresentationProfilemodule function · public name · tech_connector/game_engine/authoring/presentation_profile_service.py:461
_asset_representations
def _asset_representations(profile: PresentationProfile) -> dict[str, str]module function · internal · tech_connector/game_engine/authoring/presentation_profile_service.py:511
_apply_overrides
def _apply_overrides(profile: PresentationProfile, overrides: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/authoring/presentation_profile_service.py:522
_clamp01
def _clamp01(value: Any) -> floatmodule function · internal · tech_connector/game_engine/authoring/presentation_profile_service.py:535
_plain_description
def _plain_description(profile: PresentationProfile) -> strmodule function · internal · tech_connector/game_engine/authoring/presentation_profile_service.py:539
tech_connector.game_engine.authoring.procedural_biome_service
_random
def _random(*parts: Any) -> floatmodule function · internal · tech_connector/game_engine/authoring/procedural_biome_service.py:18
_smooth
def _smooth(value: float) -> floatmodule function · internal · tech_connector/game_engine/authoring/procedural_biome_service.py:23
_value_noise
def _value_noise(x: float, z: float, seed: int) -> floatmodule function · internal · tech_connector/game_engine/authoring/procedural_biome_service.py:27
generate_noise_heightfield
def generate_noise_heightfield(width: int, depth: int, *, cell_size: float=1.0, seed: int=0, amplitude: float=10.0, frequency: float=0.04, octaves: int=5, lacunarity: float=2.0, gain: float=0.5, origin: tuple[float, float, float]=(0.0, 0.0, 0.0)) -> HeightFieldmodule function · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:39
thermal_erode_heightfield
def thermal_erode_heightfield(heightfield: HeightField, *, iterations: int=8, talus: float=0.6, strength: float=0.35) -> HeightFieldmodule function · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:86
Apply deterministic mass-preserving thermal erosion to terrain heights.
hydraulic_erode_heightfield
def hydraulic_erode_heightfield(heightfield: HeightField, *, iterations: int=32, rainfall: float=0.02, evaporation: float=0.08, flow_rate: float=0.55, sediment_capacity: float=1.5, erosion_rate: float=0.12, deposition_rate: float=0.18, river_threshold: float=0.35) -> HeightFieldmodule function · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:126
Erode terrain with deterministic water and preserve reusable flow fields.
BiomeSpecies.accepts
def BiomeSpecies.accepts(self, *, elevation: float, slope: float, moisture: float, temperature: float) -> boolclass method · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:254
BiomeDefinition.to_dict
def BiomeDefinition.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:273
BiomeDefinition.from_dict
def BiomeDefinition.from_dict(cls, data: dict[str, Any]) -> 'BiomeDefinition'class method · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:277
scatter_biome
def scatter_biome(heightfield: HeightField, biome: BiomeDefinition) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_biome_service.py:288
tech_connector.game_engine.authoring.procedural_generation_service
_vec3
def _vec3(value: Any, default: Vec3=(0.0, 0.0, 0.0)) -> Vec3module function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:20
_digest
def _digest(value: Any) -> strmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:28
_unit_random
def _unit_random(*parts: Any) -> floatmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:33
ProceduralPoint.to_dict
def ProceduralPoint.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:52
replace_procedural_point
def replace_procedural_point(point: ProceduralPoint, *, position: Vec3 | None=None, rotation: Vec3 | None=None, scale: Vec3 | None=None, attributes: dict[str, Any] | None=None, density: float | None=None, steepness: float | None=None) -> ProceduralPointmodule function · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:56
Copy a point without dropping native PCG-compatible spatial properties.
ProceduralInstance.to_dict
def ProceduralInstance.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:91
ProceduralPayload.to_dict
def ProceduralPayload.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:102
ProceduralPayload.fingerprint
def ProceduralPayload.fingerprint(self) -> strclass method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:111
ProceduralNode.to_dict
def ProceduralNode.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:126
ProceduralGraph.add_node
def ProceduralGraph.add_node(self, node_id: str, operation: str, *, inputs: Iterable[str]=(), parameters: dict[str, Any] | None=None, label: str='') -> ProceduralNodeclass method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:139
ProceduralGraph.connect
def ProceduralGraph.connect(self, source_node: str, destination_node: str) -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:164
ProceduralGraph.validate
def ProceduralGraph.validate(self) -> list[str]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:170
ProceduralGraph.to_dict
def ProceduralGraph.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:186
ProceduralGraph.from_dict
def ProceduralGraph.from_dict(cls, data: dict[str, Any]) -> 'ProceduralGraph'class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:198
ProceduralCookResult.to_dict
def ProceduralCookResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:245
_topological_order
def _topological_order(graph: ProceduralGraph) -> list[str]module function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:255
_source_points
def _source_points(inputs: list[ProceduralPayload]) -> list[ProceduralPoint]module function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:278
_source_instances
def _source_instances(inputs: list[ProceduralPayload]) -> list[ProceduralInstance]module function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:282
_grid_points
def _grid_points(node: ProceduralNode, _inputs: list[ProceduralPayload], seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:286
_scatter_bounds
def _scatter_bounds(node: ProceduralNode, _inputs: list[ProceduralPayload], seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:313
_spline_sample
def _spline_sample(node: ProceduralNode, _inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:337
_transform_points
def _transform_points(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:365
_repeat_transform
def _repeat_transform(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:381
_noise_attribute
def _noise_attribute(node: ProceduralNode, inputs: list[ProceduralPayload], seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:407
_filter_attribute
def _filter_attribute(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:423
_select_asset
def _select_asset(node: ProceduralNode, inputs: list[ProceduralPayload], seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:446
_instance_on_points
def _instance_on_points(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:474
_heightfield_parameter
def _heightfield_parameter(node: ProceduralNode)module function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:494
_project_heightfield
def _project_heightfield(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:505
_filter_slope
def _filter_slope(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:516
_filter_heightfield_mask
def _filter_heightfield_mask(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:528
_filter_polygon
def _filter_polygon(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:541
_point_neighborhood
def _point_neighborhood(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:552
_biome_scatter
def _biome_scatter(node: ProceduralNode, inputs: list[ProceduralPayload], seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:561
_hydraulic_erosion
def _hydraulic_erosion(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:575
_shape_grammar_spline
def _shape_grammar_spline(node: ProceduralNode, _inputs: list[ProceduralPayload], seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:601
_procedural_mesh
def _procedural_mesh(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:617
_advanced_geometry
def _advanced_geometry(node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:623
_merge
def _merge(_node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:629
_passthrough
def _passthrough(_node: ProceduralNode, inputs: list[ProceduralPayload], _seed: int) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:642
ProceduralGraphCooker.__init__
def ProceduralGraphCooker.__init__(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:698
ProceduralGraphCooker.clear
def ProceduralGraphCooker.clear(self, graph_id: str='') -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:702
ProceduralGraphCooker.invalidate_nodes
def ProceduralGraphCooker.invalidate_nodes(self, graph: ProceduralGraph, node_ids: Iterable[str], *, include_downstream: bool=True) -> tuple[str, ...]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:710
Invalidate edited nodes and, by default, only their dependent downstream branch.
ProceduralGraphCooker.cook
def ProceduralGraphCooker.cook(self, graph: ProceduralGraph, *, output_node: str='') -> ProceduralCookResultclass method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:728
ProceduralBuildQueue.__init__
def ProceduralBuildQueue.__init__(self, cooker: ProceduralGraphCooker | None=None, *, workers: int=2) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_generation_service.py:787
ProceduralBuildQueue.submit
def ProceduralBuildQueue.submit(self, graph: ProceduralGraph, *, output_node: str='') -> Future[ProceduralCookResult]class method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:793
ProceduralBuildQueue.shutdown
def ProceduralBuildQueue.shutdown(self, *, wait: bool=True) -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:811
create_scatter_graph
def create_scatter_graph(*, assets: Iterable[str | dict[str, Any]], count: int=100, bounds_min: Vec3=(-10.0, 0.0, -10.0), bounds_max: Vec3=(10.0, 0.0, 10.0), seed: int=0, density: float=1.0) -> ProceduralGraphmodule function · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:815
Create a useful editable scatter graph instead of a baked one-off result.
attach_procedural_graph
def attach_procedural_graph(scene: Any, graph: ProceduralGraph, result: ProceduralCookResult | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/procedural_generation_service.py:849
Attach editable graph intent and an optional cooked receipt to a TC scene.
tech_connector.game_engine.authoring.procedural_geometry_advanced_service
GeometryField.validate
def GeometryField.validate(self, element_count: int) -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:26
GeometryField.to_dict
def GeometryField.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:34
mesh_edges
def mesh_edges(mesh: MeshTopology) -> tuple[tuple[int, int], ...]module function · public name · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:38
domain_size
def domain_size(mesh: MeshTopology, domain: str) -> intmodule function · public name · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:43
_first_mesh
def _first_mesh(inputs: list[ProceduralPayload]) -> tuple[str, dict[str, Any], MeshTopology]module function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:50
_face_normal
def _face_normal(mesh: MeshTopology, face: tuple[int, ...]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:58
_curve_points
def _curve_points(node_id: str, operation: str, parameters: dict[str, Any]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:66
_curve_to_mesh
def _curve_to_mesh(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:83
_set_field
def _set_field(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:110
_field_math
def _field_math(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:124
_normals
def _normals(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:142
_generate_uv
def _generate_uv(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:157
_map_field_domain
def _map_field_domain(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:168
_smooth_or_displace
def _smooth_or_displace(node_id: str, operation: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:192
_voxel_remesh
def _voxel_remesh(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:217
_mesh_to_volume
def _mesh_to_volume(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:234
_volume_to_mesh
def _volume_to_mesh(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:250
_boolean
def _boolean(node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · internal · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:261
evaluate_advanced_geometry_node
def evaluate_advanced_geometry_node(operation: str, node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_geometry_advanced_service.py:281
tech_connector.game_engine.authoring.procedural_graph_tooling_service
ProceduralNodeGroup.to_dict
def ProceduralNodeGroup.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:31
ProceduralNodeGroup.from_dict
def ProceduralNodeGroup.from_dict(cls, data: Mapping[str, Any]) -> 'ProceduralNodeGroup'class method · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:37
instantiate_node_group
def instantiate_node_group(parent: ProceduralGraph, group: ProceduralNodeGroup, *, prefix: str, input_bindings: Mapping[str, str] | None=None, parameter_overrides: Mapping[str, Any] | None=None) -> dict[str, str]module function · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:46
Inline a reusable group while retaining stable names and dependency edges.
_ordered_nodes
def _ordered_nodes(graph: ProceduralGraph) -> list[str]module function · internal · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:67
ProceduralExecutionPlan.to_dict
def ProceduralExecutionPlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:98
build_procedural_execution_plan
def build_procedural_execution_plan(graph: ProceduralGraph, *, backend: str='auto') -> ProceduralExecutionPlanmodule function · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:101
_node_cost
def _node_cost(operation: str) -> floatmodule function · internal · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:122
ProceduralSimulationSession.reset
def ProceduralSimulationSession.reset(self) -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:138
ProceduralSimulationSession.step
def ProceduralSimulationSession.step(self, result: ProceduralCookResult, *, delta_time: float=1.0 / 60.0, gravity: tuple[float, float, float]=(0.0, -9.81, 0.0), damping: float=0.02) -> ProceduralPayloadclass method · public name · tech_connector/game_engine/authoring/procedural_graph_tooling_service.py:141
tech_connector.game_engine.authoring.procedural_layout_service
_random
def _random(*parts: Any) -> floatmodule function · internal · tech_connector/game_engine/authoring/procedural_layout_service.py:20
SplinePath.__post_init__
def SplinePath.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_layout_service.py:30
SplinePath.segments
def SplinePath.segments(self) -> tuple[tuple[Vec3, Vec3], ...]class method · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:35
SplinePath.length
def SplinePath.length(self) -> floatclass method · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:42
SplinePath.sample
def SplinePath.sample(self, distance: float) -> tuple[Vec3, Vec3, int]class method · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:45
GrammarModule.__post_init__
def GrammarModule.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_layout_service.py:68
ShapeGrammar.to_dict
def ShapeGrammar.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:83
ShapeGrammar.from_dict
def ShapeGrammar.from_dict(cls, data: dict[str, Any]) -> 'ShapeGrammar'class method · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:87
expand_shape_grammar
def expand_shape_grammar(grammar: ShapeGrammar) -> tuple[str, ...]module function · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:102
_choose_module
def _choose_module(grammar: ShapeGrammar, symbol: str, occurrence: int) -> GrammarModulemodule function · internal · tech_connector/game_engine/authoring/procedural_layout_service.py:127
place_shape_grammar_on_spline
def place_shape_grammar_on_spline(path: SplinePath, grammar: ShapeGrammar) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:141
create_road_layout
def create_road_layout(path: SplinePath, *, segment_asset: str, segment_length: float, width: float=7.0, lanes: int=2, seed: int=0) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_layout_service.py:220
tech_connector.game_engine.authoring.procedural_mesh_service
mesh_to_data
def mesh_to_data(mesh: MeshTopology) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:15
mesh_from_data
def mesh_from_data(data: dict[str, Any]) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:23
create_cube_mesh
def create_cube_mesh(size: tuple[float, float, float]=(1.0, 1.0, 1.0)) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:27
create_grid_mesh
def create_grid_mesh(width: float=1.0, depth: float=1.0, segments_x: int=1, segments_z: int=1) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:40
create_cylinder_mesh
def create_cylinder_mesh(radius: float=0.5, depth: float=1.0, segments: int=32) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:58
create_uv_sphere_mesh
def create_uv_sphere_mesh(radius: float=0.5, segments: int=32, rings: int=16) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:68
join_meshes
def join_meshes(meshes: list[MeshTopology]) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:87
subdivide_mesh
def subdivide_mesh(mesh: MeshTopology, levels: int=1) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:97
transform_mesh
def transform_mesh(mesh: MeshTopology, *, translation: tuple[float, float, float]=(0.0, 0.0, 0.0), scale: tuple[float, float, float]=(1.0, 1.0, 1.0)) -> MeshTopologymodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:116
_input_mesh
def _input_mesh(inputs: list[ProceduralPayload], requested: str='') -> tuple[str, MeshTopology]module function · internal · tech_connector/game_engine/authoring/procedural_mesh_service.py:131
evaluate_mesh_node
def evaluate_mesh_node(operation: str, node_id: str, parameters: dict[str, Any], inputs: list[ProceduralPayload]) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_mesh_service.py:141
tech_connector.game_engine.authoring.procedural_spatial_service
HeightField.__post_init__
def HeightField.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_spatial_service.py:29
HeightField.to_dict
def HeightField.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:38
HeightField.from_dict
def HeightField.from_dict(cls, data: dict[str, Any]) -> 'HeightField'class method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:42
HeightField._sample_values
def HeightField._sample_values(self, values: tuple[float, ...], x: float, z: float) -> floatclass method · internal · tech_connector/game_engine/authoring/procedural_spatial_service.py:55
HeightField.sample_height
def HeightField.sample_height(self, x: float, z: float) -> floatclass method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:71
HeightField.sample_attribute
def HeightField.sample_attribute(self, name: str, x: float, z: float, default: float=0.0) -> floatclass method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:74
HeightField.sample_normal
def HeightField.sample_normal(self, x: float, z: float) -> Vec3class method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:78
HeightField.sample_slope_degrees
def HeightField.sample_slope_degrees(self, x: float, z: float) -> floatclass method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:86
PolygonMask2D.__post_init__
def PolygonMask2D.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_spatial_service.py:96
PolygonMask2D._contains
def PolygonMask2D._contains(polygon: tuple[Vec2, ...], point: Vec2) -> boolclass method · internal · tech_connector/game_engine/authoring/procedural_spatial_service.py:103
PolygonMask2D.contains
def PolygonMask2D.contains(self, x: float, z: float) -> boolclass method · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:118
project_points_to_heightfield
def project_points_to_heightfield(payload: ProceduralPayload, heightfield: HeightField, *, offset: float=0.0) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:129
filter_points_by_slope
def filter_points_by_slope(payload: ProceduralPayload, heightfield: HeightField, *, minimum: float=0.0, maximum: float=90.0) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:151
filter_points_by_heightfield_mask
def filter_points_by_heightfield_mask(payload: ProceduralPayload, heightfield: HeightField, attribute: str, *, minimum: float=0.0, maximum: float=1.0) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:168
filter_points_by_polygon
def filter_points_by_polygon(payload: ProceduralPayload, mask: PolygonMask2D) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:186
annotate_point_neighborhoods
def annotate_point_neighborhoods(payload: ProceduralPayload, radius: float) -> ProceduralPayloadmodule function · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:193
Add neighbor count and nearest distance using a deterministic spatial hash.
create_heightfield
def create_heightfield(rows: Iterable[Iterable[float]], *, cell_size: float=1.0, origin: Vec3=(0.0, 0.0, 0.0), attributes: dict[str, Iterable[Iterable[float]]] | None=None) -> HeightFieldmodule function · public name · tech_connector/game_engine/authoring/procedural_spatial_service.py:228
tech_connector.game_engine.authoring.procedural_task_graph_service
_digest
def _digest(value: Any) -> strmodule function · internal · tech_connector/game_engine/authoring/procedural_task_graph_service.py:18
ProceduralWorkItem.fingerprint
def ProceduralWorkItem.fingerprint(self) -> strclass method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:33
ProceduralTaskNode.to_dict
def ProceduralTaskNode.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:47
ProceduralTaskGraph.add_node
def ProceduralTaskGraph.add_node(self, node_id: str, processor: str='passthrough', *, inputs: Iterable[str]=(), parameters: dict[str, Any] | None=None, fan_out: int=1, partition_by: Iterable[str]=()) -> ProceduralTaskNodeclass method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:57
ProceduralTaskGraph.validate
def ProceduralTaskGraph.validate(self) -> list[str]class method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:81
ProceduralTaskGraph.to_dict
def ProceduralTaskGraph.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:93
ProceduralTaskGraph.from_dict
def ProceduralTaskGraph.from_dict(cls, data: dict[str, Any]) -> 'ProceduralTaskGraph'class method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:102
ProceduralTaskCookResult.cache_hits
def ProceduralTaskCookResult.cache_hits(self) -> intclass method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:141
_task_order
def _task_order(graph: ProceduralTaskGraph) -> list[str]module function · internal · tech_connector/game_engine/authoring/procedural_task_graph_service.py:145
wedge_parameters
def wedge_parameters(values: dict[str, Iterable[Any]]) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:168
_passthrough
def _passthrough(attributes: dict[str, Any], parameters: dict[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/procedural_task_graph_service.py:174
ProceduralTaskCooker.__init__
def ProceduralTaskCooker.__init__(self, *, max_workers: int=1) -> Noneclass method · internal · tech_connector/game_engine/authoring/procedural_task_graph_service.py:181
ProceduralTaskCooker.register_processor
def ProceduralTaskCooker.register_processor(self, name: str, processor: TaskProcessor) -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:186
ProceduralTaskCooker.clear
def ProceduralTaskCooker.clear(self, graph_id: str='') -> Noneclass method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:191
ProceduralTaskCooker._partition
def ProceduralTaskCooker._partition(node: ProceduralTaskNode, parents: list[ProceduralWorkItem]) -> list[tuple[dict[str, Any], tuple[str, ...]]]class method · internal · tech_connector/game_engine/authoring/procedural_task_graph_service.py:199
ProceduralTaskCooker._expand
def ProceduralTaskCooker._expand(node: ProceduralTaskNode, parents: list[ProceduralWorkItem]) -> list[tuple[dict[str, Any], tuple[str, ...]]]class method · internal · tech_connector/game_engine/authoring/procedural_task_graph_service.py:215
ProceduralTaskCooker.cook
def ProceduralTaskCooker.cook(self, graph: ProceduralTaskGraph, *, initial_attributes: dict[str, Any] | None=None) -> ProceduralTaskCookResultclass method · public name · tech_connector/game_engine/authoring/procedural_task_graph_service.py:230
tech_connector.game_engine.authoring.procedural_workspace_service
ProceduralWorkspaceState.to_dict
def ProceduralWorkspaceState.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/procedural_workspace_service.py:24
ProceduralWorkspaceState.from_dict
def ProceduralWorkspaceState.from_dict(cls, data: dict[str, Any]) -> 'ProceduralWorkspaceState'class method · public name · tech_connector/game_engine/authoring/procedural_workspace_service.py:35
tech_connector.game_engine.authoring.quadruped_leg_rig_service
QuadrupedLegRigResult.to_dict
def QuadrupedLegRigResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/quadruped_leg_rig_service.py:26
create_quadruped_leg_rig
def create_quadruped_leg_rig(graph: Any, *, joint_chain: Sequence[str], module: str='quadruped_leg', foot_control: str='', pole_control: str='', pole_distance: float=5.0, gait_phase: float=0.0, stride_scale: float=1.0) -> QuadrupedLegRigResultmodule function · public name · tech_connector/game_engine/authoring/quadruped_leg_rig_service.py:30
tech_connector.game_engine.authoring.rig_evaluation_service
RigEvaluationResult.ok
def RigEvaluationResult.ok(self) -> boolclass method · public name · tech_connector/game_engine/authoring/rig_evaluation_service.py:64
RigEvaluationResult.to_dict
def RigEvaluationResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/rig_evaluation_service.py:67
rig_runtime_capabilities
def rig_runtime_capabilities(graph: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/rig_evaluation_service.py:81
Describe what can be evaluated locally without implying parity for unsupported nodes.
evaluate_rig_graph
def evaluate_rig_graph(graph: Any) -> RigEvaluationResultmodule function · public name · tech_connector/game_engine/authoring/rig_evaluation_service.py:144
Evaluate the acyclic local DG and transform DAG with explicit unsupported-node reporting.
calculate_constraint_offset_matrix
def calculate_constraint_offset_matrix(current_world_matrix: list[float], constrained_world_matrix: list[float]) -> list[float]module function · public name · tech_connector/game_engine/authoring/rig_evaluation_service.py:218
Return the row-vector world offset that preserves the current pose.
_evaluate_node
def _evaluate_node(node_type: str, attributes: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:230
_sample_animation_curve
def _sample_animation_curve(keys: list[dict[str, Any]], input_value: float) -> floatmodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:331
Evaluate the portable linear/stepped subset of Maya time and driven-key curves.
_evaluate_constraints
def _evaluate_constraints(constraints: dict[str, dict[str, Any]], nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:354
_solve_surface_attachment_constraint
def _solve_surface_attachment_constraint(kind: str, constraint: dict[str, Any], nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:440
_solve_aim_constraint
def _solve_aim_constraint(current: Any, blended_source: Any, settings: dict[str, Any])module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:473
_apply_constraint_axes
def _apply_constraint_axes(current: Any, constrained: Any, kind: str, axes: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:500
_evaluate_pose_readers
def _evaluate_pose_readers(nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:532
_solve_spine_stretch
def _solve_spine_stretch(constraint: dict[str, Any], nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:555
Apply extension-only spine length while leaving the zero blend untouched.
_solve_rotate_plane_chain_ik
def _solve_rotate_plane_chain_ik(constraint: dict[str, Any], nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:612
Solve a three-or-more-joint chain in the plane selected by its pole.
_solve_two_bone_ik
def _solve_two_bone_ik(constraint: dict[str, Any], nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:707
_solve_surface_or_path_constraint
def _solve_surface_or_path_constraint(kind: str, constraint: dict[str, Any], nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:812
_sample_motion_path
def _sample_motion_path(control_points: Any, parameter: float, *, closed: bool) -> tuple[Any, Any]module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:852
_sample_ribbon
def _sample_ribbon(control_grid: Any, u: float, v: float) -> tuple[Any, Any, Any]module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:874
_aim_bone_world_matrix
def _aim_bone_world_matrix(current_world: Any, current_direction: Any, desired_direction: Any, desired_normal: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:905
_rebuild_world_matrices
def _rebuild_world_matrices(nodes: dict[str, dict[str, Any]], result: RigEvaluationResult) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:930
_local_matrix
def _local_matrix(attributes: dict[str, Any], fallback: Any=None)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:949
_blend_matrices
def _blend_matrices(matrices: list[Any], weights: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:960
_decompose_matrix
def _decompose_matrix(matrix: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:974
_compose_matrix
def _compose_matrix(translation: Any, quaternion: Any, scale: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:988
_quaternion_from_euler
def _quaternion_from_euler(rotation_degrees: Any, order: Any='xyz')module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:996
_euler_from_quaternion_xyz
def _euler_from_quaternion_xyz(quaternion: Any) -> list[float]module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1011
_quaternion_multiply
def _quaternion_multiply(first: Any, second: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1024
_column_matrix_from_quaternion
def _column_matrix_from_quaternion(quaternion: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1035
_quaternion_from_column_matrix
def _quaternion_from_column_matrix(matrix: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1044
_vector
def _vector(attributes: dict[str, Any], name: str, default: Any) -> list[float]module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1064
_set_vector
def _set_vector(attributes: dict[str, Any], name: str, values: Any) -> Nonemodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1077
_matrix
def _matrix(value: Any)module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1084
_graph_mapping
def _graph_mapping(graph: Any, name: str) -> dict[str, dict[str, Any]]module function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1092
_local_node_supported
def _local_node_supported(node_id: str, node: dict[str, Any], constraints: dict[str, dict[str, Any]]) -> boolmodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1103
_contract_node_type
def _contract_node_type(node: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/authoring/rig_evaluation_service.py:1123
Return the neutral evaluator contract behind a TC-native node class.
tech_connector.game_engine.authoring.rig_topology_contract
stable_connection_id
def stable_connection_id(source_node: str, source_attribute: str, target_node: str, target_attribute: str) -> strmodule function · public name · tech_connector/game_engine/authoring/rig_topology_contract.py:12
normalize_rig_topology
def normalize_rig_topology(packet: dict[str, Any], provider_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/rig_topology_contract.py:22
Normalize a DCC rig packet while preserving provider-specific node data.
validate_rig_topology
def validate_rig_topology(packet: dict[str, Any]) -> list[str]module function · public name · tech_connector/game_engine/authoring/rig_topology_contract.py:79
Return bounded structural errors without rejecting valid DCC feedback graphs.
dependency_evaluation_order
def dependency_evaluation_order(packet: dict[str, Any]) -> tuple[list[str], list[str]]module function · public name · tech_connector/game_engine/authoring/rig_topology_contract.py:140
Topologically order the acyclic portion and report feedback-cycle nodes.
tech_connector.game_engine.authoring.rigging_workspace_service
twist_driver_contract
def twist_driver_contract(start: str, *, parent: str='', module: str='', overrides: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:115
Return portable constraint settings for a limb twist endpoint driver. Maya authors the reference behavior, while other DCC adapters translate these values into native constraints, custom properties, or solver recipe metadata. Upper-leg name
thumb_rig_contract
def thumb_rig_contract(definition: 'CharacterDefinition | dict[str, Any]') -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:162
Return the Maya-compatible thumb-control contract for every mapped side.
CharacterDefinition.to_dict
def CharacterDefinition.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:219
CharacterDefinition.from_dict
def CharacterDefinition.from_dict(cls, value: dict[str, Any]) -> 'CharacterDefinition'class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:226
CharacterDefinitionValidation.to_dict
def CharacterDefinitionValidation.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:253
RiggingOperationResult.to_dict
def RiggingOperationResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:269
RiggingHostAdapter.host_id
def RiggingHostAdapter.host_id(self) -> strclass method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:277
RiggingHostAdapter.capabilities
def RiggingHostAdapter.capabilities(self) -> dict[str, str]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:279
RiggingHostAdapter.scene_joints
def RiggingHostAdapter.scene_joints(self) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:281
RiggingHostAdapter.selection
def RiggingHostAdapter.selection(self) -> list[str]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:283
RiggingHostAdapter.execute
def RiggingHostAdapter.execute(self, capability: str, payload: dict[str, Any]) -> RiggingOperationResultclass method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:285
list_rigging_capabilities
def list_rigging_capabilities(category: str='') -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:288
validate_operation_payload
def validate_operation_payload(capability: str, payload: dict[str, Any]) -> list[str]module function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:297
validate_character_definition
def validate_character_definition(definition: CharacterDefinition | dict[str, Any], joints: Iterable[dict[str, Any]]=()) -> CharacterDefinitionValidationmodule function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:305
auto_map_character
def auto_map_character(joints: Iterable[dict[str, Any]], *, name: str='Character', source_provider: str='tech_connector', source_root: str='') -> CharacterDefinitionmodule function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:340
Infer semantic slots from names, sides, and hierarchy without a DCC API.
mirror_character_slots
def mirror_character_slots(definition: CharacterDefinition, source_side: str='left') -> CharacterDefinitionmodule function · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:384
RiggingWorkspaceController.__init__
def RiggingWorkspaceController.__init__(self, adapter: RiggingHostAdapter)class method · internal · tech_connector/game_engine/authoring/rigging_workspace_service.py:400
RiggingWorkspaceController.host_id
def RiggingWorkspaceController.host_id(self) -> strclass method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:404
RiggingWorkspaceController.capability_status
def RiggingWorkspaceController.capability_status(self) -> dict[str, str]class method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:407
RiggingWorkspaceController.run
def RiggingWorkspaceController.run(self, capability: str, **payload: Any) -> RiggingOperationResultclass method · public name · tech_connector/game_engine/authoring/rigging_workspace_service.py:411
_validate_required_hierarchy
def _validate_required_hierarchy(slots: dict[str, str], joints: list[dict[str, Any]]) -> list[str]module function · internal · tech_connector/game_engine/authoring/rigging_workspace_service.py:426
_is_ancestor
def _is_ancestor(ancestor: str, descendant: str, parent_by_id: dict[str, str]) -> boolmodule function · internal · tech_connector/game_engine/authoring/rigging_workspace_service.py:450
_normalized_joint_name
def _normalized_joint_name(value: str) -> strmodule function · internal · tech_connector/game_engine/authoring/rigging_workspace_service.py:461
_slot_name_score
def _slot_name_score(slot: str, name: str, depth: int) -> intmodule function · internal · tech_connector/game_engine/authoring/rigging_workspace_service.py:466
_mirror_node_name
def _mirror_node_name(value: str) -> strmodule function · internal · tech_connector/game_engine/authoring/rigging_workspace_service.py:528
tech_connector.game_engine.authoring.surface_attachment_service
SurfaceAttachment.to_dict
def SurfaceAttachment.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/surface_attachment_service.py:27
create_surface_attachment
def create_surface_attachment(mesh_id: str, vertices: Sequence[Sequence[float]], faces: Sequence[Sequence[int]], *, face_index: int, barycentric: Sequence[float]=(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0), triangle_offset: int=0, topology_fingerprint: str='') -> SurfaceAttachmentmodule function · public name · tech_connector/game_engine/authoring/surface_attachment_service.py:39
update_surface_attachment
def update_surface_attachment(attachment: SurfaceAttachment | dict[str, Any], vertices: Sequence[Sequence[float]]) -> SurfaceAttachmentmodule function · public name · tech_connector/game_engine/authoring/surface_attachment_service.py:86
_normalized_barycentric
def _normalized_barycentric(values: Sequence[float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/authoring/surface_attachment_service.py:105
_point3
def _point3(value: Sequence[float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/authoring/surface_attachment_service.py:115
_subtract
def _subtract(a: Sequence[float], b: Sequence[float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/authoring/surface_attachment_service.py:124
_cross
def _cross(a: Sequence[float], b: Sequence[float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/authoring/surface_attachment_service.py:128
_normalize
def _normalize(value: Sequence[float], message: str) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/authoring/surface_attachment_service.py:132
tech_connector.game_engine.authoring.tc_animation_take_service
create_take
def create_take(graph: Any, name: str, *, start_frame: int=1, end_frame: int=120, frame_rate: float=24.0, timecode_start: str='00:00:00:00') -> strmodule function · public name · tech_connector/game_engine/authoring/tc_animation_take_service.py:9
add_animation_layer
def add_animation_layer(graph: Any, take_id: str, name: str, *, weight: float=1.0, additive: bool=True) -> strmodule function · public name · tech_connector/game_engine/authoring/tc_animation_take_service.py:44
set_keyframe
def set_keyframe(graph: Any, take_id: str, node_id: str, attribute: str, frame: int, value: float, *, layer: str='', interpolation: str='auto') -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/tc_animation_take_service.py:71
evaluate_curve
def evaluate_curve(graph: Any, take_id: str, node_id: str, attribute: str, frame: float) -> float | Nonemodule function · public name · tech_connector/game_engine/authoring/tc_animation_take_service.py:109
_sample_keys
def _sample_keys(keys: list[dict[str, Any]], frame: float) -> float | Nonemodule function · internal · tech_connector/game_engine/authoring/tc_animation_take_service.py:131
_key_index
def _key_index(keys: list[dict[str, Any]], frame: float) -> intmodule function · internal · tech_connector/game_engine/authoring/tc_animation_take_service.py:151
Return the first key index at or after ``frame`` without allocating a frame list.
_take
def _take(graph: Any, take_id: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/authoring/tc_animation_take_service.py:163
tech_connector.game_engine.authoring.tc_mesh_modeling_service
MeshTopology.from_data
def MeshTopology.from_data(cls, vertices: Iterable[Sequence[float]], faces: Iterable[Sequence[int]]) -> 'MeshTopology'class method · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:20
MeshTopology.validate
def MeshTopology.validate(self) -> Noneclass method · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:28
split_edge_loop
def split_edge_loop(topology: MeshTopology, edge: Sequence[int], *, divisions: int=1) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:51
Insert evenly spaced cuts through the complete quad ring containing ``edge``.
bevel_edges
def bevel_edges(topology: MeshTopology, edges: Iterable[Sequence[int]], *, width: float=0.1) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:140
Chamfer vertex-disjoint boundary or manifold edges with filled end caps.
extrude_faces
def extrude_faces(topology: MeshTopology, face_indices: Iterable[int], *, distance: float=0.1) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:250
delete_faces
def delete_faces(topology: MeshTopology, face_indices: Iterable[int]) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:304
triangulate_faces
def triangulate_faces(topology: MeshTopology, face_indices: Iterable[int] | None=None) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:316
merge_vertices
def merge_vertices(topology: MeshTopology, vertex_indices: Iterable[int], *, threshold: float=1e-05) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:339
bridge_edge_loops
def bridge_edge_loops(topology: MeshTopology, first_loop: Sequence[int], second_loop: Sequence[int]) -> MeshEditResultmodule function · public name · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:372
_face_selection
def _face_selection(topology: MeshTopology, values: Iterable[int]) -> set[int]module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:394
_edge
def _edge(topology: MeshTopology, value: Sequence[int]) -> tuple[int, int]module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:401
_edge_key
def _edge_key(first: int, second: int) -> tuple[int, int]module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:410
_directed_cut_vertices
def _directed_cut_vertices(first: int, second: int, cut_vertices: dict[tuple[int, int], tuple[int, ...]]) -> tuple[int, ...]module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:414
_split_quad_by_ring
def _split_quad_by_ring(face: Polygon, ring: set[tuple[int, int]], cut_vertices: dict[tuple[int, int], tuple[int, ...]]) -> list[Polygon] | Nonemodule function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:423
_face_normal
def _face_normal(topology: MeshTopology, face: Polygon) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:446
_subtract
def _subtract(first: Point3, second: Point3) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:457
_add
def _add(first: Point3, second: Point3) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:461
_scale
def _scale(value: Point3, amount: float) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:465
_dot
def _dot(first: Point3, second: Point3) -> floatmodule function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:469
_lerp
def _lerp(first: Point3, second: Point3, amount: float) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:473
_face_center
def _face_center(topology: MeshTopology, face: Polygon) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:477
_cross
def _cross(first: Point3, second: Point3) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:481
_length
def _length(value: Point3) -> floatmodule function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:489
_normalize
def _normalize(value: Point3) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:493
_sum_points
def _sum_points(values: Iterable[Point3]) -> Point3module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:500
_remove_adjacent_duplicates
def _remove_adjacent_duplicates(face: Polygon) -> Polygonmodule function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:508
_compact_vertices
def _compact_vertices(vertices: list[Point3], faces: list[Polygon]) -> tuple[list[Point3], list[Polygon], list[int]]module function · internal · tech_connector/game_engine/authoring/tc_mesh_modeling_service.py:518
tech_connector.game_engine.authoring.tc_physics_joint_editor_service
PhysicsJointEditorModel.joints
def PhysicsJointEditorModel.joints(self) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:27
PhysicsJointEditorModel._snapshot
def PhysicsJointEditorModel._snapshot(self) -> list[dict[str, Any]]class method · internal · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:33
PhysicsJointEditorModel._commit
def PhysicsJointEditorModel._commit(self) -> Noneclass method · internal · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:36
PhysicsJointEditorModel._restore
def PhysicsJointEditorModel._restore(self, snapshot: list[dict[str, Any]]) -> Noneclass method · internal · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:41
PhysicsJointEditorModel.undo
def PhysicsJointEditorModel.undo(self) -> boolclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:46
PhysicsJointEditorModel.redo
def PhysicsJointEditorModel.redo(self) -> boolclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:53
PhysicsJointEditorModel.create
def PhysicsJointEditorModel.create(self, joint_id: str, first: str, second: str, *, preset: str='weld', settings: dict[str, Any] | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:60
PhysicsJointEditorModel.remove_selected
def PhysicsJointEditorModel.remove_selected(self) -> intclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:66
PhysicsJointEditorModel.duplicate_selected
def PhysicsJointEditorModel.duplicate_selected(self, suffix: str=' Copy') -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:75
PhysicsJointEditorModel.edit_selected
def PhysicsJointEditorModel.edit_selected(self, changes: dict[str, Any]) -> intclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:96
PhysicsJointEditorModel.begin_interaction
def PhysicsJointEditorModel.begin_interaction(self) -> Noneclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:111
Start a continuous viewport edit that becomes one undo operation.
PhysicsJointEditorModel.preview_selected
def PhysicsJointEditorModel.preview_selected(self, changes: dict[str, Any]) -> intclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:116
PhysicsJointEditorModel.end_interaction
def PhysicsJointEditorModel.end_interaction(self, commit: bool=True) -> boolclass method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:130
PhysicsJointEditorModel.set_anchor
def PhysicsJointEditorModel.set_anchor(self, joint_id: str, body: str, local_position: Iterable[float]) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:145
PhysicsJointEditorModel.visual_guides
def PhysicsJointEditorModel.visual_guides(self, entity_positions: dict[str, Iterable[float]], segments: int=32) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/authoring/tc_physics_joint_editor_service.py:151
Build bounded anchor, limit-arc, axis, and motor-preview geometry.
tech_connector.game_engine.authoring.tc_physics_joint_service
_finite_vector
def _finite_vector(value: Any, label: str) -> list[float]module function · internal · tech_connector/game_engine/authoring/tc_physics_joint_service.py:50
validate_physics_joint
def validate_physics_joint(joint: Mapping[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/tc_physics_joint_service.py:59
Return a normalized joint dictionary or raise a user-facing contract error.
create_physics_joint
def create_physics_joint(runtime_world: MutableMapping[str, Any], joint_id: str, first: str, second: str, *, joint_type: str='fixed', preset: str='', settings: Mapping[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/tc_physics_joint_service.py:102
Create or replace an engine physics joint without touching the rig skeleton.
remove_physics_joint
def remove_physics_joint(runtime_world: MutableMapping[str, Any], joint_id: str) -> boolmodule function · public name · tech_connector/game_engine/authoring/tc_physics_joint_service.py:149
tech_connector.game_engine.authoring.tc_ragdoll_service
PhysicalAnimationState.step
def PhysicalAnimationState.step(self, dt: float) -> floatclass method · public name · tech_connector/game_engine/authoring/tc_ragdoll_service.py:17
PhysicalAnimationState.muscle_strength
def PhysicalAnimationState.muscle_strength(self, joint_id: str) -> floatclass method · public name · tech_connector/game_engine/authoring/tc_ragdoll_service.py:23
generate_ragdoll
def generate_ragdoll(rig_graph: Any, runtime_world: dict[str, Any], *, root_joint: str='', density: float=985.0, include_leaf_joints: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/tc_ragdoll_service.py:27
Generate editable rigid bodies and cone/hinge constraints from a TC skeleton.
blend_physical_animation
def blend_physical_animation(animated_pose: Mapping[str, Mapping[str, Any]], physics_pose: Mapping[str, Mapping[str, Any]], state: PhysicalAnimationState) -> dict[str, dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/tc_ragdoll_service.py:101
request_animation_recovery
def request_animation_recovery(state: PhysicalAnimationState, *, upright_error_degrees: float, speed: float) -> boolmodule function · public name · tech_connector/game_engine/authoring/tc_ragdoll_service.py:118
_blend_value
def _blend_value(first: Any, second: Any, amount: float) -> Anymodule function · internal · tech_connector/game_engine/authoring/tc_ragdoll_service.py:124
_descendants
def _descendants(children: dict[str, list[str]], root: str) -> set[str]module function · internal · tech_connector/game_engine/authoring/tc_ragdoll_service.py:132
_joint_world_positions
def _joint_world_positions(joints: dict[str, dict[str, Any]]) -> dict[str, tuple[float, float, float]]module function · internal · tech_connector/game_engine/authoring/tc_ragdoll_service.py:145
tech_connector.game_engine.authoring.tc_rig_template_service
load_tc_rig_template
def load_tc_rig_template(path: str | Path=DEFAULT_TC_BIPED_TEMPLATE) -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/tc_rig_template_service.py:29
expanded_tc_rig_template_joints
def expanded_tc_rig_template_joints(path: str | Path=DEFAULT_TC_BIPED_TEMPLATE) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/authoring/tc_rig_template_service.py:40
Return the complete authored hierarchy, including generated finger chains.
instantiate_tc_rig_template
def instantiate_tc_rig_template(graph: 'EditableRigGraph', *, template_path: str | Path=DEFAULT_TC_BIPED_TEMPLATE, namespace: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/authoring/tc_rig_template_service.py:50
_expanded_joint_rows
def _expanded_joint_rows(template: dict[str, Any]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/authoring/tc_rig_template_service.py:117
_validate_rows
def _validate_rows(rows: list[dict[str, Any]]) -> Nonemodule function · internal · tech_connector/game_engine/authoring/tc_rig_template_service.py:156
_translation_matrix
def _translation_matrix(values) -> list[float]module function · internal · tech_connector/game_engine/authoring/tc_rig_template_service.py:176
_namespace_prefix
def _namespace_prefix(namespace: str) -> strmodule function · internal · tech_connector/game_engine/authoring/tc_rig_template_service.py:182
tech_connector.game_engine.authoring.world_intelligence_service
WorldIntelligenceAsset.to_dict
def WorldIntelligenceAsset.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/authoring/world_intelligence_service.py:139
WorldIntelligenceAsset.from_dict
def WorldIntelligenceAsset.from_dict(cls, data: dict[str, Any]) -> 'WorldIntelligenceAsset'class method · public name · tech_connector/game_engine/authoring/world_intelligence_service.py:188
_sensor_from_dict
def _sensor_from_dict(data: dict[str, Any]) -> PerceptionSensormodule function · internal · tech_connector/game_engine/authoring/world_intelligence_service.py:221
_smart_object_from_dict
def _smart_object_from_dict(data: dict[str, Any]) -> SmartObjectDefinitionmodule function · internal · tech_connector/game_engine/authoring/world_intelligence_service.py:255
_behavior_graph_from_dict
def _behavior_graph_from_dict(data: dict[str, Any]) -> BehaviorGraphmodule function · internal · tech_connector/game_engine/authoring/world_intelligence_service.py:274
_dialogue_set_from_dict
def _dialogue_set_from_dict(data: dict[str, Any]) -> DialogueSetmodule function · internal · tech_connector/game_engine/authoring/world_intelligence_service.py:294
_authority_from_dict
def _authority_from_dict(data: dict[str, Any]) -> AuthorityPolicymodule function · internal · tech_connector/game_engine/authoring/world_intelligence_service.py:315
tech_connector.game_engine.deformation.blend_shape
BlendShapeFrame.validated
def BlendShapeFrame.validated(self, vertex_count: int) -> 'BlendShapeFrame'class method · public name · tech_connector/game_engine/deformation/blend_shape.py:24
BlendShapeCorrectiveDriver.validated
def BlendShapeCorrectiveDriver.validated(self) -> 'BlendShapeCorrectiveDriver'class method · public name · tech_connector/game_engine/deformation/blend_shape.py:39
BlendShapeTarget.validated
def BlendShapeTarget.validated(self, vertex_count: int) -> 'BlendShapeTarget'class method · public name · tech_connector/game_engine/deformation/blend_shape.py:59
evaluate_blend_shape
def evaluate_blend_shape(upstream_positions: Sequence[Sequence[float]], targets: Sequence[BlendShapeTarget | Mapping[str, Any]], *, weights: Mapping[str, float] | None=None, driver_values: Mapping[str, float] | None=None, frame: float | None=None, telemetry: BlendShapeTelemetry | None=None) -> list[Vec3]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:87
resolve_blend_shape_weight
def resolve_blend_shape_weight(target: BlendShapeTarget, weights: Mapping[str, float], driver_values: Mapping[str, float], frame: float | None) -> floatmodule function · public name · tech_connector/game_engine/deformation/blend_shape.py:123
resolve_blend_shape_deltas
def resolve_blend_shape_deltas(target: BlendShapeTarget, weight: float) -> SparseDeltasmodule function · public name · tech_connector/game_engine/deformation/blend_shape.py:136
Resolve the already-weighted sparse delta field at an arbitrary in-between weight.
attach_blend_shape_deformer
def attach_blend_shape_deformer(rig_graph: Any, mesh_id: str, vertex_count: int, targets: Sequence[BlendShapeTarget], *, deformer_id: str | None=None) -> strmodule function · public name · tech_connector/game_engine/deformation/blend_shape.py:155
set_blend_shape_weights
def set_blend_shape_weights(rig_graph: Any, deformer_id: str, weights: Mapping[str, float], *, driver_values: Mapping[str, float] | None=None, frame: float | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:170
blend_shape_target_to_dict
def blend_shape_target_to_dict(target: BlendShapeTarget) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:186
blend_shape_target_from_dict
def blend_shape_target_from_dict(data: Mapping[str, Any]) -> BlendShapeTargetmodule function · public name · tech_connector/game_engine/deformation/blend_shape.py:198
blend_shape_export_contract
def blend_shape_export_contract(destination: str='portable') -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:212
build_blend_shape_destination_manifest
def build_blend_shape_destination_manifest(targets: Sequence[BlendShapeTarget], vertex_count: int, destination: str, *, deformer_id: str='blend_shape') -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:241
Build a deterministic host mapping plus a lossless TC sidecar for readback.
blend_shape_targets_from_destination_manifest
def blend_shape_targets_from_destination_manifest(manifest: Mapping[str, Any], *, expected_destination: str='') -> tuple[BlendShapeTarget, ...]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:286
blend_shape_payload
def blend_shape_payload(targets: Sequence[BlendShapeTarget], vertex_count: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:303
blend_shape_targets_from_payload
def blend_shape_targets_from_payload(payload: Mapping[str, Any], *, expected_vertex_count: int | None=None) -> tuple[BlendShapeTarget, ...]module function · public name · tech_connector/game_engine/deformation/blend_shape.py:310
blend_shape_target_from_positions
def blend_shape_target_from_positions(target_id: str, name: str, base_positions: Sequence[Sequence[float]], target_positions: Sequence[Sequence[float]], *, weight: float=1.0, epsilon: float=1e-08, mask: DeformationWeightMap | None=None) -> BlendShapeTargetmodule function · public name · tech_connector/game_engine/deformation/blend_shape.py:326
_validated_deltas
def _validated_deltas(deltas: Mapping[int, Sequence[float]], vertex_count: int) -> SparseDeltasmodule function · internal · tech_connector/game_engine/deformation/blend_shape.py:347
_scaled
def _scaled(deltas, scale)module function · internal · tech_connector/game_engine/deformation/blend_shape.py:359
_lerp_sparse
def _lerp_sparse(first, second, amount)module function · internal · tech_connector/game_engine/deformation/blend_shape.py:360
_sample_keys
def _sample_keys(keys, frame)module function · internal · tech_connector/game_engine/deformation/blend_shape.py:364
tech_connector.game_engine.deformation.collision_projection
project_character_point
def project_character_point(position: Sequence[float], velocity: Sequence[float], *, radius: float, friction: float, restitution: float, colliders: Sequence[Mapping[str, Any]], previous_position: Sequence[float] | None=None) -> tuple[Vec3, Vec3, int]module function · public name · tech_connector/game_engine/deformation/collision_projection.py:12
Project a dynamic point against planes, spheres, capsules, and boxes. Sphere tests include a swept segment check so fast secondary motion cannot silently tunnel through a body collider between substeps.
collision_velocity
def collision_velocity(velocity: Sequence[float], normal: Sequence[float], friction: float, restitution: float) -> Vec3module function · public name · tech_connector/game_engine/deformation/collision_projection.py:82
_swept_sphere
def _swept_sphere(start: Vec3, end: Vec3, center: Vec3, radius: float) -> Vec3 | Nonemodule function · internal · tech_connector/game_engine/deformation/collision_projection.py:91
_closest_segment_point
def _closest_segment_point(point: Vec3, start: Vec3, end: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:105
_capsule_fallback_normal
def _capsule_fallback_normal(start: Vec3, end: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:112
_vec3
def _vec3(value: Sequence[float]) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:118
_add
def _add(a: Vec3, b: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:123
_subtract
def _subtract(a: Vec3, b: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:124
_scale
def _scale(value: Vec3, amount: float) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:125
_dot
def _dot(a: Vec3, b: Vec3) -> floatmodule function · internal · tech_connector/game_engine/deformation/collision_projection.py:126
_cross
def _cross(a: Vec3, b: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:127
_length
def _length(value: Vec3) -> floatmodule function · internal · tech_connector/game_engine/deformation/collision_projection.py:128
_normalize
def _normalize(value: Vec3, fallback: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/collision_projection.py:129
tech_connector.game_engine.deformation.deformation_contract
normalize_deformation_binding
def normalize_deformation_binding(packet: dict[str, Any], provider_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:23
Promote a provider binding packet without copying its packed buffers.
normalize_deformation_frame
def normalize_deformation_frame(packet: dict[str, Any], provider_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:39
Promote a provider joint-pose packet without copying matrix buffers.
validate_deformation_binding
def validate_deformation_binding(packet: dict[str, Any]) -> list[str]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:54
Return bounded structural errors for a static skeletal binding.
validate_deformation_frame
def validate_deformation_frame(packet: dict[str, Any]) -> list[str]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:139
Return bounded structural errors for a per-frame joint pose.
deformation_frame_has_joint_poses
def deformation_frame_has_joint_poses(packet: dict[str, Any]) -> boolmodule function · public name · tech_connector/game_engine/deformation/deformation_contract.py:166
reconstruct_linear_blend_positions
def reconstruct_linear_blend_positions(binding: dict[str, Any], frame: dict[str, Any], mesh_native_id: str)module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:170
Evaluate one exact sparse LBS mesh using Maya-compatible row matrices.
build_fixed_width_skinning_buffers
def build_fixed_width_skinning_buffers(mesh: dict[str, Any], joint_count: int, *, influence_width: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:242
Pack sparse influences without making the fixed-width cache authoritative.
build_top4_skinning_buffers
def build_top4_skinning_buffers(mesh: dict[str, Any], joint_count: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:365
Build an optional four-influence cache for Qt's built-in skin path.
build_top8_skinning_buffers
def build_top8_skinning_buffers(mesh: dict[str, Any], joint_count: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:370
Build an eight-influence cache for the custom high-fidelity GPU path.
select_lossless_gpu_influence_width
def select_lossless_gpu_influence_width(mesh: dict[str, Any], *, top4_parity_accepted: bool, top8_parity_accepted: bool) -> intmodule function · public name · tech_connector/game_engine/deformation/deformation_contract.py:375
Select only a fixed-width cache that retains every authoritative influence.
reconstruct_fixed_width_linear_blend_positions
def reconstruct_fixed_width_linear_blend_positions(binding: dict[str, Any], frame: dict[str, Any], mesh_native_id: str, *, influence_width: int, joint_indices_key: str, weights_key: str)module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:400
Evaluate the exact fixed-width buffers intended for a GPU skin path.
reconstruct_top4_linear_blend_positions
def reconstruct_top4_linear_blend_positions(binding: dict[str, Any], frame: dict[str, Any], mesh_native_id: str)module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:463
reconstruct_top8_linear_blend_positions
def reconstruct_top8_linear_blend_positions(binding: dict[str, Any], frame: dict[str, Any], mesh_native_id: str)module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:478
deformation_parity_metrics
def deformation_parity_metrics(reconstructed: Any, evaluated: Any, *, relative_rms_tolerance: float=5e-05, relative_max_tolerance: float=0.0002, absolute_tolerance: float=0.0001) -> dict[str, float | bool]module function · public name · tech_connector/game_engine/deformation/deformation_contract.py:493
Measure reconstruction error and decide whether point streaming can be skipped.
_available
def _available(buffer: Any, offset: int) -> intmodule function · internal · tech_connector/game_engine/deformation/deformation_contract.py:527
_object_space_skin_matrices
def _object_space_skin_matrices(mesh: dict[str, Any], frame: dict[str, Any], inverse_bind: Any, joint_matrices: Any)module function · internal · tech_connector/game_engine/deformation/deformation_contract.py:534
Build provider-local skin matrices, including a DCC's geometry bind space when supplied.
_float_view
def _float_view(buffer: Any, offset: int, count: int)module function · internal · tech_connector/game_engine/deformation/deformation_contract.py:552
_uint_view
def _uint_view(buffer: Any, offset: int, count: int)module function · internal · tech_connector/game_engine/deformation/deformation_contract.py:559
tech_connector.game_engine.deformation.deformation_interchange_service
build_deformation_transfer_plan
def build_deformation_transfer_plan(rig_graph: Any, mesh_id: str, destination: str, *, prefer_editable: bool=True, frame_rate: float=24.0, frame_count: int=0) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_interchange_service.py:43
Choose a target path without claiming live-host qualification.
qualify_deformation_point_cache
def qualify_deformation_point_cache(frames: Sequence[Sequence[Sequence[float]]], *, expected_vertex_count: int | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/deformation_interchange_service.py:88
Validate constant topology, finite samples, and deterministic cache identity.
_sha
def _sha(value: Any) -> strmodule function · internal · tech_connector/game_engine/deformation/deformation_interchange_service.py:121
tech_connector.game_engine.deformation.deformation_stack
DeformationStackTelemetry.to_dict
def DeformationStackTelemetry.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/deformation_stack.py:56
DeformationStackRuntime.reset
def DeformationStackRuntime.reset(self, deformer_id: str='') -> Noneclass method · public name · tech_connector/game_engine/deformation/deformation_stack.py:85
DeformationStackRuntime.evaluate_gpu
def DeformationStackRuntime.evaluate_gpu(self, rig_graph: Any, mesh_id: str, upstream_positions: Sequence[Sequence[float]], dt: float, *, provider_id: str='cupy_cuda', target_ms: float=4.0, edges: Sequence[Sequence[int]]=(), normals: Sequence[Sequence[float]]=(), colliders: Sequence[Mapping[str, Any]]=(), resident_output: bool=False) -> tuple[Any, DeformationStackTelemetry]class method · public name · tech_connector/game_engine/deformation/deformation_stack.py:98
Evaluate the ordered blend-shape/muscle/jiggle/flesh stack without inter-deformer readback.
DeformationStackRuntime.evaluate
def DeformationStackRuntime.evaluate(self, rig_graph: Any, mesh_id: str, upstream_positions: Sequence[Sequence[float]], dt: float, *, edges: Sequence[Sequence[int]]=(), normals: Sequence[Sequence[float]]=(), colliders: Sequence[Mapping[str, Any]]=()) -> tuple[list[Vec3], DeformationStackTelemetry]class method · public name · tech_connector/game_engine/deformation/deformation_stack.py:151
Evaluate supported deformers in graph order after canonical skinning.
_vec3
def _vec3(value: Sequence[float]) -> Vec3module function · internal · tech_connector/game_engine/deformation/deformation_stack.py:243
tech_connector.game_engine.deformation.flesh
FleshDeformerSettings.validated
def FleshDeformerSettings.validated(self) -> 'FleshDeformerSettings'class method · public name · tech_connector/game_engine/deformation/flesh.py:34
FleshRuntimeState.reset
def FleshRuntimeState.reset(self, target_positions: Sequence[Sequence[float]]) -> Noneclass method · public name · tech_connector/game_engine/deformation/flesh.py:53
evaluate_flesh
def evaluate_flesh(target_positions: Sequence[Sequence[float]], influence_map: DeformationWeightMap, state: FleshRuntimeState, settings: FleshDeformerSettings, dt: float, *, edges: Sequence[Sequence[int]]=(), normals: Sequence[Sequence[float]]=(), colliders: Sequence[Mapping[str, Any]]=()) -> list[Vec3]module function · public name · tech_connector/game_engine/deformation/flesh.py:60
Simulate skinned vertices as damped soft tissue with projected collision response.
attach_flesh_deformer
def attach_flesh_deformer(rig_graph: Any, skin_id: str, mesh_id: str, influence_map: DeformationWeightMap, *, settings: FleshDeformerSettings | None=None, deformer_id: str | None=None) -> strmodule function · public name · tech_connector/game_engine/deformation/flesh.py:137
Enable fleshy behavior after a skin while leaving canonical weights untouched.
_evaluate_flesh_numpy
def _evaluate_flesh_numpy(targets: list[Vec3], influence_map: DeformationWeightMap, state: FleshRuntimeState, settings: FleshDeformerSettings, dt: float, normals: Sequence[Sequence[float]], colliders: Sequence[Mapping[str, Any]]) -> list[Vec3]module function · internal · tech_connector/game_engine/deformation/flesh.py:175
_numpy_collision_velocity
def _numpy_collision_velocity(velocity, normal, friction: float, restitution: float)module function · internal · tech_connector/game_engine/deformation/flesh.py:281
flesh_export_contract
def flesh_export_contract(destination: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/flesh.py:293
_solve_colliders
def _solve_colliders(position: Vec3, velocity: Vec3, settings: FleshDeformerSettings, colliders: Sequence[Mapping[str, Any]], *, previous_position: Sequence[float] | None=None) -> tuple[Vec3, Vec3, int]module function · internal · tech_connector/game_engine/deformation/flesh.py:317
_adjacency
def _adjacency(vertex_count: int, edges: Sequence[Sequence[int]]) -> list[list[int]]module function · internal · tech_connector/game_engine/deformation/flesh.py:332
_vec3
def _vec3(value: Sequence[float]) -> Vec3module function · internal · tech_connector/game_engine/deformation/flesh.py:344
_add
def _add(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/flesh.py:349
_subtract
def _subtract(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/flesh.py:353
_scale
def _scale(value: Vec3, amount: float) -> Vec3module function · internal · tech_connector/game_engine/deformation/flesh.py:357
_dot
def _dot(first: Vec3, second: Vec3) -> floatmodule function · internal · tech_connector/game_engine/deformation/flesh.py:361
_length
def _length(value: Vec3) -> floatmodule function · internal · tech_connector/game_engine/deformation/flesh.py:365
_normalize
def _normalize(value: Vec3, fallback: Vec3) -> Vec3module function · internal · tech_connector/game_engine/deformation/flesh.py:369
tech_connector.game_engine.deformation.gpu_skinning_contract
_float_view
def _float_view(source: Any, offset: int, count: int)module function · internal · tech_connector/game_engine/deformation/gpu_skinning_contract.py:32
fixed_width_render_influence_texels
def fixed_width_render_influence_texels(mesh: dict[str, Any], source_vertex_indices: list[int] | tuple[int, ...] | Any, *, palette_offset: int=0) -> Anymodule function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:43
Expand a lossless 4/8 cache into four RGBA32F texels per render vertex.
sparse_render_influence_texels
def sparse_render_influence_texels(mesh: dict[str, Any], source_vertex_indices: list[int] | tuple[int, ...] | Any, *, palette_offset: int=0, max_influences: int=MAX_GPU_SPARSE_INFLUENCES) -> tuple[Any, Any, int]module function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:77
Pack authoritative sparse weights as two (joint, weight) pairs per RGBA32F texel.
select_exact_gpu_skinning_mode
def select_exact_gpu_skinning_mode(mesh: dict[str, Any], *, exact_parity_accepted: bool, top4_parity_accepted: bool, top8_parity_accepted: bool, sparse_limit: int=MAX_GPU_SPARSE_INFLUENCES) -> tuple[str, int]module function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:130
Choose a lossless fixed or sparse GPU representation without discarding weights.
provider_to_viewer_row_matrix
def provider_to_viewer_row_matrix(provider_id: str, *, up_axis: str | None, unit_linear: str | None, scene_center: tuple[float, float, float], scene_scale: float) -> Anymodule function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:152
Return a row-vector matrix from provider world space to viewer-local space.
build_skin_matrix_palette
def build_skin_matrix_palette(binding: dict[str, Any], frame: dict[str, Any], mesh_specs: list[GpuSkinMeshSpec], *, scene_center: tuple[float, float, float], scene_scale: float) -> Anymodule function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:177
Build shader matrices whose column-vector result matches the exact CPU row contract.
emulate_gpu_skin_positions
def emulate_gpu_skin_positions(bind_positions: Any, influence_texels: Any, matrix_palette: Any) -> Anymodule function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:250
CPU emulation of the custom shader, used for parity tests and calibration.
emulate_sparse_gpu_skin_positions
def emulate_sparse_gpu_skin_positions(bind_positions: Any, influence_metadata: Any, influence_texels: Any, matrix_palette: Any) -> Anymodule function · public name · tech_connector/game_engine/deformation/gpu_skinning_contract.py:272
CPU emulation of the sparse shader path for exact regression tests.
tech_connector.game_engine.deformation.jiggle
JiggleDeformerSettings.validated
def JiggleDeformerSettings.validated(self) -> 'JiggleDeformerSettings'class method · public name · tech_connector/game_engine/deformation/jiggle.py:36
JiggleRuntimeState.reset
def JiggleRuntimeState.reset(self, target_positions: Sequence[Sequence[float]]) -> Noneclass method · public name · tech_connector/game_engine/deformation/jiggle.py:66
evaluate_jiggle
def evaluate_jiggle(target_positions: Sequence[Sequence[float]], influence_map: DeformationWeightMap, state: JiggleRuntimeState, settings: JiggleDeformerSettings, dt: float, *, colliders: Sequence[Mapping[str, Any]]=()) -> list[Vec3]module function · public name · tech_connector/game_engine/deformation/jiggle.py:76
Follow upstream animation with inertial lag, stable limits, and collision response.
attach_jiggle_deformer
def attach_jiggle_deformer(rig_graph: Any, source_id: str, mesh_id: str, influence_map: DeformationWeightMap, *, settings: JiggleDeformerSettings | None=None, deformer_id: str | None=None) -> strmodule function · public name · tech_connector/game_engine/deformation/jiggle.py:138
Insert portable secondary motion after a skin cluster or graph deformer.
secondary_motion_export_contract
def secondary_motion_export_contract(destination: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/jiggle.py:164
_evaluate_numpy
def _evaluate_numpy(targets, influence_map, state, settings, frame_dt)module function · internal · tech_connector/game_engine/deformation/jiggle.py:183
_solve_colliders
def _solve_colliders(position, velocity, settings, colliders, *, previous_position=None)module function · internal · tech_connector/game_engine/deformation/jiggle.py:226
_vec3
def _vec3(value)module function · internal · tech_connector/game_engine/deformation/jiggle.py:234
_add
def _add(a, b)module function · internal · tech_connector/game_engine/deformation/jiggle.py:239
_subtract
def _subtract(a, b)module function · internal · tech_connector/game_engine/deformation/jiggle.py:240
_scale
def _scale(value, amount)module function · internal · tech_connector/game_engine/deformation/jiggle.py:241
_multiply
def _multiply(a, b)module function · internal · tech_connector/game_engine/deformation/jiggle.py:242
_dot
def _dot(a, b)module function · internal · tech_connector/game_engine/deformation/jiggle.py:243
_length
def _length(value)module function · internal · tech_connector/game_engine/deformation/jiggle.py:244
_normalize
def _normalize(value, fallback)module function · internal · tech_connector/game_engine/deformation/jiggle.py:245
_limit
def _limit(value, maximum)module function · internal · tech_connector/game_engine/deformation/jiggle.py:248
tech_connector.game_engine.deformation.muscle
MuscleDeformerSettings.validated
def MuscleDeformerSettings.validated(self) -> 'MuscleDeformerSettings'class method · public name · tech_connector/game_engine/deformation/muscle.py:29
PoseSpaceTissueDriver.validated
def PoseSpaceTissueDriver.validated(self) -> 'PoseSpaceTissueDriver'class method · public name · tech_connector/game_engine/deformation/muscle.py:53
MuscleRuntimeState.reset
def MuscleRuntimeState.reset(self, targets: np.ndarray) -> Noneclass method · public name · tech_connector/game_engine/deformation/muscle.py:73
evaluate_muscle
def evaluate_muscle(target_positions: Sequence[Sequence[float]], activation_map: DeformationWeightMap, state: MuscleRuntimeState, settings: MuscleDeformerSettings, dt: float, *, activation: float | Sequence[float]=1.0, normals: Sequence[Sequence[float]]=(), pose_drivers: Sequence[PoseSpaceTissueDriver | Mapping[str, Any]]=(), pose_values: Mapping[str, float] | None=None, pose_maps: Mapping[str, DeformationWeightMap | Mapping[str, Any]] | None=None) -> list[Vec3]module function · public name · tech_connector/game_engine/deformation/muscle.py:80
Evaluate fiber contraction and volume-like bulging with stable inertia.
attach_muscle_deformer
def attach_muscle_deformer(rig_graph: Any, skin_id: str, mesh_id: str, activation_map: DeformationWeightMap, *, settings: MuscleDeformerSettings | None=None, pose_drivers: Sequence[PoseSpaceTissueDriver]=(), pose_maps: Mapping[str, DeformationWeightMap] | None=None, deformer_id: str | None=None) -> strmodule function · public name · tech_connector/game_engine/deformation/muscle.py:147
set_muscle_activation
def set_muscle_activation(rig_graph: Any, deformer_id: str, activation: float, *, pose_values: Mapping[str, float] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/muscle.py:184
muscle_export_contract
def muscle_export_contract(destination: str='portable') -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/muscle.py:197
_activation
def _activation(count, activation_map, activation, pose_drivers, pose_values, pose_maps)module function · internal · tech_connector/game_engine/deformation/muscle.py:215
_normals
def _normals(target, normals)module function · internal · tech_connector/game_engine/deformation/muscle.py:244
_telemetry
def _telemetry(state, activation)module function · internal · tech_connector/game_engine/deformation/muscle.py:258
_length
def _length(value)module function · internal · tech_connector/game_engine/deformation/muscle.py:265
_normalize
def _normalize(value)module function · internal · tech_connector/game_engine/deformation/muscle.py:266
tech_connector.game_engine.deformation.secondary_motion
SecondaryMotionPreset.to_dict
def SecondaryMotionPreset.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/secondary_motion.py:22
secondary_motion_preset
def secondary_motion_preset(preset_id: str) -> SecondaryMotionPresetmodule function · public name · tech_connector/game_engine/deformation/secondary_motion.py:96
attach_secondary_motion_preset
def attach_secondary_motion_preset(rig_graph: Any, skin_id: str, mesh_id: str, influence_map: DeformationWeightMap, preset_id: str) -> list[str]module function · public name · tech_connector/game_engine/deformation/secondary_motion.py:103
Attach an editable preset stack while retaining authoritative skin weights.
tech_connector.game_engine.deformation.skinning_tool_service
SkinInfluence.to_dict
def SkinInfluence.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:58
SkinVertexWeights.normalized
def SkinVertexWeights.normalized(self, *, max_influences: int=4, threshold: float=0.0) -> SkinVertexWeightsclass method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:67
SkinVertexWeights.to_dict
def SkinVertexWeights.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:73
SkinClusterState.influence_names
def SkinClusterState.influence_names(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:87
SkinClusterState.vertex_count
def SkinClusterState.vertex_count(self) -> intclass method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:91
SkinClusterState.with_vertex_weights
def SkinClusterState.with_vertex_weights(self, vertex_weights: Iterable[SkinVertexWeights]) -> SkinClusterStateclass method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:94
SkinClusterState.to_dict
def SkinClusterState.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:101
SkinningOperationResult.to_dict
def SkinningOperationResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:114
SkinWeightImportResult.to_dict
def SkinWeightImportResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:125
_clean_weight
def _clean_weight(value: Any) -> floatmodule function · internal · tech_connector/game_engine/deformation/skinning_tool_service.py:129
normalize_skin_weights
def normalize_skin_weights(weights: Mapping[str, Any], *, max_influences: int=4, threshold: float=0.0) -> dict[str, float]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:139
prune_skin_weights
def prune_skin_weights(weights: Mapping[str, Any], *, threshold: float=0.001, max_influences: int=4) -> dict[str, float]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:161
mirror_influence_name
def mirror_influence_name(name: str) -> strmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:170
bind_skin_from_distance
def bind_skin_from_distance(*, mesh_id: str, vertices: Sequence[Sequence[float]], influences: Sequence[SkinInfluence | Mapping[str, Any] | str], max_influences: int=4, falloff: float=2.0) -> SkinClusterStatemodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:191
available_skin_bind_methods
def available_skin_bind_methods() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:224
bind_skin
def bind_skin(*, mesh_id: str, vertices: Sequence[Sequence[float]], influences: Sequence[SkinInfluence | Mapping[str, Any] | str], bind_method: str='heat', max_influences: int=4, falloff: float=2.0) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:228
auto_skin_cluster
def auto_skin_cluster(*, mesh_id: str, vertices: Sequence[Sequence[float]], influences: Sequence[SkinInfluence | Mapping[str, Any] | str], bind_method: str='auto', max_influences: int=4, falloff: float=2.0, prune_threshold: float=0.001, smooth_iterations: int=1) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:264
influences_from_rig_graph
def influences_from_rig_graph(rig_graph: Any, *, joint_ids: Sequence[str] | None=None) -> tuple[SkinInfluence, ...]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:300
apply_skin_cluster_to_rig_graph
def apply_skin_cluster_to_rig_graph(rig_graph: Any, cluster: SkinClusterState, *, skin_id: str | None=None, replace_existing: bool=True) -> strmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:326
auto_skin_rig_graph
def auto_skin_rig_graph(rig_graph: Any, *, mesh_id: str, vertices: Sequence[Sequence[float]], joint_ids: Sequence[str] | None=None, bind_method: str='auto', max_influences: int=4, falloff: float=2.0, prune_threshold: float=0.001, smooth_iterations: int=1, skin_id: str | None=None) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:364
paint_skin_weight
def paint_skin_weight(cluster: SkinClusterState, *, vertex_indices: Iterable[int], influence: str, value: float, mode: str='replace', strength: float=1.0) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:403
smooth_skin_weights
def smooth_skin_weights(cluster: SkinClusterState, *, vertex_indices: Iterable[int] | None=None, iterations: int=1, strength: float=0.5) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:450
spatial_smooth_skin_weights
def spatial_smooth_skin_weights(cluster: SkinClusterState, *, positions: Sequence[Sequence[float]], normals: Sequence[Sequence[float]] | None=None, center: Sequence[float] | None=None, radius: float=1.0, strength: float=0.5, iterations: int=1, target_indices: Iterable[int] | None=None, normal_angle: float=120.0, max_neighbors: int=96, hardness: float=0.5) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:487
Apply the shared topology-independent smoothing kernel to a skin.
normalize_skin_cluster
def normalize_skin_cluster(cluster: SkinClusterState) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:527
prune_skin_cluster
def prune_skin_cluster(cluster: SkinClusterState, *, threshold: float=0.001, max_influences: int | None=None) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:543
add_skin_influence
def add_skin_influence(cluster: SkinClusterState, influence: SkinInfluence) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:565
remove_skin_influence
def remove_skin_influence(cluster: SkinClusterState, influence_name: str, *, fallback_influence: str='') -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:573
mirror_skin_weights
def mirror_skin_weights(cluster: SkinClusterState) -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:609
copy_skin_weights
def copy_skin_weights(source: SkinClusterState, *, target_mesh_id: str, target_vertex_count: int | None=None) -> SkinClusterStatemodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:634
transfer_skin_weights
def transfer_skin_weights(source: SkinClusterState, *, target_mesh_id: str, target_vertex_count: int | None=None, strategy: str='index') -> SkinningOperationResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:655
export_skin_weights_payload
def export_skin_weights_payload(cluster: SkinClusterState, *, vertex_positions: Sequence[Sequence[float]] | None=None, faces: Sequence[Sequence[int]] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:673
export_skin_weights_json
def export_skin_weights_json(cluster: SkinClusterState, *, vertex_positions: Sequence[Sequence[float]] | None=None, faces: Sequence[Sequence[int]] | None=None, indent: int=2) -> strmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:720
import_skin_weights_payload
def import_skin_weights_payload(payload: Mapping[str, Any]) -> SkinClusterStatemodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:734
skin_topology_identity
def skin_topology_identity(vertex_positions: Sequence[Sequence[float]], faces: Sequence[Sequence[int]]=()) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:756
save_skin_weights_file
def save_skin_weights_file(path: str | os.PathLike[str], cluster: SkinClusterState, *, vertex_positions: Sequence[Sequence[float]] | None=None, faces: Sequence[Sequence[int]] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:774
load_skin_weights_file
def load_skin_weights_file(path: str | os.PathLike[str], *, target_mesh_id: str='', expected_vertex_count: int | None=None, expected_topology_fingerprint: str='', available_influences: Iterable[str] | None=None, influence_map: Mapping[str, str] | None=None, allow_partial: bool=False) -> SkinWeightImportResultmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:814
skin_cluster_from_rig_graph
def skin_cluster_from_rig_graph(rig_graph: Any, skin_id: str) -> SkinClusterStatemodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:909
_stable_sha256
def _stable_sha256(value: Any) -> strmodule function · internal · tech_connector/game_engine/deformation/skinning_tool_service.py:951
normalize_bind_method
def normalize_bind_method(bind_method: str) -> strmodule function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:956
skin_cluster_summary
def skin_cluster_summary(cluster: SkinClusterState) -> dict[str, Any]module function · public name · tech_connector/game_engine/deformation/skinning_tool_service.py:972
_coerce_influence
def _coerce_influence(value: SkinInfluence | Mapping[str, Any] | str) -> SkinInfluencemodule function · internal · tech_connector/game_engine/deformation/skinning_tool_service.py:984
_coerce_position
def _coerce_position(value: Any) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/deformation/skinning_tool_service.py:997
_matrix_translation
def _matrix_translation(value: Any) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/deformation/skinning_tool_service.py:1004
tech_connector.game_engine.deformation.spatial_skin_smoothing_service
_dot
def _dot(a: Sequence[float], b: Sequence[float]) -> floatmodule function · internal · tech_connector/game_engine/deformation/spatial_skin_smoothing_service.py:10
_distance_squared
def _distance_squared(a: Sequence[float], b: Sequence[float]) -> floatmodule function · internal · tech_connector/game_engine/deformation/spatial_skin_smoothing_service.py:14
estimate_spatial_smoothing_radius
def estimate_spatial_smoothing_radius(positions: Sequence[Sequence[float]], *, sample_weights: Sequence[float] | None=None) -> floatmodule function · public name · tech_connector/game_engine/deformation/spatial_skin_smoothing_service.py:18
Choose a scale-aware radius for a whole-surface smoothing pass. ``sample_weights`` should contain the world-space surface area represented by each vertex. Using both typical and sparse-region areas keeps the radius useful on production mesh
detect_weight_outlier_indices
def detect_weight_outlier_indices(weight_rows: Sequence[Mapping[str, float]], topology_neighbors: Sequence[Iterable[int]], *, minimum_difference: float=0.06, consensus_ratio: float=1.0) -> tuple[int, ...]module function · public name · tech_connector/game_engine/deformation/spatial_skin_smoothing_service.py:71
Find isolated weight spikes suitable for a Weight-Hammer-like repair. A vertex is selected only when it differs from the average of at least three connected neighbors substantially more than those neighbors differ from one another. Linear a
detect_deformation_ripple_indices
def detect_deformation_ripple_indices(bind_positions: Sequence[Sequence[float]], posed_positions: Sequence[Sequence[float]], topology_neighbors: Sequence[Iterable[int]], *, minimum_edge_fraction: float=0.015, curvature_ratio: float=0.55) -> tuple[int, ...]module function · public name · tech_connector/game_engine/deformation/spatial_skin_smoothing_service.py:128
Detect high-frequency posed ripples absent from the input surface. The signal is the Laplacian of skinning displacement, not mesh curvature, so folds already present before deformation are ignored. Smooth bends have a near-linear displaceme
spatial_smooth_weight_rows
def spatial_smooth_weight_rows(positions: Sequence[Sequence[float]], weight_rows: Sequence[Mapping[str, float]], *, radius: float, strength: float=0.5, iterations: int=1, target_indices: Iterable[int] | None=None, center: Sequence[float] | None=None, normals: Sequence[Sequence[float]] | None=None, normal_angle: float=120.0, max_neighbors: int=96, max_influences: int=8, locked_influences: Iterable[str]=(), hardness: float=0.5, sample_weights: Sequence[float] | None=None, cross_region_share: float=0.45, topology_neighbors: Sequence[Iterable[int]] | None=None, topology_share: float=0.0) -> tuple[list[dict[str, float]], tuple[int, ...]]module function · public name · tech_connector/game_engine/deformation/spatial_skin_smoothing_service.py:190
Diffuse weights through geometric neighborhoods without using edges. When ``center`` is supplied, only vertices inside the brush sphere change and strength falls off toward its edge. The complete influence field is diffused before a single
tech_connector.game_engine.deformation.tc_deformation_gpu_service
GpuSecondaryMotionState.memory_bytes
def GpuSecondaryMotionState.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:39
GpuBlendShapeState.memory_bytes
def GpuBlendShapeState.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:54
DeformationLodController.resolved_substeps
def DeformationLodController.resolved_substeps(self, authored: int) -> intclass method · public name · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:72
DeformationLodController.update
def DeformationLodController.update(self, elapsed_ms: float) -> Noneclass method · public name · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:75
evaluate_gpu_deformation_stack
def evaluate_gpu_deformation_stack(rig_graph: Any, mesh_id: str, upstream_positions: Sequence[Sequence[float]], dt: float, *, provider_id: str, states: dict[str, GpuSecondaryMotionState], lod: DeformationLodController, edges: Sequence[Sequence[int]]=(), normals: Sequence[Sequence[float]]=(), colliders: Sequence[Mapping[str, Any]]=(), resident_output: bool=False) -> tuple[Any, dict[str, Any]]module function · public name · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:85
_state
def _state(xp, states, identifier, provider_id, kind, count)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:203
_blend_state
def _blend_state(states, identifier, provider_id, count)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:213
_blend_shape
def _blend_shape(xp, source, state, settings)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:223
_blend_contributions
def _blend_contributions(frames, weight)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:274
_muscle
def _muscle(xp, target, activation_map, state, settings, dt, normals, authored, substeps, *, readback)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:292
_muscle_metrics
def _muscle_metrics(xp, activation, state, readback)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:379
_jiggle
def _jiggle(xp, target, influence, state, settings, dt, colliders, substeps, *, readback)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:392
_flesh
def _flesh(xp, target, influence, state, settings, dt, edges, normals, colliders, substeps, *, readback)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:438
_limit_offsets
def _limit_offsets(xp, state, target, maximum, target_velocity, *, axes=None)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:488
_collide
def _collide(xp, position, velocity, previous, radius, friction, restitution, colliders, readback)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:501
_host
def _host(xp, value)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:559
_scalar
def _scalar(xp, value)module function · internal · tech_connector/game_engine/deformation/tc_deformation_gpu_service.py:563
tech_connector.game_engine.deformation.weight_map
DeformationWeightMap.create
def DeformationWeightMap.create(cls, name: str, vertex_count: int, *, default_value: float=0.0) -> 'DeformationWeightMap'class method · public name · tech_connector/game_engine/deformation/weight_map.py:24
DeformationWeightMap.paint
def DeformationWeightMap.paint(self, vertices: Sequence[Sequence[float]], center: Sequence[float], radius: float, *, value: float=1.0, strength: float=1.0, hardness: float=0.5, mode: str='replace') -> list[int]class method · public name · tech_connector/game_engine/deformation/weight_map.py:28
DeformationWeightMap.smooth
def DeformationWeightMap.smooth(self, adjacency: Sequence[Iterable[int]], *, iterations: int=1, strength: float=0.5) -> Noneclass method · public name · tech_connector/game_engine/deformation/weight_map.py:75
DeformationWeightMap.invert
def DeformationWeightMap.invert(self) -> Noneclass method · public name · tech_connector/game_engine/deformation/weight_map.py:89
DeformationWeightMap.to_dict
def DeformationWeightMap.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/deformation/weight_map.py:94
DeformationWeightMap.from_dict
def DeformationWeightMap.from_dict(cls, data: dict[str, Any]) -> 'DeformationWeightMap'class method · public name · tech_connector/game_engine/deformation/weight_map.py:111
SimulationMeshBindingEntry.__post_init__
def SimulationMeshBindingEntry.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/deformation/weight_map.py:133
sample_simulation_mesh
def sample_simulation_mesh(simulation_positions: Sequence[Sequence[float]], binding: SimulationMeshBinding) -> list[Vec3]module function · public name · tech_connector/game_engine/deformation/weight_map.py:148
blend_deformation
def blend_deformation(upstream_positions: Sequence[Sequence[float]], deformed_positions: Sequence[Sequence[float]], influence_map: DeformationWeightMap) -> list[Vec3]module function · public name · tech_connector/game_engine/deformation/weight_map.py:164
attach_deformation_map
def attach_deformation_map(rig_graph: Any, source_id: str, influence_map: DeformationWeightMap) -> strmodule function · public name · tech_connector/game_engine/deformation/weight_map.py:177
Attach an output blend map to any skin cluster or ordered deformer.
_vec3
def _vec3(value: Sequence[float]) -> Vec3module function · internal · tech_connector/game_engine/deformation/weight_map.py:198
_clamp
def _clamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/deformation/weight_map.py:204
_smoothstep
def _smoothstep(value: float) -> floatmodule function · internal · tech_connector/game_engine/deformation/weight_map.py:208
tech_connector.game_engine.integration.active_viewer_command_service
_cleanup_stale_viewer_refs
def _cleanup_stale_viewer_refs() -> Nonemodule function · internal · tech_connector/game_engine/integration/active_viewer_command_service.py:13
_release_viewer_ref
def _release_viewer_ref(dead_ref: weakref.ReferenceType) -> Nonemodule function · internal · tech_connector/game_engine/integration/active_viewer_command_service.py:20
register_active_viewer
def register_active_viewer(viewer: Any) -> Nonemodule function · public name · tech_connector/game_engine/integration/active_viewer_command_service.py:26
unregister_active_viewer
def unregister_active_viewer(viewer: Any) -> Nonemodule function · public name · tech_connector/game_engine/integration/active_viewer_command_service.py:37
active_viewer
def active_viewer() -> Any | Nonemodule function · public name · tech_connector/game_engine/integration/active_viewer_command_service.py:45
execute_active_viewer_command
def execute_active_viewer_command(command: str, **payload: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/active_viewer_command_service.py:50
tech_connector.game_engine.integration.adaptive_scene_command_service
SceneCommandTarget.provider_base
def SceneCommandTarget.provider_base(self) -> strclass method · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:26
SceneCommandTarget.to_dict
def SceneCommandTarget.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:29
AdaptiveSceneCommand.to_dict
def AdaptiveSceneCommand.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:45
SceneCommandRoute.to_dict
def SceneCommandRoute.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:70
target_from_scene_proxy
def target_from_scene_proxy(proxy: dict[str, Any] | Any, *, component_type: str='object', components: list[str] | tuple[str, ...] | None=None) -> SceneCommandTargetmodule function · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1053
_maya_component_expr
def _maya_component_expr(target: SceneCommandTarget) -> strmodule function · internal · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1077
_maya_route
def _maya_route(command: AdaptiveSceneCommand, target: SceneCommandTarget, payload: dict[str, Any]) -> SceneCommandRoutemodule function · internal · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1087
_blender_route
def _blender_route(command: AdaptiveSceneCommand, target: SceneCommandTarget, payload: dict[str, Any]) -> SceneCommandRoutemodule function · internal · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1289
_tc_route
def _tc_route(command: AdaptiveSceneCommand, target: SceneCommandTarget, payload: dict[str, Any]) -> SceneCommandRoutemodule function · internal · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1322
resolve_adaptive_scene_command
def resolve_adaptive_scene_command(command_key: str, target: SceneCommandTarget | dict[str, Any], payload: dict[str, Any] | None=None) -> SceneCommandRoutemodule function · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1338
list_adaptive_scene_commands
def list_adaptive_scene_commands() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/integration/adaptive_scene_command_service.py:1428
tech_connector.game_engine.integration.blender_build_motion_library
_place_crawl_contact
def _place_crawl_contact(armature, upper_name: str, lower_name: str, hand_name: str, floor_height: float) -> Nonemodule function · internal · tech_connector/game_engine/integration/blender_build_motion_library.py:48
Use a small CCD pass to put a crawling limb near the support plane.
_lower_crawl_shoulders
def _lower_crawl_shoulders(armature) -> Nonemodule function · internal · tech_connector/game_engine/integration/blender_build_motion_library.py:71
sha256
def sha256(path: Path) -> strmodule function · public name · tech_connector/game_engine/integration/blender_build_motion_library.py:81
build
def build(source_dir: Path, target_path: Path, output_dir: Path) -> dictmodule function · public name · tech_connector/game_engine/integration/blender_build_motion_library.py:89
tech_connector.game_engine.integration.blender_fbx_extract
_matrix_values
def _matrix_values(matrix)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:17
_material_payload
def _material_payload(material)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:21
_json_value
def _json_value(value)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:102
_copy_shader_input
def _copy_shader_input(node, payload, target, names)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:117
_image_texture_channel
def _image_texture_channel(node)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:128
_armature_has_animation
def _armature_has_animation(obj, *, file_has_actions: bool=False) -> boolmodule function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:157
_animation_frame_range
def _animation_frame_range(scene, actions)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:171
_append_armature_pose_caches
def _append_armature_pose_caches(scene, armature_objects, armatures, floats, *, frame_start, frame_end, file_has_actions)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:187
_clear_factory_scene
def _clear_factory_scene(bpy) -> Nonemodule function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:250
_import_source_scene
def _import_source_scene(bpy, input_path: str)module function · internal · tech_connector/game_engine/integration/blender_fbx_extract.py:255
extract
def extract(input_path: str, manifest_path: str, float_path: str, uint_path: str) -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_fbx_extract.py:274
main
def main() -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_fbx_extract.py:458
tech_connector.game_engine.integration.blender_fbx_reimport_fixture
main
def main() -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_fbx_reimport_fixture.py:13
tech_connector.game_engine.integration.blender_mesh_lod_generate
_triangle_count
def _triangle_count(mesh) -> intmodule function · internal · tech_connector/game_engine/integration/blender_mesh_lod_generate.py:11
_mesh_inventory
def _mesh_inventory(bpy)module function · internal · tech_connector/game_engine/integration/blender_mesh_lod_generate.py:15
_generate
def _generate(request_path: str, result_path: str) -> Nonemodule function · internal · tech_connector/game_engine/integration/blender_mesh_lod_generate.py:29
main
def main() -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_mesh_lod_generate.py:99
tech_connector.game_engine.integration.blender_preview_retarget
main
def main() -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_preview_retarget.py:12
tech_connector.game_engine.integration.blender_retarget_walk
_bone_local
def _bone_local(matrix: Matrix, parent: Matrix | None) -> Matrixmodule function · internal · tech_connector/game_engine/integration/blender_retarget_walk.py:57
_rotation_only
def _rotation_only(matrix: Matrix) -> Matrixmodule function · internal · tech_connector/game_engine/integration/blender_retarget_walk.py:61
_armature
def _armature(objects: set[str]) -> bpy.types.Objectmodule function · internal · tech_connector/game_engine/integration/blender_retarget_walk.py:65
_sha256
def _sha256(path: Path) -> strmodule function · internal · tech_connector/game_engine/integration/blender_retarget_walk.py:72
retarget_walk
def retarget_walk(source_path: Path, target_path: Path, output_path: Path, report_path: Path) -> dictmodule function · public name · tech_connector/game_engine/integration/blender_retarget_walk.py:80
tech_connector.game_engine.integration.blender_usd_compose
_value_type
def _value_type(Sdf, name)module function · internal · tech_connector/game_engine/integration/blender_usd_compose.py:11
_coerce_value
def _coerce_value(Gf, value, type_name)module function · internal · tech_connector/game_engine/integration/blender_usd_compose.py:29
compose
def compose(request_path: str, result_path: str) -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_usd_compose.py:49
main
def main() -> Nonemodule function · public name · tech_connector/game_engine/integration/blender_usd_compose.py:177
tech_connector.game_engine.integration.build_skm_motion_demo
_write_skin_mesh
def _write_skin_mesh(path: Path, native, binding: dict) -> Nonemodule function · internal · tech_connector/game_engine/integration/build_skm_motion_demo.py:46
_validate_skin_influences
def _validate_skin_influences(binding: dict) -> dictmodule function · internal · tech_connector/game_engine/integration/build_skm_motion_demo.py:75
Preserve the source skin weights on the native 32-influence GPU path.
_validate_motion_skeleton
def _validate_motion_skeleton(reference: dict, candidate: dict, role: str) -> Nonemodule function · internal · tech_connector/game_engine/integration/build_skm_motion_demo.py:97
Every clip must use the rendered mesh's joint hierarchy and bind pose.
build_demo
def build_demo(base_scene: Path, report_path: Path, output_dir: Path) -> dictmodule function · public name · tech_connector/game_engine/integration/build_skm_motion_demo.py:112
tech_connector.game_engine.integration.capability_maturity_service
CapabilityEvidence.to_dict
def CapabilityEvidence.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/capability_maturity_service.py:28
CapabilityMaturityAssessment.to_dict
def CapabilityMaturityAssessment.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/capability_maturity_service.py:42
register_capability_evidence
def register_capability_evidence(evidence: CapabilityEvidence) -> Nonemodule function · public name · tech_connector/game_engine/integration/capability_maturity_service.py:709
assess_capability
def assess_capability(command: Any, evidence: CapabilityEvidence | None=None) -> CapabilityMaturityAssessmentmodule function · public name · tech_connector/game_engine/integration/capability_maturity_service.py:713
audit_capability_maturity
def audit_capability_maturity(commands: Iterable[Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/capability_maturity_service.py:788
tech_connector.game_engine.integration.capability_qualification_service
capability_test_files
def capability_test_files(source_root: str | Path) -> tuple[Path, ...]module function · public name · tech_connector/game_engine/integration/capability_qualification_service.py:24
qualify_capability_evidence
def qualify_capability_evidence(source_root: str | Path, output_root: str | Path, *, timeout_seconds: float=300.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/capability_qualification_service.py:36
validate_capability_qualification
def validate_capability_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/capability_qualification_service.py:77
load_capability_qualification
def load_capability_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/capability_qualification_service.py:97
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/capability_qualification_service.py:105
tech_connector.game_engine.integration.content_browser_qualification_service
ContentBrowserQualificationReceipt.to_dict
def ContentBrowserQualificationReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/content_browser_qualification_service.py:28
qualify_content_browser_scale
def qualify_content_browser_scale(lifecycle: ContentBrowserLifecycleService, *, sample_count: int=50000, query_budget_ms: float=750.0, inventory_budget_ms: float=2000.0) -> ContentBrowserQualificationReceiptmodule function · public name · tech_connector/game_engine/integration/content_browser_qualification_service.py:32
Exercise compiled search over a large deterministic inventory and record evidence.
tech_connector.game_engine.integration.content_production_qualification_service
qualify_content_production
def qualify_content_production(source_root: str | Path, output_root: str | Path, *, maximum_total_seconds: float=30.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/content_production_qualification_service.py:27
validate_content_production_qualification
def validate_content_production_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/content_production_qualification_service.py:320
load_content_production_qualification
def load_content_production_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/content_production_qualification_service.py:341
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/content_production_qualification_service.py:349
tech_connector.game_engine.integration.context_call_registry
_dedent
def _dedent(source: str) -> strmodule function · internal · tech_connector/game_engine/integration/context_call_registry.py:37
register_context_call
def register_context_call(call: ContextCall) -> Nonemodule function · public name · tech_connector/game_engine/integration/context_call_registry.py:319
Register or replace a context call at runtime.
normalize_dcc_name
def normalize_dcc_name(dcc: str) -> strmodule function · public name · tech_connector/game_engine/integration/context_call_registry.py:324
get_context_call
def get_context_call(dcc: str, key: str) -> ContextCall | Nonemodule function · public name · tech_connector/game_engine/integration/context_call_registry.py:333
list_context_calls
def list_context_calls(dcc: str | None=None) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/integration/context_call_registry.py:349
_parse_jsonish
def _parse_jsonish(value: Any) -> Anymodule function · internal · tech_connector/game_engine/integration/context_call_registry.py:370
_first_json_line
def _first_json_line(text: str) -> Anymodule function · internal · tech_connector/game_engine/integration/context_call_registry.py:382
_normalize_bridge_response
def _normalize_bridge_response(response: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/context_call_registry.py:393
Normalize bridge responses from old/new Unreal/Maya/Blender callers.
_format_code_template
def _format_code_template(source: str, kwargs: Mapping[str, Any] | None=None) -> strmodule function · internal · tech_connector/game_engine/integration/context_call_registry.py:456
execute_context_call
def execute_context_call(dcc: str, key: str, bridge: Any, *, args: list[Any] | None=None, kwargs: dict[str, Any] | None=None, timeout: float | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/context_call_registry.py:467
Execute a registered context call through a DCC bridge. The bridge may expose `safe_call`, `call`, or `execute_python`. The result is always normalized into `{ok, data, error, ...}`.
execute_python_context_json
def execute_python_context_json(dcc: str, bridge: Any, source: str, *, timeout: float=12.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/context_call_registry.py:545
Execute a vetted/ad-hoc Python snippet and normalize JSON stdout/result. This is used by existing Unreal context builders while the registry gains more named function coverage. It still routes through the same normalization layer as registe
tech_connector.game_engine.integration.dcc_bridge_setup
install_blender_startup_bridge
def install_blender_startup_bridge(all_versions=True) -> DCCSetupResultmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:35
blender_script_editor_snippet
def blender_script_editor_snippet(repo_root=None) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:76
install_substance_painter_bridge
def install_substance_painter_bridge() -> DCCSetupResultmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:103
substance_painter_script_editor_snippet
def substance_painter_script_editor_snippet(repo_root=None) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:126
install_3dsmax_startup_bridge
def install_3dsmax_startup_bridge() -> DCCSetupResultmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:151
max_script_editor_snippet
def max_script_editor_snippet(repo_root=None) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:177
install_gimp_bridge
def install_gimp_bridge() -> DCCSetupResultmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:191
Installs the Tech Connector Python-Fu plugin for the current user. :return: Result describing the installation outcome.
install_photoshop_uxp_bridge
def install_photoshop_uxp_bridge() -> DCCSetupResultmodule function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:216
Installs the Tech Connector UXP plugin for the current user. :return: Result describing the installation outcome.
_roaming_app_data_dir
def _roaming_app_data_dir() -> Pathmodule function · internal · tech_connector/game_engine/integration/dcc_bridge_setup.py:241
Gets the current user's roaming application-data directory. :return: Platform-appropriate roaming application-data directory.
auto_reconnect_dcc_bridges
def auto_reconnect_dcc_bridges(bridge_factories: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_bridge_setup.py:254
Preflight check across all 2D and 3D DCC bridges, auto-reconnecting active sockets.
tech_connector.game_engine.integration.dcc_capability_audit_service
DccHostAudit.to_dict
def DccHostAudit.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_capability_audit_service.py:52
audit_dcc_capabilities
def audit_dcc_capabilities(hosts: tuple[str, ...]=AUDITED_HOSTS) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_capability_audit_service.py:56
audit_dcc_host
def audit_dcc_host(host: str) -> DccHostAuditmodule function · public name · tech_connector/game_engine/integration/dcc_capability_audit_service.py:81
_audit_tc_native
def _audit_tc_native() -> DccHostAuditmodule function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:109
_bridged_rigging_evidence
def _bridged_rigging_evidence(host: str) -> DccDepartmentEvidence | Nonemodule function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:128
_operation_departments
def _operation_departments(registry: dict[str, Any], *, host: str='') -> dict[str, DccDepartmentEvidence]module function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:168
_callable_contract_exists
def _callable_contract_exists(function: str, *, host: str='') -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:207
_workspace_python_source
def _workspace_python_source(module_name: str) -> Path | Nonemodule function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:243
_assigned_names
def _assigned_names(node: ast.Assign | ast.AnnAssign) -> set[str]module function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:252
_imported_names
def _imported_names(node: ast.Import | ast.ImportFrom) -> set[str]module function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:261
_department_for_operation
def _department_for_operation(operation: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:268
_workspace_root
def _workspace_root() -> Pathmodule function · internal · tech_connector/game_engine/integration/dcc_capability_audit_service.py:285
tech_connector.game_engine.integration.dcc_execution_service
CapabilityCheckResult.to_dict
def CapabilityCheckResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:33
DccExecutionRequest.to_dict
def DccExecutionRequest.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:61
DccDispatchResult.to_dict
def DccDispatchResult.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:84
DccExecutionAdapter.check_capabilities
def DccExecutionAdapter.check_capabilities(self, request: DccExecutionRequest, context: RequestContext) -> CapabilityCheckResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:91
DccExecutionAdapter.preview
def DccExecutionAdapter.preview(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:92
DccExecutionAdapter.query
def DccExecutionAdapter.query(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:93
DccExecutionAdapter.execute
def DccExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:94
_window
def _window(context: RequestContext)module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:97
_method
def _method(window: Any, name: str)module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:101
_maya_direct_bridge_available
def _maya_direct_bridge_available() -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:106
_maya_direct_bridge_sessions
def _maya_direct_bridge_sessions() -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:115
_format_maya_session_choices
def _format_maya_session_choices(sessions: list[dict[str, Any]]) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:126
_normalise_path_fragment
def _normalise_path_fragment(value: Any) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:138
_session_match_terms
def _session_match_terms(value: Any) -> set[str]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:143
_maya_port_for_prompted_session
def _maya_port_for_prompted_session(text: str, sessions: list[dict[str, Any]]) -> int | Nonemodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:152
_prompt_mentions_maya_session
def _prompt_mentions_maya_session(text: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:198
_unreal_direct_bridge_available
def _unreal_direct_bridge_available() -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:210
_extract_json_payload
def _extract_json_payload(raw: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:221
_as_name_list
def _as_name_list(value: Any) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:250
_node_from_plug
def _node_from_plug(value: Any) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:267
_maya_operation_target_names
def _maya_operation_target_names(operation_key: str, params: dict[str, Any]) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:272
Return existing Maya scene objects that should be verified before mutation.
_guess_callable_name
def _guess_callable_name(prompt: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:296
_signature_for_callable
def _signature_for_callable(callable_name: str, context: RequestContext) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:307
_required_args_from_signature
def _required_args_from_signature(signature: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:348
build_dcc_execution_request
def build_dcc_execution_request(decision: dict, context: RequestContext) -> DccExecutionRequestmodule function · public name · tech_connector/game_engine/integration/dcc_execution_service.py:366
WindowDccExecutionAdapter.check_capabilities
def WindowDccExecutionAdapter.check_capabilities(self, request: DccExecutionRequest, context: RequestContext) -> CapabilityCheckResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:530
WindowDccExecutionAdapter.preview
def WindowDccExecutionAdapter.preview(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:546
WindowDccExecutionAdapter.query
def WindowDccExecutionAdapter.query(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:566
WindowDccExecutionAdapter.execute
def WindowDccExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:587
WindowDccExecutionAdapter._query_method_name
def WindowDccExecutionAdapter._query_method_name(self, request: DccExecutionRequest) -> strclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:608
MayaExecutionAdapter._execute_maya_code
def MayaExecutionAdapter._execute_maya_code(self, bridge: Any, code: str, request: DccExecutionRequest, timeout: float) -> tuple[bool, Any]class method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:618
MayaExecutionAdapter.check_capabilities
def MayaExecutionAdapter.check_capabilities(self, request: DccExecutionRequest, context: RequestContext) -> CapabilityCheckResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:633
MayaExecutionAdapter.query
def MayaExecutionAdapter.query(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:678
MayaExecutionAdapter.execute
def MayaExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:695
MayaExecutionAdapter._execute_known_maya_operation
def MayaExecutionAdapter._execute_known_maya_operation(self, operation_key: str, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:718
MayaExecutionAdapter._preflight_maya_object_targets
def MayaExecutionAdapter._preflight_maya_object_targets(self, operation_key: str, params: dict[str, Any], request: DccExecutionRequest, bridge: Any) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:809
MayaExecutionAdapter._query_maya_joints
def MayaExecutionAdapter._query_maya_joints(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:870
MayaExecutionAdapter._query_maya_ls
def MayaExecutionAdapter._query_maya_ls(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:904
MayaExecutionAdapter._query_maya_selection_direct
def MayaExecutionAdapter._query_maya_selection_direct(self, request: DccExecutionRequest) -> DccDispatchResultclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1008
MayaExecutionAdapter._query_maya_scene_direct
def MayaExecutionAdapter._query_maya_scene_direct(self, request: DccExecutionRequest) -> DccDispatchResultclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1012
BlenderExecutionAdapter.execute
def BlenderExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1064
BlenderExecutionAdapter._execute_known_blender_operation
def BlenderExecutionAdapter._execute_known_blender_operation(self, operation_key: str, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1087
UnrealExecutionAdapter.check_capabilities
def UnrealExecutionAdapter.check_capabilities(self, request: DccExecutionRequest, context: RequestContext) -> CapabilityCheckResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1153
UnrealExecutionAdapter.query
def UnrealExecutionAdapter.query(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1172
UnrealExecutionAdapter.preview
def UnrealExecutionAdapter.preview(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1204
UnrealExecutionAdapter._execute_project_inspection_query
def UnrealExecutionAdapter._execute_project_inspection_query(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1211
UnrealExecutionAdapter._execute_query_preset
def UnrealExecutionAdapter._execute_query_preset(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1240
UnrealExecutionAdapter.execute
def UnrealExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1270
UnrealExecutionAdapter._execute_unreal_graph_request
def UnrealExecutionAdapter._execute_unreal_graph_request(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1302
UnrealExecutionAdapter._execute_known_unreal_operation
def UnrealExecutionAdapter._execute_known_unreal_operation(self, operation_key: str, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1473
UnrealExecutionAdapter._unreal_bridge
def UnrealExecutionAdapter._unreal_bridge(self) -> Any | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1566
UnrealExecutionAdapter._run_unreal_python
def UnrealExecutionAdapter._run_unreal_python(self, source: str, request: DccExecutionRequest) -> tuple[bool, Any]class method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1574
UnrealExecutionAdapter._query_unreal_selection_direct
def UnrealExecutionAdapter._query_unreal_selection_direct(self, request: DccExecutionRequest) -> DccDispatchResultclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1586
UnrealExecutionAdapter._execute_unreal_project_snapshot_direct
def UnrealExecutionAdapter._execute_unreal_project_snapshot_direct(self, request: DccExecutionRequest) -> DccDispatchResultclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1626
UnrealExecutionAdapter._execute_known_unreal_operation_direct
def UnrealExecutionAdapter._execute_known_unreal_operation_direct(self, operation_key: str, request: DccExecutionRequest) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1677
UnrealExecutionAdapter._execute_unreal_python_callable
def UnrealExecutionAdapter._execute_unreal_python_callable(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1755
SubstancePainterExecutionAdapter.execute
def SubstancePainterExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1813
SubstancePainterExecutionAdapter._execute_known_painter_operation
def SubstancePainterExecutionAdapter._execute_known_painter_operation(self, operation_key: str, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1836
MotionBuilderExecutionAdapter.execute
def MotionBuilderExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1896
MotionBuilderExecutionAdapter._execute_known_mobu_operation
def MotionBuilderExecutionAdapter._execute_known_mobu_operation(self, operation_key: str, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:1919
UnityExecutionAdapter.execute
def UnityExecutionAdapter.execute(self, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResultclass method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:1979
UnityExecutionAdapter._execute_known_unity_operation
def UnityExecutionAdapter._execute_known_unity_operation(self, operation_key: str, request: DccExecutionRequest, context: RequestContext) -> DccDispatchResult | Noneclass method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2002
default_dcc_execution_adapters
def default_dcc_execution_adapters() -> dict[str, DccExecutionAdapter]module function · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2064
_format_unreal_user_message
def _format_unreal_user_message(raw: Any) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2112
_is_unreal_project_inspection_prompt
def _is_unreal_project_inspection_prompt(prompt: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2152
_format_unreal_project_inspection_report
def _format_unreal_project_inspection_report(raw: Any, *, prompt: str, ok: bool) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2163
_coerce_dict
def _coerce_dict(raw: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2223
_inspection_terms_found
def _inspection_terms_found(data: dict[str, Any], prompt: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2237
_format_unreal_operation_report
def _format_unreal_operation_report(raw: Any, *, operation: str, ok: bool, request: dict[str, Any], detail_text: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2248
SubstanceBridgeService.__init__
def SubstanceBridgeService.__init__(self, host: str='127.0.0.1', port: int=6004)class method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2266
SubstanceBridgeService.execute_substance_script
def SubstanceBridgeService.execute_substance_script(self, script_code: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2270
SubstanceBridgeService.apply_color_palette_swatches
def SubstanceBridgeService.apply_color_palette_swatches(self, swatches: list[dict[str, str]]) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2286
SubstanceBridgeService.export_textures_to_unreal
def SubstanceBridgeService.export_textures_to_unreal(self, export_preset: str='Unreal Engine 5 (Packed)', output_path: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2290
PhotoshopBridgeService.__init__
def PhotoshopBridgeService.__init__(self, host: str='127.0.0.1', port: int=8042)class method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2298
PhotoshopBridgeService.execute_jsx
def PhotoshopBridgeService.execute_jsx(self, jsx_script: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2302
PhotoshopBridgeService.import_swatches_palette
def PhotoshopBridgeService.import_swatches_palette(self, hex_colors: list[str]) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2305
GimpBridgeService.__init__
def GimpBridgeService.__init__(self, host: str='127.0.0.1', port: int=10008)class method · internal · tech_connector/game_engine/integration/dcc_execution_service.py:2313
GimpBridgeService.execute_python_fu
def GimpBridgeService.execute_python_fu(self, script_code: str) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2317
GimpBridgeService.convert_image_format_batch
def GimpBridgeService.convert_image_format_batch(self, input_files: list[str], target_format: str='tga') -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_execution_service.py:2320
tech_connector.game_engine.integration.dcc_host_qualification_service
DccHostQualificationReceipt.to_dict
def DccHostQualificationReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_host_qualification_service.py:72
probe_dcc_host
def probe_dcc_host(host: str, *, bridge: Any | None=None, requested_ports: tuple[int, ...]=(), timeout: float=3.0, max_sessions: int=16, install_recovery_verified: bool=False, identity_latency_budget_ms: float=1000.0, identity_latency_samples: int=3) -> DccHostQualificationReceiptmodule function · public name · tech_connector/game_engine/integration/dcc_host_qualification_service.py:146
validate_host_qualification_receipt
def validate_host_qualification_receipt(host: str, receipt: DccHostQualificationReceipt | dict[str, Any] | None, *, now: datetime | None=None, max_age_seconds: float=DEFAULT_QUALIFICATION_MAX_AGE_SECONDS, bridge: Any | None=None, require_live_sessions: bool=True, live_timeout: float=1.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_host_qualification_service.py:401
_qualification_session_identity
def _qualification_session_identity(row: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_host_qualification_service.py:503
_json_value
def _json_value(value: Any) -> Anymodule function · internal · tech_connector/game_engine/integration/dcc_host_qualification_service.py:507
qualification_ledger
def qualification_ledger(path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_host_qualification_service.py:517
store_qualification_receipt
def store_qualification_receipt(receipt: DccHostQualificationReceipt, path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_host_qualification_service.py:538
bridge_for_host
def bridge_for_host(host: str) -> Anymodule function · public name · tech_connector/game_engine/integration/dcc_host_qualification_service.py:563
tech_connector.game_engine.integration.dcc_operation_service
dcc_operation_registry
def dcc_operation_registry(host: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:966
Return the authoritative operation registry for a supported host.
registered_dcc_operation
def registered_dcc_operation(host: str, operation: str) -> Any | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:993
Resolve an operation only when it exists in an authoritative registry.
resolve_registered_dcc_operation_key
def resolve_registered_dcc_operation_key(host: str, operation: str) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:998
Return an exact registry key for an exact or unique leaf-name match. Planner models sometimes shorten a known key such as ``scene.move`` to ``move``. A unique registry leaf is safe to canonicalize; ambiguous or unknown names remain unresolv
build_dcc_capability_gap_plan
def build_dcc_capability_gap_plan(host: str, requested_operation: str, *, original_request: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1016
Describe the required acquisition path for an unregistered DCC call.
detect_dcc_host
def detect_dcc_host(text: str) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1188
is_dcc_prototype_request
def is_dcc_prototype_request(text: str, host: str='') -> boolmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1196
is_dcc_debug_request
def is_dcc_debug_request(text: str, host: str='') -> boolmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1213
infer_dcc_template
def infer_dcc_template(text: str) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1222
build_dcc_prototype_params
def build_dcc_prototype_params(host: str, text: str, context: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1237
attach_operation_context
def attach_operation_context(params: dict[str, Any], *, previous_work_context: str='', research_mode: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1270
Attach optional shared planning context to a DCC operation payload.
build_dcc_debug_params
def build_dcc_debug_params(host: str, text: str, context: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1285
dcc_operation_function
def dcc_operation_function(host: str, mode: str) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1309
is_painter_multi_operation_prompt
def is_painter_multi_operation_prompt(prompt: str) -> boolmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1315
Recognize an ordered Painter authoring request before single-op routing.
is_blender_process_export_prompt
def is_blender_process_export_prompt(prompt: str) -> boolmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1326
Recognize a scene-preparation plus FBX-export request in Blender.
dcc_prompt_to_operation
def dcc_prompt_to_operation(host: str, text: str, *, decision: dict[str, Any] | None=None, problem_formulation: dict[str, Any] | None=None) -> str | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1337
Resolve an explicit DCC operation only after problem formulation. Source-code questions such as "what file creates rig" must never become a live rig-creation operation merely because they contain the words "create rig".
build_dcc_operation_params
def build_dcc_operation_params(host: str, operation: str, text: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:1594
_strip_quotes
def _strip_quotes(value: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1823
_split_maya_names
def _split_maya_names(raw: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1827
_extract_maya_plugs
def _extract_maya_plugs(text: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1854
_extract_json_tail
def _extract_json_tail(text: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1858
_labeled_maya_file
def _labeled_maya_file(text: str, label: str, suffixes: str) -> str | Nonemodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1870
Extract only a file explicitly paired with a role; never guess by path order.
_maya_file_as_role
def _maya_file_as_role(text: str, label: str, suffixes: str) -> str | Nonemodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1883
Accept an explicit `path.fbx as target/source HIK` role, if unambiguous.
_parse_scalar
def _parse_scalar(value: str) -> Anymodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1895
_extract_arg_list
def _extract_arg_list(text: str) -> list[Any]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1906
_extract_kwargs
def _extract_kwargs(text: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1918
_extract_function_path
def _extract_function_path(text: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1934
_extract_color
def _extract_color(text: str) -> Anymodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1953
_word_in_text
def _word_in_text(text: str, word: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1983
_build_maya_operation_params
def _build_maya_operation_params(operation: str, text: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:1987
maya_operation_code
def maya_operation_code(operation: str, params: dict[str, Any]) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:2228
Generate reviewed Maya Python for built-in Tech Connector Maya operations.
_build_blender_operation_params
def _build_blender_operation_params(operation: str, text: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:2702
_split_blender_names
def _split_blender_names(raw: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:2756
_extract_blender_function_path
def _extract_blender_function_path(text: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_operation_service.py:2780
blender_operation_code
def blender_operation_code(operation: str, params: dict[str, Any]) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_operation_service.py:2785
Generate reviewed Blender Python for built-in Tech Connector Blender operations.
tech_connector.game_engine.integration.dcc_production_workflow_service
DccWorkflowReceipt.to_dict
def DccWorkflowReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:85
_step
def _step(operation: str, label: str, params: dict[str, Any] | None=None, **kwargs: Any) -> DccWorkflowStepmodule function · internal · tech_connector/game_engine/integration/dcc_production_workflow_service.py:89
validate_workflow_catalog
def validate_workflow_catalog() -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:351
plan_dcc_workflow
def plan_dcc_workflow(workflow_key: str, *, workspace: str | Path, step_inputs: dict[str, dict[str, Any]] | None=None, session_port: int | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:392
execute_dcc_workflow
def execute_dcc_workflow(workflow_key: str, *, workspace: str | Path, step_inputs: dict[str, dict[str, Any]] | None=None, session_port: int | None=None, confirm_mutating: bool=False, delegated_step_receipts: dict[str, dict[str, Any]] | None=None, executor: Callable[[str, str, str, dict[str, Any], int | None], Any] | None=None, cancel_token: Any=None, progress_callback: Callable[[dict[str, Any]], None] | None=None) -> DccWorkflowReceiptmodule function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:441
validate_workflow_receipt
def validate_workflow_receipt(workflow_key: str, receipt: DccWorkflowReceipt | dict[str, Any] | None, *, now: datetime | None=None, max_age_seconds: float=DEFAULT_WORKFLOW_RECEIPT_MAX_AGE_SECONDS, bridge: Any | None=None, check_artifacts: bool=True) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:679
workflow_receipt_ledger
def workflow_receipt_ledger(path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:787
Load the durable workflow receipt ledger without trusting malformed rows.
store_workflow_receipt
def store_workflow_receipt(receipt: DccWorkflowReceipt | dict[str, Any], path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:811
Atomically retain the latest receipt for a workflow for launch audits.
_workflow_json_value
def _workflow_json_value(value: Any) -> Anymodule function · internal · tech_connector/game_engine/integration/dcc_production_workflow_service.py:843
resolve_workflow_session_port
def resolve_workflow_session_port(host: str, requested_port: int | None=None) -> int | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:853
attach_workflow_receipt_to_scene
def attach_workflow_receipt_to_scene(document: FederatedSceneDocument, receipt: DccWorkflowReceipt | dict[str, Any], *, source_path: str='', session_key: str='', executable_hint: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_production_workflow_service.py:869
_execute_step
def _execute_step(host: str, operation: str, callable_name: str, params: dict[str, Any], session_port: int | None) -> Anymodule function · internal · tech_connector/game_engine/integration/dcc_production_workflow_service.py:920
_resolve_workspace_tokens
def _resolve_workspace_tokens(value: Any, workspace: str) -> Anymodule function · internal · tech_connector/game_engine/integration/dcc_production_workflow_service.py:926
_normalize_execution_result
def _normalize_execution_result(raw: Any) -> tuple[bool, dict[str, Any]]module function · internal · tech_connector/game_engine/integration/dcc_production_workflow_service.py:939
tech_connector.game_engine.integration.dcc_receipt_integrity_service
stable_receipt_digest
def stable_receipt_digest(value: Any) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_receipt_integrity_service.py:17
receipt_environment_fingerprint
def receipt_environment_fingerprint() -> strmodule function · public name · tech_connector/game_engine/integration/dcc_receipt_integrity_service.py:22
bridge_implementation_fingerprint
def bridge_implementation_fingerprint(bridge: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_receipt_integrity_service.py:30
safe_source_fingerprint
def safe_source_fingerprint(path: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_receipt_integrity_service.py:41
parse_receipt_datetime
def parse_receipt_datetime(value: Any) -> datetime | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_receipt_integrity_service.py:50
tech_connector.game_engine.integration.dcc_release_qualification_runner
qualify_dcc_release_host
def qualify_dcc_release_host(host: str, *, workspace: str | Path, session_port: int | None=None, confirm_mutating: bool=False, install_recovery_verified: bool=False, bridge: Any | None=None, progress_callback: Callable[[dict[str, Any]], None] | None=None, cancellation_event: threading.Event | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_release_qualification_runner.py:35
Collect every release receipt for one host against one pinned session. Host identity and source parity are read-only. Production workflows run only when ``confirm_mutating`` is explicit, and every stage retains its normal signed/fingerprint
_cancelled_result
def _cancelled_result(host: str, events: list[dict[str, Any]], message: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_release_qualification_runner.py:176
tech_connector.game_engine.integration.dcc_release_readiness_service
audit_dcc_release_readiness
def audit_dcc_release_readiness(*, qualification_receipts: dict[str, Any] | None=None, workflow_receipts: dict[str, Any] | None=None, source_parity_receipts: dict[str, Any] | None=None, source_parity_max_age_seconds: float=DEFAULT_SOURCE_PARITY_MAX_AGE_SECONDS, verify_live_source_sessions: bool=True, qualification_max_age_seconds: float=DEFAULT_QUALIFICATION_MAX_AGE_SECONDS, verify_live_host_sessions: bool=True, workflow_receipt_max_age_seconds: float=DEFAULT_WORKFLOW_RECEIPT_MAX_AGE_SECONDS) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_release_readiness_service.py:32
_workflow_receipt
def _workflow_receipt(value: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_release_readiness_service.py:213
_nested_receipt
def _nested_receipt(value: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_release_readiness_service.py:219
tech_connector.game_engine.integration.dcc_scene_restoration_service
normalize_restore_policy
def normalize_restore_policy(value: str | None) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:35
discover_dcc_executable
def discover_dcc_executable(provider: str, executable_hint: str='') -> strmodule function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:40
dcc_launch_command
def dcc_launch_command(provider: str, executable_path: str, source_path: str) -> list[str]module function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:81
launch_dcc_source
def launch_dcc_source(source: dict[str, Any], *, popen: Callable[..., subprocess.Popen[Any]]=subprocess.Popen) -> DccRestoreLaunchmodule function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:102
wait_for_launched_session
def wait_for_launched_session(launch: DccRestoreLaunch, discover_sessions: Callable[[], list[dict[str, Any]]], *, cancel_event: threading.Event | None=None, timeout: float=60.0, poll_seconds: float=0.5) -> dict[str, Any] | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:127
dcc_session_state_restore_code
def dcc_session_state_restore_code(provider: str, state: dict[str, Any]) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:160
Build bounded host-local code for portable camera/frame restoration.
restore_scene_sources
def restore_scene_sources(sources: list[dict[str, Any]], *, policy: str, discover_sessions: Callable[[], list[dict[str, Any]]], open_source: Callable[[str, str], tuple[bool, str]], capture_snapshot: Callable[[str], tuple[bool, Any]] | None=None, apply_session_state: Callable[[str, dict[str, Any]], tuple[bool, str]] | None=None, launch_source: Callable[[dict[str, Any]], DccRestoreLaunch]=launch_dcc_source, cancel_event: threading.Event | None=None, launch_timeout: float=60.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_scene_restoration_service.py:289
Reattach exact sessions, safely reuse idle sessions, or launch a separate DCC.
tech_connector.game_engine.integration.dcc_smart_search_service
SmartSearchCandidate.continues
def SmartSearchCandidate.continues(self) -> boolclass method · public name · tech_connector/game_engine/integration/dcc_smart_search_service.py:69
Whether insertion should immediately continue hierarchical completion.
SmartSearchCandidate.display
def SmartSearchCandidate.display(self) -> strclass method · public name · tech_connector/game_engine/integration/dcc_smart_search_service.py:74
_normalized_package_dirs
def _normalized_package_dirs(package_dirs: Sequence[Path] | None) -> dict[str, Path]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:80
_host_for_name
def _host_for_name(value: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:87
_matches
def _matches(query: str, *values: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:100
_tool_path_matches
def _tool_path_matches(query: str, *values: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:107
_same_tool_reference
def _same_tool_reference(left: str, right: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:122
_query_allows_private_symbols
def _query_allows_private_symbols(query: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:128
_module_for_file
def _module_for_file(package: str, rel_path: str, module: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:132
_select_symbol_source_columns
def _select_symbol_source_columns(connection: sqlite3.Connection) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:145
_class_base_text
def _class_base_text(source: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:155
_package_class_type_candidates
def _package_class_type_candidates(packages: Sequence[str], type_query: str, *, db_path: Path, limit: int, scoped: bool) -> list[SmartSearchCandidate]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:160
Read indexed classes whose base/type text matches ``type_query``.
_package_function_candidates
def _package_function_candidates(package: str, query: str, *, db_path: Path, limit: int) -> list[SmartSearchCandidate]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:235
Read package callables from the persistent project index without rescanning.
_application_candidates
def _application_candidates(host: str, query: str, *, package_dirs: dict[str, Path], db_path: Path, limit: int) -> list[SmartSearchCandidate]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:336
_app_context_for_name
def _app_context_for_name(value: str)module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:391
Resolve non-DCC applications through the shared application registry.
_connection_detail
def _connection_detail(app_id: str, settings: dict[str, Any] | None) -> tuple[bool | None, str]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:402
Return a sanitized connection summary without ever exposing credentials.
_safe_reference_segment
def _safe_reference_segment(value: str) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:425
_connected_application_candidates
def _connected_application_candidates(context: Any, query: str, *, settings: dict[str, Any] | None, limit: int) -> list[SmartSearchCandidate]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:431
Build target completions for messaging, ops, and installed integrations.
_connected_application_roots
def _connected_application_roots(query: str, *, settings: dict[str, Any] | None) -> list[SmartSearchCandidate]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:531
_global_package_function_candidates
def _global_package_function_candidates(query: str, *, package_dirs: dict[str, Path], db_path: Path, limit: int) -> list[SmartSearchCandidate]module function · internal · tech_connector/game_engine/integration/dcc_smart_search_service.py:569
smart_search_suggestions
def smart_search_suggestions(query: str, *, active_hosts: Iterable[str]=(), package_dirs: Sequence[Path] | None=None, db_path: Path | None=None, limit: int=20, settings: dict[str, Any] | None=None) -> list[SmartSearchCandidate]module function · public name · tech_connector/game_engine/integration/dcc_smart_search_service.py:610
Return hierarchical suggestions for text following ``@``. ``Application.`` searches registered host operations and associated indexed tools. ``package.`` searches indexed Python modules/functions beneath that package. Slash package referenc
active_hosts_from_context
def active_hosts_from_context(context: str) -> tuple[str, ...]module function · public name · tech_connector/game_engine/integration/dcc_smart_search_service.py:754
Extract active hosts from the command router's cached context string.
smart_search_context_block
def smart_search_context_block(text: str, *, db_path: Path | None=None, settings: dict[str, Any] | None=None) -> strmodule function · public name · tech_connector/game_engine/integration/dcc_smart_search_service.py:761
Resolve selected Smart Search references into deterministic prompt evidence.
tech_connector.game_engine.integration.dcc_source_parity_qualification_service
qualify_dcc_source_parity
def qualify_dcc_source_parity(host: str, port: int, *, bridge: Any | None=None, timeout: float=5.0, latency_budget_ms: float=5000.0, object_limit: int=24) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:42
Prove a bounded snapshot is exact-session, role-appropriate, and non-mutating.
validate_source_parity_receipt
def validate_source_parity_receipt(host: str, receipt: dict[str, Any] | None, *, now: datetime | None=None, max_age_seconds: float=DEFAULT_SOURCE_PARITY_MAX_AGE_SECONDS, bridge: Any | None=None, check_source: bool=True, require_live_session: bool=True, live_timeout: float=1.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:203
Validate receipt integrity, freshness, environment, bridge, and source revision.
qualify_available_dcc_sources
def qualify_available_dcc_sources(*, hosts: list[str] | tuple[str, ...] | None=None, session_ports: dict[str, int] | None=None, bridge_factory=None, timeout: float=5.0, latency_budget_ms: float=5000.0, object_limit: int=24, persist: bool=False, ledger_path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:344
Qualify available exact sessions without guessing among multiple endpoints.
source_parity_ledger
def source_parity_ledger(path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:420
store_source_parity_receipt
def store_source_parity_receipt(receipt: dict[str, Any], path: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:442
_snapshot_result
def _snapshot_result(result: Any) -> tuple[bool, Any]module function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:472
_provider_key
def _provider_key(value: Any) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:480
_session_identity
def _session_identity(row: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:485
_scene_identity
def _scene_identity(row: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:491
_snapshot_matches_session
def _snapshot_matches_session(snapshot: dict[str, Any], session: dict[str, Any]) -> boolmodule function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:499
_observer_state
def _observer_state(row: dict[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:515
_changed_observer_state
def _changed_observer_state(before: dict[str, Any], after: dict[str, Any]) -> dict[str, dict[str, Any]]module function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:519
_role_evidence
def _role_evidence(host: str, snapshot: dict[str, Any], profile: dict[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dcc_source_parity_qualification_service.py:527
tech_connector.game_engine.integration.dcc_viewport_stream
window_description_states
def window_description_states(description: str) -> list[tuple[int, bool]]module function · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:32
Return matching top-level Win32 window PIDs/states in enumeration order.
window_description_is_enabled
def window_description_is_enabled(description: str) -> bool | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:61
window_description_score
def window_description_score(description: str, provider: str, scene: str='') -> intmodule function · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:66
Rank a capturable app window against one bridge session.
estimate_viewport_crop
def estimate_viewport_crop(image: QImage, provider: str) -> QRectF | Nonemodule function · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:87
Detect the central DCC viewport from strong dock/panel separator edges.
DccViewportStream.__init__
def DccViewportStream.__init__(self, parent: QObject | None=None, *, max_fps: float=30.0)class method · internal · tech_connector/game_engine/integration/dcc_viewport_stream.py:148
DccViewportStream.active
def DccViewportStream.active(self) -> boolclass method · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:170
DccViewportStream.matching_window
def DccViewportStream.matching_window(provider: str, scene: str='', process_id: int=0) -> QCapturableWindow | Noneclass method · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:174
DccViewportStream.start
def DccViewportStream.start(self, provider: str, *, scene: str='', crop_rect: QRectF | None=None, process_id: int=0) -> boolclass method · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:201
DccViewportStream.stop
def DccViewportStream.stop(self) -> Noneclass method · public name · tech_connector/game_engine/integration/dcc_viewport_stream.py:238
DccViewportStream._verify_capture_started
def DccViewportStream._verify_capture_started(self, generation: int) -> Noneclass method · internal · tech_connector/game_engine/integration/dcc_viewport_stream.py:246
DccViewportStream._schedule_retry
def DccViewportStream._schedule_retry(self, generation: int) -> Noneclass method · internal · tech_connector/game_engine/integration/dcc_viewport_stream.py:255
DccViewportStream._retry_start
def DccViewportStream._retry_start(self, generation: int) -> Noneclass method · internal · tech_connector/game_engine/integration/dcc_viewport_stream.py:258
DccViewportStream._on_capture_error
def DccViewportStream._on_capture_error(self, *_args) -> Noneclass method · internal · tech_connector/game_engine/integration/dcc_viewport_stream.py:267
DccViewportStream._on_video_frame
def DccViewportStream._on_video_frame(self, frame: QVideoFrame) -> Noneclass method · internal · tech_connector/game_engine/integration/dcc_viewport_stream.py:272
tech_connector.game_engine.integration.developer_prompt_demo_qualification_service
_operation_sequence
def _operation_sequence(plan: dict[str, Any]) -> list[str]module function · internal · tech_connector/game_engine/integration/developer_prompt_demo_qualification_service.py:257
_ordered_subsequence
def _ordered_subsequence(expected: tuple[str, ...], actual: list[str]) -> boolmodule function · internal · tech_connector/game_engine/integration/developer_prompt_demo_qualification_service.py:265
_load_runtime_evidence
def _load_runtime_evidence(paths: tuple[str | Path, ...]) -> dict[str, dict[str, Any]]module function · internal · tech_connector/game_engine/integration/developer_prompt_demo_qualification_service.py:273
Accept only complete, artifact-backed reports for matching demo cases.
qualify_developer_demo_prompts
def qualify_developer_demo_prompts(project_root: str | Path, *, output_path: str | Path | None=None, cases: tuple[DeveloperPromptCase, ...]=DEVELOPER_PROMPT_CASES, runtime_evidence_paths: tuple[str | Path, ...]=()) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/developer_prompt_demo_qualification_service.py:467
tech_connector.game_engine.integration.dynamic_pipeline_compiler_service
extract_explicit_operation_mentions
def extract_explicit_operation_mentions(prompt: str, hosts: list[str] | None=None) -> tuple[list[dict[str, Any]], list[str]]module function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:43
Resolve every explicitly named operation/callable and report unresolved names.
_merge_explicit_contracts
def _merge_explicit_contracts(selected: list[OperationContract], mentions: list[dict[str, Any]], hosts: list[str]) -> list[OperationContract]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:131
extract_ordered_hosts
def extract_ordered_hosts(prompt: str) -> list[str]module function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:183
infer_pipeline_format
def infer_pipeline_format(prompt: str) -> strmodule function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:215
infer_pipeline_subject
def infer_pipeline_subject(prompt: str) -> strmodule function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:226
is_dynamic_transfer_request
def is_dynamic_transfer_request(prompt: str) -> boolmodule function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:245
compile_delegated_painter_pipeline
def compile_delegated_painter_pipeline(prompt: str) -> dict[str, Any] | Nonemodule function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:259
Fail closed for a single-host Painter workflow with a manual layer step. The registered smart-material callable deliberately does not mutate the layer stack. Generic symbol discovery must not turn its return dictionary into a fictional prod
_score_contract
def _score_contract(contract: OperationContract, prompt: str, subject: str) -> tuple[int, str]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:386
_requested_post_import_contracts
def _requested_post_import_contracts(prompt: str, *, host: str, subject: str) -> list[OperationContract]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:411
_operation_acquisition_gap
def _operation_acquisition_gap(contract: OperationContract, prompt: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:495
_select_contract
def _select_contract(host: str, role: str, format_name: str, subject: str, prompt: str) -> OperationContract | Nonemodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:599
_path_artifact
def _path_artifact(format_name: str) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:618
_artifact_compatible
def _artifact_compatible(required: str, available: str, format_name: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:627
_best_available_artifact
def _best_available_artifact(required: str, available: dict[str, str], format_name: str) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:639
_input_parameter
def _input_parameter(contract: OperationContract, artifact: str, role: str) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:669
infer_dcc_export_scope
def infer_dcc_export_scope(prompt: str, *, host: str, subject: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:710
Describe the host objects a DCC stage should resolve at execution time.
_output_parameter
def _output_parameter(contract: OperationContract) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:757
_safe_stage_name
def _safe_stage_name(index: int, contract: OperationContract) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:764
_explicit_transfer_paths
def _explicit_transfer_paths(prompt: str, format_name: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:769
_named_static_meshes
def _named_static_meshes(prompt: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:786
Parse an exact 2–5 item named-mesh list without guessing asset identities.
_requested_motionbuilder_steps
def _requested_motionbuilder_steps(prompt: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:825
_explicit_engine_project_root
def _explicit_engine_project_root(prompt: str) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:835
Read an explicitly named engine project without confusing it with an FBX path.
_unreal_package_paths
def _unreal_package_paths(prompt: str) -> list[str]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:855
_unreal_path_params
def _unreal_path_params(prompt: str) -> tuple[str, str]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:862
_apply_prompt_parameters
def _apply_prompt_parameters(contract: OperationContract, params: dict[str, Any], prompt: str) -> Nonemodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:885
_host_clause
def _host_clause(prompt: str, host: str) -> strmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:959
Return text from a named host until the next named package.
_maya_intermediate_mesh_move
def _maya_intermediate_mesh_move(prompt: str, hosts: list[str]) -> tuple[bool, list[float] | None]module function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:972
Recognize one bounded mesh translation in the intermediate Maya clause.
_context_sensitive_parameter
def _context_sensitive_parameter(name: str) -> boolmodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:999
_required_setting
def _required_setting(required_inputs: list[dict[str, str]], *, action_id: str, contract: OperationContract, parameter: str) -> Nonemodule function · internal · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:1024
compile_dynamic_pipeline
def compile_dynamic_pipeline(prompt: str, *, project_root: str | None=None, allow_single_host: bool=False, use_default_settings: bool=True, custom_settings: dict[str, Any] | None=None, requirement_manifest: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/dynamic_pipeline_compiler_service.py:1046
tech_connector.game_engine.integration.full_resolution_probe
pacing_windows
def pacing_windows(profile: Path, *, warmup_frames: int, window_frames: int=300) -> list[dict]module function · public name · tech_connector/game_engine/integration/full_resolution_probe.py:18
Expose sustained pacing regressions that an all-run percentile can hide.
add_stress_props
def add_stress_props(rows: list[str], count: int) -> list[str]module function · public name · tech_connector/game_engine/integration/full_resolution_probe.py:40
Add render-only cubes to an isolated packaged scene, retaining its DCC character.
run_probe
def run_probe(package: Path, output: Path, *, width: int=1920, height: int=1080, frames: int=360, warmup_frames: int=60, player_executable: Path | None=None, route: str='input', stress_actors: int=0) -> dictmodule function · public name · tech_connector/game_engine/integration/full_resolution_probe.py:63
main
def main() -> intmodule function · public name · tech_connector/game_engine/integration/full_resolution_probe.py:190
tech_connector.game_engine.integration.fx_qualification_service
qualify_realtime_fx
def qualify_realtime_fx(source_root: str | Path, output_root: str | Path, *, presets: Sequence[str]=DEFAULT_PRESETS, frames: int=120, frame_budget_ms: float=16.667, maximum_particles: int=2048, maximum_preset_seconds: float=8.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/fx_qualification_service.py:25
validate_realtime_fx_qualification
def validate_realtime_fx_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, require_gpu_backend: bool=False, require_production_backend: bool=False, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/fx_qualification_service.py:182
load_realtime_fx_qualification
def load_realtime_fx_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/fx_qualification_service.py:214
_world_digest
def _world_digest(world: Any) -> strmodule function · internal · tech_connector/game_engine/integration/fx_qualification_service.py:222
_percentile
def _percentile(values: Sequence[float], fraction: float) -> floatmodule function · internal · tech_connector/game_engine/integration/fx_qualification_service.py:230
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/fx_qualification_service.py:235
tech_connector.game_engine.integration.host_thread_policy_service
build_host_thread_policy
def build_host_thread_policy(prompt: str, understanding: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/host_thread_policy_service.py:19
tech_connector.game_engine.integration.installer_launchers
_glob_paths
def _glob_paths(patterns: Iterable[str]) -> list[Path]module function · internal · tech_connector/game_engine/integration/installer_launchers.py:26
_version_from_path
def _version_from_path(path: Path, pattern: str) -> strmodule function · internal · tech_connector/game_engine/integration/installer_launchers.py:33
discover_first_run_dcc_installers
def discover_first_run_dcc_installers(tools_root: Path | None=None, app_root: Path | None=None) -> list[DCCInstallerLauncher]module function · public name · tech_connector/game_engine/integration/installer_launchers.py:38
Return installer launchers for installed DCC apps with available scripts.
run_installer_launcher
def run_installer_launcher(launcher: DCCInstallerLauncher, popen: Callable[..., subprocess.Popen]=subprocess.Popen) -> Nonemodule function · public name · tech_connector/game_engine/integration/installer_launchers.py:102
Start a launcher .bat without blocking the UI.
pending_first_time_dcc_installers
def pending_first_time_dcc_installers(settings: dict) -> list[DCCInstallerLauncher]module function · public name · tech_connector/game_engine/integration/installer_launchers.py:126
Return discovered installers that have not been accepted/run before.
run_first_time_dcc_installers
def run_first_time_dcc_installers(settings: dict, save_settings: Callable[[], None], launchers: Iterable[DCCInstallerLauncher] | None=None) -> list[DCCInstallerLauncher]module function · public name · tech_connector/game_engine/integration/installer_launchers.py:136
Run each discovered installer once, tracked in dcc_bridge_setup_seen.
tech_connector.game_engine.integration.launch_readiness_service
LaunchGate.to_dict
def LaunchGate.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/launch_readiness_service.py:78
audit_launch_readiness
def audit_launch_readiness(source_root: str | Path, *, editor_api: Any | None=None, qualification_receipts: Mapping[str, Any] | None=None, workflow_receipts: Mapping[str, Any] | None=None, source_parity_receipts: Mapping[str, Any] | None=None, production: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/launch_readiness_service.py:84
tech_connector.game_engine.integration.maya_version_qualification_service
qualify_maya_versions
def qualify_maya_versions(source_root: str | Path, output_root: str | Path, *, autodesk_root: str | Path | None=None, declared_versions: Sequence[int]=DECLARED_VERSIONS, timeout_seconds: float=120.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/maya_version_qualification_service.py:38
_qualify_installed_version
def _qualify_installed_version(source: Path, run_root: Path, version: int, mayapy: Path, timeout_seconds: float) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/maya_version_qualification_service.py:102
_smoke_script
def _smoke_script() -> strmodule function · internal · tech_connector/game_engine/integration/maya_version_qualification_service.py:162
_run
def _run(command: list[str], cwd: Path, environment: Mapping[str, str], timeout_seconds: float) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/maya_version_qualification_service.py:189
_maya_source_files
def _maya_source_files(source: Path) -> tuple[Path, ...]module function · internal · tech_connector/game_engine/integration/maya_version_qualification_service.py:204
_source_digest
def _source_digest(files: Sequence[Path], source: Path) -> strmodule function · internal · tech_connector/game_engine/integration/maya_version_qualification_service.py:211
validate_maya_version_qualification
def validate_maya_version_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/maya_version_qualification_service.py:219
load_maya_version_qualification
def load_maya_version_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/maya_version_qualification_service.py:247
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/maya_version_qualification_service.py:255
tech_connector.game_engine.integration.object_resolver
ObjectHandle.to_dict
def ObjectHandle.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/object_resolver.py:33
ResolverSpec.to_dict
def ResolverSpec.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/object_resolver.py:49
OperationContract.to_dict
def OperationContract.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/object_resolver.py:68
normalize_query
def normalize_query(value: Any) -> strmodule function · public name · tech_connector/game_engine/integration/object_resolver.py:78
handle_from_mapping
def handle_from_mapping(dcc: str, kind: str, data: dict[str, Any], *, source: str='') -> ObjectHandlemodule function · public name · tech_connector/game_engine/integration/object_resolver.py:92
tech_connector.game_engine.integration.operation_contract_service
OperationContract.executable
def OperationContract.executable(self) -> boolclass method · public name · tech_connector/game_engine/integration/operation_contract_service.py:55
OperationContract.to_dict
def OperationContract.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/operation_contract_service.py:63
_normalize_registered
def _normalize_registered(host: str, key: str, operation: Any) -> OperationContractmodule function · internal · tech_connector/game_engine/integration/operation_contract_service.py:430
registered_operation_contract
def registered_operation_contract(host: str, key: str) -> OperationContract | Nonemodule function · public name · tech_connector/game_engine/integration/operation_contract_service.py:500
Resolve one canonical host operation without building the full inventory.
_normalize_unreal_inventory
def _normalize_unreal_inventory(section: str, key: str, row: dict[str, Any]) -> OperationContractmodule function · internal · tech_connector/game_engine/integration/operation_contract_service.py:506
build_operation_contract_inventory
def build_operation_contract_inventory(project_root: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/operation_contract_service.py:543
_non_unreal_host_contracts
def _non_unreal_host_contracts(host: str) -> tuple[OperationContract, ...]module function · internal · tech_connector/game_engine/integration/operation_contract_service.py:592
Read a named DCC registry without scanning Unreal's Python surface.
operation_contracts
def operation_contracts(*, host: str='', role: str='', format: str='', subject: str='', project_root: str | None=None) -> list[OperationContract]module function · public name · tech_connector/game_engine/integration/operation_contract_service.py:609
resolve_operation_contract
def resolve_operation_contract(query: str, *, host: str='', project_root: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/operation_contract_service.py:636
transfer_contracts
def transfer_contracts() -> list[OperationContract]module function · public name · tech_connector/game_engine/integration/operation_contract_service.py:691
tech_connector.game_engine.integration.operation_evidence_service
_receipt_path
def _receipt_path() -> Pathmodule function · internal · tech_connector/game_engine/integration/operation_evidence_service.py:11
_load
def _load() -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/operation_evidence_service.py:20
operation_validation_receipt
def operation_validation_receipt(operation: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/operation_evidence_service.py:33
record_operation_validation
def record_operation_validation(operation: str, *, callable_path: str, evidence: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/operation_evidence_service.py:38
tech_connector.game_engine.integration.pipeline_execution_preflight_service
_typed_actions
def _typed_actions(graph: dict[str, Any]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:25
_output_references
def _output_references(value: Any) -> list[dict[str, str]]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:34
_pipeline_context_specs
def _pipeline_context_specs(value: Any) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:51
Find live host inputs without treating typed output links as inputs.
_dependency_ancestors
def _dependency_ancestors(action_id: str, action_by_id: dict[str, dict[str, Any]]) -> set[str]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:62
_upstream_context_producer
def _upstream_context_producer(action_id: str, host: str, spec: dict[str, Any], action_by_id: dict[str, dict[str, Any]]) -> str | Nonemodule function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:83
Find a dependent same-host stage that creates the requested live context.
_local_callable_status
def _local_callable_status(callable_name: str) -> tuple[bool, str]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:116
_session_identity
def _session_identity(row: dict[str, Any], host: str='') -> strmodule function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:130
_callable_requires_remote_probe
def _callable_requires_remote_probe(host: str, callable_name: str) -> boolmodule function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:152
_callable_probe_source
def _callable_probe_source(callable_names: list[str], sys_paths: list[str]) -> strmodule function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:162
_decode_callable_probe
def _decode_callable_probe(response: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:190
_probe_host_callables
def _probe_host_callables(host: str, callable_names: list[str], *, port: int, timeout_seconds: float, bridge_factory: Callable[[str], Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:233
_probe_host_session
def _probe_host_session(host: str, *, requested_port: int | None, timeout_seconds: float, bridge_factory: Callable[[str], Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:293
preflight_pipeline_execution
def preflight_pipeline_execution(plan: dict[str, Any], *, session_ports: dict[str, int] | None=None, require_live_sessions: bool=False, timeout_seconds: float=1.0, bridge_factory: Callable[[str], Any] | None=None, verify_host_callables: bool=True, verify_live_context: bool=True, live_context_reader: Callable[[str, dict[str, Any], int], Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:379
Validate function coverage, typed handoffs, local callables, and live sessions.
resolve_pipeline_session_ports
def resolve_pipeline_session_ports(hosts: list[str] | tuple[str, ...], *, session_ports: dict[str, int] | None=None, callables_by_host: dict[str, list[str]] | None=None, timeout_seconds: float=1.0, bridge_factory: Callable[[str], Any] | None=None) -> dict[str, int]module function · public name · tech_connector/game_engine/integration/pipeline_execution_preflight_service.py:660
Resolve and identity-check exactly one session for every external host.
tech_connector.game_engine.integration.pipeline_operation_runtime_service
_cancelled
def _cancelled(token: Any) -> boolmodule function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:22
_emit
def _emit(callback: Callable[[dict[str, Any]], None] | None, event: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:32
_event
def _event(event_type: str, *, execution_id: str, host: str, operation: str, callable_name: str, attempt: int, maximum_attempts: int, timeout_seconds: float, started_at: float, message: str='') -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:42
_transient_failure
def _transient_failure(error: Exception) -> boolmodule function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:63
_wait_for_retry
def _wait_for_retry(seconds: float, cancel_token: Any) -> Nonemodule function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:72
_unwrap
def _unwrap(response: Any) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:82
_canonicalize_export_result
def _canonicalize_export_result(operation: str, result: dict[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:119
Expose the typed FBX handoff key without discarding host-native path fields.
_raise_for_failed_result
def _raise_for_failed_result(host: str, operation: str, result: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:133
Treat a host's structured failure as a failed pipeline stage.
_resolve_pipeline_workspace_tokens
def _resolve_pipeline_workspace_tokens(value: Any) -> Anymodule function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:152
Bind generated intermediate paths before dispatching work to a DCC.
_read_dcc_export_scope
def _read_dcc_export_scope(host: str, spec: dict[str, Any], *, session_port: int | None, timeout_seconds: float, bridge: Any=None) -> list[str]module function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:169
resolve_pipeline_context_params
def resolve_pipeline_context_params(params: dict[str, Any] | None, *, host: str, session_port: int | None=None, timeout_seconds: float=120.0, context_reader: Callable[[dict[str, Any]], Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:358
Resolve typed live-context markers immediately before host dispatch.
_execute_pipeline_operation_once
def _execute_pipeline_operation_once(host: str, operation: str, callable_name: str, params: dict[str, Any] | None=None, *, session_port: int | None=None, timeout_seconds: float=120.0) -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:406
execute_pipeline_operation
def execute_pipeline_operation(host: str, operation: str, callable_name: str, params: dict[str, Any] | None=None, *, session_port: int | None=None, timeout_seconds: float=120.0, cancel_token: Any=None, progress_callback: Callable[[dict[str, Any]], None] | None=None, telemetry_sink: Callable[[dict[str, Any]], None] | None=None, retry_attempts: int=0, retry_backoff_seconds: float=0.25, retry_safe: bool=False, execution_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/pipeline_operation_runtime_service.py:567
Execute one host operation with bounded, observable lifecycle behavior. Retries are deliberately opt-in twice: callers must request attempts and assert ``retry_safe`` so mutating DCC operations are never duplicated by accident. Existing cal
tech_connector.game_engine.integration.pipeline_requirement_coverage_service
_tokens
def _tokens(value: str) -> set[str]module function · internal · tech_connector/game_engine/integration/pipeline_requirement_coverage_service.py:34
_stage_evidence
def _stage_evidence(stage: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/integration/pipeline_requirement_coverage_service.py:42
build_pipeline_requirement_manifest
def build_pipeline_requirement_manifest(prompt: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/pipeline_requirement_coverage_service.py:56
build_pipeline_requirement_ledger
def build_pipeline_requirement_ledger(prompt: str, stages: list[dict[str, Any]], *, requirement_manifest: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/pipeline_requirement_coverage_service.py:86
verify_pipeline_requirement_ledger
def verify_pipeline_requirement_ledger(prompt: str, stages: list[dict[str, Any]], *, requirement_manifest: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/pipeline_requirement_coverage_service.py:162
tech_connector.game_engine.integration.playable_project_qualification_service
qualify_playable_project
def qualify_playable_project(source_root: str | Path, output_root: str | Path, player_executable: str | Path, *, frames: int=120, budgets_ms: Mapping[str, float] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/playable_project_qualification_service.py:28
Generate, package, and execute every production template through the native player.
validate_playable_project_qualification
def validate_playable_project_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/playable_project_qualification_service.py:139
load_playable_project_qualification
def load_playable_project_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/playable_project_qualification_service.py:170
playable_project_source_fingerprint
def playable_project_source_fingerprint(source_root: str | Path) -> strmodule function · public name · tech_connector/game_engine/integration/playable_project_qualification_service.py:178
_file_hash
def _file_hash(path: Path) -> strmodule function · internal · tech_connector/game_engine/integration/playable_project_qualification_service.py:192
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/playable_project_qualification_service.py:200
tech_connector.game_engine.integration.procedural_native_serializer_service
ProceduralNativeDocument.lossless
def ProceduralNativeDocument.lossless(self) -> boolclass method · public name · tech_connector/game_engine/integration/procedural_native_serializer_service.py:27
ProceduralNativeDocument.to_dict
def ProceduralNativeDocument.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/procedural_native_serializer_service.py:28
serialize_native_procedural_graph
def serialize_native_procedural_graph(graph: ProceduralGraph, target: str) -> ProceduralNativeDocumentmodule function · public name · tech_connector/game_engine/integration/procedural_native_serializer_service.py:40
deserialize_native_procedural_graph
def deserialize_native_procedural_graph(document: Mapping[str, Any]) -> ProceduralGraphmodule function · public name · tech_connector/game_engine/integration/procedural_native_serializer_service.py:60
write_native_procedural_graph
def write_native_procedural_graph(graph: ProceduralGraph, target: str, path: str | Path) -> Pathmodule function · public name · tech_connector/game_engine/integration/procedural_native_serializer_service.py:82
_order
def _order(graph: ProceduralGraph) -> list[str]module function · internal · tech_connector/game_engine/integration/procedural_native_serializer_service.py:89
tech_connector.game_engine.integration.procedural_transfer_service
procedural_target_capabilities
def procedural_target_capabilities(target: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/procedural_transfer_service.py:149
build_procedural_transfer_manifest
def build_procedural_transfer_manifest(graph: ProceduralGraph, result: ProceduralCookResult, target: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/procedural_transfer_service.py:164
tech_connector.game_engine.integration.release_regression_qualification_service
qualify_release_regression
def qualify_release_regression(source_root: str | Path, output_root: str | Path, *, timeout_seconds: float=900.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/release_regression_qualification_service.py:26
validate_release_regression_qualification
def validate_release_regression_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/release_regression_qualification_service.py:98
load_release_regression_qualification
def load_release_regression_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/release_regression_qualification_service.py:135
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/release_regression_qualification_service.py:146
tech_connector.game_engine.integration.rigging_host_adapter_service
PythonHostRiggingAdapter.__init__
def PythonHostRiggingAdapter.__init__(self, host_id: str, executor: Executor, backend_module: str, statuses: dict[str, str])class method · internal · tech_connector/game_engine/integration/rigging_host_adapter_service.py:47
PythonHostRiggingAdapter.host_id
def PythonHostRiggingAdapter.host_id(self) -> strclass method · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:54
PythonHostRiggingAdapter.capabilities
def PythonHostRiggingAdapter.capabilities(self) -> dict[str, str]class method · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:57
PythonHostRiggingAdapter.scene_joints
def PythonHostRiggingAdapter.scene_joints(self) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:60
PythonHostRiggingAdapter.selection
def PythonHostRiggingAdapter.selection(self) -> list[str]class method · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:64
PythonHostRiggingAdapter.execute
def PythonHostRiggingAdapter.execute(self, capability: str, payload: dict[str, Any]) -> RiggingOperationResultclass method · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:68
PythonHostRiggingAdapter._call
def PythonHostRiggingAdapter._call(self, function_name: str, payload: dict[str, Any], *, capability: str='host.query') -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/rigging_host_adapter_service.py:71
maya_rigging_adapter
def maya_rigging_adapter(*, embedded: bool=False) -> PythonHostRiggingAdaptermodule function · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:125
motionbuilder_rigging_adapter
def motionbuilder_rigging_adapter(*, embedded: bool=False) -> PythonHostRiggingAdaptermodule function · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:146
blender_rigging_adapter
def blender_rigging_adapter(*, embedded: bool=False) -> PythonHostRiggingAdaptermodule function · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:169
max_rigging_adapter
def max_rigging_adapter(*, embedded: bool=False) -> PythonHostRiggingAdaptermodule function · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:190
houdini_rigging_adapter
def houdini_rigging_adapter(*, embedded: bool=False) -> PythonHostRiggingAdaptermodule function · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:211
create_rigging_adapter
def create_rigging_adapter(host: str, *, graph=None, embedded: bool=False, selected_ids=None)module function · public name · tech_connector/game_engine/integration/rigging_host_adapter_service.py:232
_json_default
def _json_default(value: Any)module function · internal · tech_connector/game_engine/integration/rigging_host_adapter_service.py:249
tech_connector.game_engine.integration.run_dcc_stress_soak
_sha256
def _sha256(path: Path) -> strmodule function · internal · tech_connector/game_engine/integration/run_dcc_stress_soak.py:20
stress_entity_rows
def stress_entity_rows(dcc_scene: Path, stress_scene: Path) -> tuple[list[str], int]module function · public name · tech_connector/game_engine/integration/run_dcc_stress_soak.py:24
Select complete prop triples only when their assets exist in the DCC scene.
run
def run(package_source: Path, stress_scene: Path, player: Path, output: Path, frames: int=3600, unsynced: bool=False, render_scale: float | None=None, window_width: int=1280, window_height: int=720) -> dictmodule function · public name · tech_connector/game_engine/integration/run_dcc_stress_soak.py:50
tech_connector.game_engine.integration.scene_snapshot_provider
parse_scene_snapshot_output
def parse_scene_snapshot_output(raw: str, provider_id: str) -> tuple[bool, dict[str, Any] | str]module function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:9
Parse a provider JSON snapshot response.
blender_scene_snapshot_code
def blender_scene_snapshot_code(*, selected_only: bool=False, include_geometry: bool=True, include_materials: bool=True, limit: int=500, max_vertices_per_object: int=50000, max_faces_per_object: int=50000, binary_path: str='') -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:22
motionbuilder_scene_snapshot_code
def motionbuilder_scene_snapshot_code(*, selected_only: bool=False, limit: int=500) -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:377
houdini_scene_snapshot_code
def houdini_scene_snapshot_code(*, selected_only: bool=False, include_geometry: bool=True, include_materials: bool=True, limit: int=500, max_vertices_per_object: int=50000, max_faces_per_object: int=50000) -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:471
unity_scene_snapshot_code
def unity_scene_snapshot_code(*, selected_only: bool=False, limit: int=500) -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:739
substance_painter_scene_snapshot_code
def substance_painter_scene_snapshot_code(*, include_materials: bool=True, limit: int=500) -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:746
Return defensive project lookdev introspection for Painter's evolving API.
unreal_scene_snapshot_code
def unreal_scene_snapshot_code(*, selected_only: bool=False, include_materials: bool=True, limit: int=500) -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:852
max_scene_snapshot_code
def max_scene_snapshot_code(*, selected_only: bool=False, include_materials: bool=True, limit: int=500) -> strmodule function · public name · tech_connector/game_engine/integration/scene_snapshot_provider.py:1168
tech_connector.game_engine.integration.shaded_frame_provider
parse_shaded_frame_output
def parse_shaded_frame_output(raw: str, provider_id: str) -> tuple[bool, dict[str, Any] | str]module function · public name · tech_connector/game_engine/integration/shaded_frame_provider.py:16
blender_shaded_frame_code
def blender_shaded_frame_code(output_path: str, *, width: int=960, height: int=540, frame: int | None=None) -> strmodule function · public name · tech_connector/game_engine/integration/shaded_frame_provider.py:37
maya_shaded_frame_code
def maya_shaded_frame_code(output_path: str, *, width: int=960, height: int=540, frame: int | None=None) -> strmodule function · public name · tech_connector/game_engine/integration/shaded_frame_provider.py:93
motionbuilder_shaded_frame_code
def motionbuilder_shaded_frame_code(output_path: str, *, width: int=960, height: int=540, frame: int | None=None) -> strmodule function · public name · tech_connector/game_engine/integration/shaded_frame_provider.py:163
unreal_shaded_frame_code
def unreal_shaded_frame_code(output_path: str, *, width: int=960, height: int=540, frame: int | None=None, drive_viewport_camera: bool=False) -> strmodule function · public name · tech_connector/game_engine/integration/shaded_frame_provider.py:206
tech_connector.game_engine.integration.skinned_crowd_probe
author_crowd_manifest
def author_crowd_manifest(source: Path, destination: Path | None, count: int, *, crowd_shadows: bool=True, shadow_casters: int | None=None, unique_rigs: int=0, source_actor: str='Player') -> strmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:23
author_unicode_mesh_source
def author_unicode_mesh_source(scene: Path) -> dict[str, str]module function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:108
Relocate the rendered Player OBJ within a copied package for a path probe.
crowd_draw_coverage
def crowd_draw_coverage(steady: dict, count: int, shadow_casters: int, *, unsynced: bool=False, unique_rigs: int=0, cpu_skinning: bool=False, base_skin_sets: int=1) -> boolmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:132
crowd_visual_coverage
def crowd_visual_coverage(screenshot: Path, *, static_dcc_scene: bool=False) -> dictmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:155
Require the fixture's lit floor in the lower half, not just draw calls/HUD. A malformed skin palette can submit every draw while a giant blue mesh hides the whole scene. This is a coarse fixture-specific smoke check, not a substitute for im
classify_probe
def classify_probe(*, draw_coverage: bool, visual_coverage: bool, budget_pass: bool, shadow_casters: int, count: int, unsynced: bool, unique_rigs: int=0, cpu_skinning: bool=False, unicode_mesh_source: bool=False, source_actor: str='Player') -> strmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:201
run_probe
def run_probe(package: Path, player: Path, output: Path, *, count: int, frames: int, crowd_shadows: bool=True, shadow_casters: int | None=None, unsynced: bool=False, unique_rigs: int=0, cpu_skinning: bool=False, unicode_mesh_source: bool=False, visual_reference: Path | None=None, source_actor: str='Player') -> dictmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:216
scene_id_from_manifest
def scene_id_from_manifest(path: Path) -> strmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:316
main
def main() -> intmodule function · public name · tech_connector/game_engine/integration/skinned_crowd_probe.py:321
tech_connector.game_engine.integration.tc_hik_ui_host
_body_map
def _body_map() -> dict[str, dict[str, Any]]module function · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:34
_face_map
def _face_map() -> dict[str, Any]module function · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:38
TCHikHostContext.__init__
def TCHikHostContext.__init__(self, graph: EditableRigGraph, *, selection_provider: Callable[[], list[str]] | None=None, undo_callback: Callable[[str], None] | None=None, refresh_callback: Callable[[], None] | None=None)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:57
TCHikHostContext.selection
def TCHikHostContext.selection(self) -> list[str]class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:84
TCHikHostContext.changed
def TCHikHostContext.changed(self) -> Noneclass method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:95
TCHikHostContext.checkpoint
def TCHikHostContext.checkpoint(self, label: str) -> Noneclass method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:99
bind_tc_hik_host
def bind_tc_hik_host(graph: EditableRigGraph, *, selection_provider: Callable[[], list[str]] | None=None, undo_callback: Callable[[str], None] | None=None, refresh_callback: Callable[[], None] | None=None) -> TCHikHostContextmodule function · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:107
_ctx
def _ctx() -> TCHikHostContextmodule function · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:124
_node_name
def _node_name(value: str) -> strmodule function · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:130
TCCmdsFacade.about
def TCCmdsFacade.about(self, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:135
TCCmdsFacade.file
def TCCmdsFacade.file(self, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:138
TCCmdsFacade.commandPort
def TCCmdsFacade.commandPort(self, *_args, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:141
TCCmdsFacade.ls
def TCCmdsFacade.ls(self, *patterns, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:144
TCCmdsFacade.objExists
def TCCmdsFacade.objExists(self, value)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:161
TCCmdsFacade.objectType
def TCCmdsFacade.objectType(self, value)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:165
TCCmdsFacade.nodeType
def TCCmdsFacade.nodeType(self, value)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:168
TCCmdsFacade.listRelatives
def TCCmdsFacade.listRelatives(self, value, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:175
TCCmdsFacade.listConnections
def TCCmdsFacade.listConnections(self, value, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:207
TCCmdsFacade.connectionInfo
def TCCmdsFacade.connectionInfo(self, value, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:219
TCCmdsFacade.select
def TCCmdsFacade.select(self, value=None, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:226
TCCmdsFacade.warning
def TCCmdsFacade.warning(self, message)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:238
TCCmdsFacade.confirmDialog
def TCCmdsFacade.confirmDialog(self, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:241
TCCmdsFacade.undoInfo
def TCCmdsFacade.undoInfo(self, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:245
TCCmdsFacade.xform
def TCCmdsFacade.xform(self, value, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:254
TCCmdsFacade.setAttr
def TCCmdsFacade.setAttr(self, plug, *values, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:270
TCCmdsFacade.attributeQuery
def TCCmdsFacade.attributeQuery(self, attribute, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:275
TCCmdsFacade._constraint_targets
def TCCmdsFacade._constraint_targets(self, value)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:283
TCCmdsFacade.orientConstraint
def TCCmdsFacade.orientConstraint(self, value, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:286
TCSetupHikFacade.populate_default_face_map_from_scene
def TCSetupHikFacade.populate_default_face_map_from_scene(self, value=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:298
TCSetupHikFacade.guess_joint_map_from_root
def TCSetupHikFacade.guess_joint_map_from_root(self, root_joint, base_joint_map=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:301
TCSetupHikFacade.set_t_pose
def TCSetupHikFacade.set_t_pose(self, joint_map=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:308
TCSetupHikFacade.setup_hik_character
def TCSetupHikFacade.setup_hik_character(self, character_name, joint_map, fbx_export_path='', namespace='')class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:317
_definition_from_maps
def _definition_from_maps(body_map: dict[str, Any], face_map: dict[str, Any]) -> CharacterDefinitionmodule function · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:326
TCCreateRigFacade.hik_map_to_rig_args
def TCCreateRigFacade.hik_map_to_rig_args(self, body_map, face_map)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:353
TCCreateRigFacade._build
def TCCreateRigFacade._build(self, module, body_map, face_map=None, **options)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:359
TCCreateRigFacade.rig_arm_module
def TCCreateRigFacade.rig_arm_module(self, side, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:368
TCCreateRigFacade.rig_leg_module
def TCCreateRigFacade.rig_leg_module(self, side, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:371
TCCreateRigFacade.rig_clavicle_module
def TCCreateRigFacade.rig_clavicle_module(self, side, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:374
TCCreateRigFacade.rig_root_module
def TCCreateRigFacade.rig_root_module(self, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:386
TCCreateRigFacade.rig_pelvis_module
def TCCreateRigFacade.rig_pelvis_module(self, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:387
TCCreateRigFacade.rig_spine_module
def TCCreateRigFacade.rig_spine_module(self, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:388
TCCreateRigFacade.rig_neck_module
def TCCreateRigFacade.rig_neck_module(self, body_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:389
TCCreateRigFacade.rig_head_module
def TCCreateRigFacade.rig_head_module(self, body_map, face_map=None, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:390
TCCreateRigFacade._face
def TCCreateRigFacade._face(self, module, face_map, parent=None, side='')class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:392
TCCreateRigFacade.rig_brows_module
def TCCreateRigFacade.rig_brows_module(self, side, face_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:425
TCCreateRigFacade.rig_eyes_module
def TCCreateRigFacade.rig_eyes_module(self, face_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:426
TCCreateRigFacade.rig_eyelids_module
def TCCreateRigFacade.rig_eyelids_module(self, side, face_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:427
TCCreateRigFacade.rig_mouth_module
def TCCreateRigFacade.rig_mouth_module(self, face_map, parent_ctrl=None, jaw_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:428
TCCreateRigFacade.rig_tongue_module
def TCCreateRigFacade.rig_tongue_module(self, face_map, parent_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:429
TCCreateRigFacade.rig_teeth_module
def TCCreateRigFacade.rig_teeth_module(self, face_map, parent_ctrl=None, jaw_ctrl=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:430
TCCreateRigFacade.rig_other_face_module
def TCCreateRigFacade.rig_other_face_module(self, face_map, parent_ctrl=None, jaw_ctrl=None, jaw_joint=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:431
TCCreateRigFacade.create_joint_controls
def TCCreateRigFacade.create_joint_controls(self, joint_list=None, control_shape='circle', root_parent=None, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:433
TCCreateRigFacade.create_space_switch
def TCCreateRigFacade.create_space_switch(self, driven, targets, attr_name='space', constraint_type='parent', **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:445
TCCreateRigFacade.create_joints_along_curve
def TCCreateRigFacade.create_joints_along_curve(self, curve, joint_count=5, keep_attached=True, name_prefix=None, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:453
TCCreateRigFacade.setup_surface_rig_with_drivers
def TCCreateRigFacade.setup_surface_rig_with_drivers(self, joint_list=None, joint_chain=None, **kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:466
TCCreateRigFacade.dynamic_module_spec
def TCCreateRigFacade.dynamic_module_spec(self, joints, parent=None, **settings)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:484
TCCreateRigFacade.get_dynamic_rig_modules
def TCCreateRigFacade.get_dynamic_rig_modules(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:489
TCCreateRigFacade.register_dynamic_rig_module
def TCCreateRigFacade.register_dynamic_rig_module(self, module_id, module_type, build_spec, build_now=True)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:493
TCCreateRigFacade._build_dynamic_rig_module
def TCCreateRigFacade._build_dynamic_rig_module(self, record)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:518
TCCreateRigFacade.inspect_dynamic_rig_module
def TCCreateRigFacade.inspect_dynamic_rig_module(self, record)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:556
TCCreateRigFacade.get_external_rig_systems
def TCCreateRigFacade.get_external_rig_systems(self, discover_live=True)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:565
TCCreateRigFacade._ensure_space_switch
def TCCreateRigFacade._ensure_space_switch(self, driven, targets, mode, module)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:569
TCCreateRigFacade.create_arm_space_switches
def TCCreateRigFacade.create_arm_space_switches(self, side, body_joint_map=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:589
TCCreateRigFacade.create_leg_space_switches
def TCCreateRigFacade.create_leg_space_switches(self, side, body_joint_map=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:600
TCCreateRigFacade.delete_unused_scaffold_nodes
def TCCreateRigFacade.delete_unused_scaffold_nodes(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:609
TCCreateRigFacade.store_all_control_cv_positions
def TCCreateRigFacade.store_all_control_cv_positions(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:610
TCCreateRigFacade.restore_all_control_cv_positions
def TCCreateRigFacade.restore_all_control_cv_positions(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:619
TCCreateRigFacade.get_module_controls
def TCCreateRigFacade.get_module_controls(self, module)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:630
TCCreateRigFacade.save_module_metadata
def TCCreateRigFacade.save_module_metadata(self, module, data)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:635
TCCreateRigFacade.load_module_metadata
def TCCreateRigFacade.load_module_metadata(self, module)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:639
TCCreateRigFacade.get_all_module_metadata
def TCCreateRigFacade.get_all_module_metadata(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:640
TCCreateRigFacade.clear_module_metadata
def TCCreateRigFacade.clear_module_metadata(self, module)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:641
TCCreateRigFacade.store_rig_connections
def TCCreateRigFacade.store_rig_connections(self, controls, module)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:643
TCCreateRigFacade.restore_rig_connections
def TCCreateRigFacade.restore_rig_connections(self, module)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:648
TCCreateRigFacade._remove
def TCCreateRigFacade._remove(self, module)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:653
TCCreateRigFacade.remove_arm_module
def TCCreateRigFacade.remove_arm_module(self, side, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:659
TCCreateRigFacade.remove_leg_module
def TCCreateRigFacade.remove_leg_module(self, side, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:660
TCCreateRigFacade.remove_clavicle_module
def TCCreateRigFacade.remove_clavicle_module(self, side, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:661
TCCreateRigFacade.remove_root_module
def TCCreateRigFacade.remove_root_module(self, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:662
TCCreateRigFacade.remove_pelvis_module
def TCCreateRigFacade.remove_pelvis_module(self, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:663
TCCreateRigFacade.remove_spine_module
def TCCreateRigFacade.remove_spine_module(self, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:664
TCCreateRigFacade.remove_neck_module
def TCCreateRigFacade.remove_neck_module(self, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:665
TCCreateRigFacade.remove_head_module
def TCCreateRigFacade.remove_head_module(self, _body)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:666
TCCreateRigFacade.remove_brows_module
def TCCreateRigFacade.remove_brows_module(self, side, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:667
TCCreateRigFacade.remove_eyes_module
def TCCreateRigFacade.remove_eyes_module(self, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:668
TCCreateRigFacade.remove_eyelids_module
def TCCreateRigFacade.remove_eyelids_module(self, side, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:669
TCCreateRigFacade.remove_mouth_module
def TCCreateRigFacade.remove_mouth_module(self, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:670
TCCreateRigFacade.remove_tongue_module
def TCCreateRigFacade.remove_tongue_module(self, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:671
TCCreateRigFacade.remove_teeth_module
def TCCreateRigFacade.remove_teeth_module(self, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:672
TCCreateRigFacade.remove_other_face_module
def TCCreateRigFacade.remove_other_face_module(self, _face)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:673
TCCreateRigFacade.remove_full_rig
def TCCreateRigFacade.remove_full_rig(self, _body, _face=None)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:675
TCRigTemplateFacade.load_biped_rig_template
def TCRigTemplateFacade.load_biped_rig_template(self, template_path=None, namespace='', reference=False, **_kwargs)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:689
TCSkinningUtilsFacade._safe_name
def TCSkinningUtilsFacade._safe_name(value)class method · internal · tech_connector/game_engine/integration/tc_hik_ui_host.py:718
TCSkinningUtilsFacade.export_skin_weights
def TCSkinningUtilsFacade.export_skin_weights(self, meshes, export_dir='C:/temp/weights')class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:721
TCSkinningUtilsFacade.import_skin_weights
def TCSkinningUtilsFacade.import_skin_weights(self, meshes=None, export_dir='C:/temp/weights')class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:736
TCSkinningUtilsFacade.transfer_skin_weights_from_selection
def TCSkinningUtilsFacade.transfer_skin_weights_from_selection(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:759
TCJointsFacade.find_skinned_or_top_joints
def TCJointsFacade.find_skinned_or_top_joints(self, namespace='')class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:783
TCDagFacade.disable_evaluation
def TCDagFacade.disable_evaluation(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:788
TCDagFacade.enable_evaluation
def TCDagFacade.enable_evaluation(self)class method · public name · tech_connector/game_engine/integration/tc_hik_ui_host.py:789
tech_connector.game_engine.integration.tc_rigging_host_adapter
_stable_ribbon_grid
def _stable_ribbon_grid(positions: list[list[float]], *, width: float, up_vector: tuple[float, float, float]) -> list[list[list[float]]]module function · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:31
_sample_polyline_by_length
def _sample_polyline_by_length(points: list[list[float]], count: int, *, closed: bool=False) -> tuple[list[list[float]], list[float]]module function · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:99
Sample a portable curve polyline at equal arc-length intervals.
TCRiggingHostAdapter.__init__
def TCRiggingHostAdapter.__init__(self, graph: EditableRigGraph | None=None, selected_ids: list[str] | tuple[str, ...] | None=None)class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:143
TCRiggingHostAdapter.host_id
def TCRiggingHostAdapter.host_id(self) -> strclass method · public name · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:149
TCRiggingHostAdapter.capabilities
def TCRiggingHostAdapter.capabilities(self) -> dict[str, str]class method · public name · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:152
TCRiggingHostAdapter.scene_joints
def TCRiggingHostAdapter.scene_joints(self) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:155
TCRiggingHostAdapter.selection
def TCRiggingHostAdapter.selection(self) -> list[str]class method · public name · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:167
TCRiggingHostAdapter.execute
def TCRiggingHostAdapter.execute(self, capability: str, payload: dict[str, Any]) -> RiggingOperationResultclass method · public name · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:170
TCRiggingHostAdapter._ok
def TCRiggingHostAdapter._ok(self, capability: str, message: str, **kwargs: Any) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:182
TCRiggingHostAdapter._definition
def TCRiggingHostAdapter._definition(self, value: Any) -> CharacterDefinitionclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:185
TCRiggingHostAdapter._op_definition_auto_map
def TCRiggingHostAdapter._op_definition_auto_map(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:195
TCRiggingHostAdapter._op_definition_assign_slot
def TCRiggingHostAdapter._op_definition_assign_slot(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:209
TCRiggingHostAdapter._op_definition_clear_slot
def TCRiggingHostAdapter._op_definition_clear_slot(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:218
TCRiggingHostAdapter._op_definition_mirror_slots
def TCRiggingHostAdapter._op_definition_mirror_slots(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:223
TCRiggingHostAdapter._op_definition_validate
def TCRiggingHostAdapter._op_definition_validate(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:230
TCRiggingHostAdapter._op_definition_set_reference_pose
def TCRiggingHostAdapter._op_definition_set_reference_pose(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:238
TCRiggingHostAdapter._op_definition_import
def TCRiggingHostAdapter._op_definition_import(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:250
TCRiggingHostAdapter._op_definition_export
def TCRiggingHostAdapter._op_definition_export(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:255
TCRiggingHostAdapter._op_retarget_create_definition
def TCRiggingHostAdapter._op_retarget_create_definition(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:259
TCRiggingHostAdapter._op_retarget_validate_definition
def TCRiggingHostAdapter._op_retarget_validate_definition(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:279
TCRiggingHostAdapter._op_rig_create_control
def TCRiggingHostAdapter._op_rig_create_control(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:285
TCRiggingHostAdapter._op_rig_edit_control_shape
def TCRiggingHostAdapter._op_rig_edit_control_shape(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:313
TCRiggingHostAdapter._op_rig_create_constraint
def TCRiggingHostAdapter._op_rig_create_constraint(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:325
TCRiggingHostAdapter._op_rig_create_ik_fk_limb
def TCRiggingHostAdapter._op_rig_create_ik_fk_limb(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:361
TCRiggingHostAdapter._op_rig_set_ik_fk_blend
def TCRiggingHostAdapter._op_rig_set_ik_fk_blend(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:449
TCRiggingHostAdapter._op_rig_create_space_switch
def TCRiggingHostAdapter._op_rig_create_space_switch(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:464
TCRiggingHostAdapter._op_rig_set_space
def TCRiggingHostAdapter._op_rig_set_space(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:476
TCRiggingHostAdapter._op_rig_create_motion_path
def TCRiggingHostAdapter._op_rig_create_motion_path(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:491
TCRiggingHostAdapter._op_rig_create_curve_joints
def TCRiggingHostAdapter._op_rig_create_curve_joints(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:502
TCRiggingHostAdapter._op_rig_create_ribbon
def TCRiggingHostAdapter._op_rig_create_ribbon(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:550
TCRiggingHostAdapter._op_rig_create_twist
def TCRiggingHostAdapter._op_rig_create_twist(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:583
TCRiggingHostAdapter._op_skin_surface_spatial_smooth_brush
def TCRiggingHostAdapter._op_skin_surface_spatial_smooth_brush(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:647
TCRiggingHostAdapter._op_rig_create_reverse_foot
def TCRiggingHostAdapter._op_rig_create_reverse_foot(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:666
TCRiggingHostAdapter._op_rig_create_mesh_attachment
def TCRiggingHostAdapter._op_rig_create_mesh_attachment(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:681
TCRiggingHostAdapter._op_rig_create_pose_reader
def TCRiggingHostAdapter._op_rig_create_pose_reader(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:689
TCRiggingHostAdapter._apply_joint_world_matrices
def TCRiggingHostAdapter._apply_joint_world_matrices(self, targets: dict[str, list[float]]) -> list[str]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:697
Write world matrices back as hierarchy-correct local matrices.
TCRiggingHostAdapter._apply_face_joint_placement_rules
def TCRiggingHostAdapter._apply_face_joint_placement_rules(self, mesh_id: str='') -> dict[str, Any]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:724
Apply portable brow, eyelid-tip, and centered-nose channel rules.
TCRiggingHostAdapter._delete_auto_joint_guides
def TCRiggingHostAdapter._delete_auto_joint_guides(self) -> list[str]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:884
Remove TC-native temporary guide nodes and their graph edges.
TCRiggingHostAdapter._op_rig_place_joints
def TCRiggingHostAdapter._op_rig_place_joints(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:922
Place TC graph joints from explicit points or mesh bounds.
TCRiggingHostAdapter._op_rig_set_t_pose
def TCRiggingHostAdapter._op_rig_set_t_pose(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:985
Set a TC graph biped to a deterministic world-axis T-pose.
TCRiggingHostAdapter._op_rig_build_full
def TCRiggingHostAdapter._op_rig_build_full(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1099
TCRiggingHostAdapter._op_rig_build_module
def TCRiggingHostAdapter._op_rig_build_module(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1127
TCRiggingHostAdapter._op_rig_remove_module
def TCRiggingHostAdapter._op_rig_remove_module(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1131
TCRiggingHostAdapter._op_rig_rebuild_module
def TCRiggingHostAdapter._op_rig_rebuild_module(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1136
TCRiggingHostAdapter._op_rig_create_face_module
def TCRiggingHostAdapter._op_rig_create_face_module(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1144
TCRiggingHostAdapter._op_rig_store_connections
def TCRiggingHostAdapter._op_rig_store_connections(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1148
TCRiggingHostAdapter._op_rig_restore_connections
def TCRiggingHostAdapter._op_rig_restore_connections(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1158
TCRiggingHostAdapter._op_retarget_solve_pose
def TCRiggingHostAdapter._op_retarget_solve_pose(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1168
TCRiggingHostAdapter._op_retarget_preview
def TCRiggingHostAdapter._op_retarget_preview(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1191
TCRiggingHostAdapter._op_retarget_bake
def TCRiggingHostAdapter._op_retarget_bake(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1197
TCRiggingHostAdapter._op_retarget_transfer_take
def TCRiggingHostAdapter._op_retarget_transfer_take(self, payload: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1214
TCRiggingHostAdapter._build_thumb_rigs
def TCRiggingHostAdapter._build_thumb_rigs(self, definition: CharacterDefinition, blend: float) -> list[str]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1222
Build the shared Maya-compatible four-joint thumb contract in TC.
TCRiggingHostAdapter._build_module
def TCRiggingHostAdapter._build_module(self, module: str, definition: CharacterDefinition, options: dict[str, Any]) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1403
TCRiggingHostAdapter._build_nose_module
def TCRiggingHostAdapter._build_nose_module(self, definition: CharacterDefinition) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1550
TCRiggingHostAdapter._build_face_module
def TCRiggingHostAdapter._build_face_module(self, module: str, definition: CharacterDefinition) -> RiggingOperationResultclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1597
TCRiggingHostAdapter._remove_module
def TCRiggingHostAdapter._remove_module(self, module: str) -> list[str]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1683
TCRiggingHostAdapter._joint_depth
def TCRiggingHostAdapter._joint_depth(self, joint_id: str) -> intclass method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1708
TCRiggingHostAdapter._joint_world_matrix
def TCRiggingHostAdapter._joint_world_matrix(self, joint_id: str) -> list[float]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1717
TCRiggingHostAdapter._node_world_matrix
def TCRiggingHostAdapter._node_world_matrix(self, node_id: str) -> list[float]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1727
TCRiggingHostAdapter._pole_matrix
def TCRiggingHostAdapter._pole_matrix(self, start: str, mid: str, end: str) -> list[float]class method · internal · tech_connector/game_engine/integration/tc_rigging_host_adapter.py:1737
tech_connector.game_engine.integration.tech_connector_pipeline_adapter
import_interchange_asset
def import_interchange_asset(source_file: str | list[str] | tuple[str, ...], project_root: str, *, folder: str='Assets', type_id: str='', importer_settings: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/tech_connector_pipeline_adapter.py:13
Import one interchange artifact into a Tech Connector engine project.
tech_connector.game_engine.integration.third_person_acceptance_service
release_target_assessment
def release_target_assessment(technical_pass: bool, host_system: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:47
Keep a successful Windows demo from implicitly qualifying release targets.
host_hardware_receipt
def host_hardware_receipt(graphics_adapter: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:78
Describe this diagnostic host without treating one machine as a device matrix.
_percentile
def _percentile(values: list[float], fraction: float) -> floatmodule function · internal · tech_connector/game_engine/integration/third_person_acceptance_service.py:126
memory_trend
def memory_trend(frame_rows: list[dict[str, Any]]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:133
Report sparse process-memory samples without claiming leak qualification.
steady_profile
def steady_profile(profile_path: str | Path, *, warmup_frames: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:153
compare_gpu_probe_workload
def compare_gpu_probe_workload(vsynced: dict[str, Any], unsynced: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:287
Require the work-only probe to exercise the same renderer, scene and input route.
measure_unsynced_gpu_work
def measure_unsynced_gpu_work(package: Path, *, frames: int, warmup_frames: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:319
Measure render work separately from the vsynced gameplay/pacing run.
check_capture_write_failure
def check_capture_write_failure(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:342
A failed screenshot destination must fail the packaged player cleanly.
_hash
def _hash(path: Path) -> strmodule function · internal · tech_connector/game_engine/integration/third_person_acceptance_service.py:363
qualification_input_receipt
def qualification_input_receipt(value: str | Path | None, *, package: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:371
Identify external qualification inputs without treating a package path as evidence.
qualification_inputs
def qualification_inputs(dcc_fbx: str | Path | None, motion_demo_package: str | Path | None, motion_report: str | Path | None, motion_visual_baseline: str | Path | None, motion_previous_package: str | Path | None, player_executable: str | Path | None=None) -> dict[str, dict[str, Any]]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:412
qualification_inputs_stable
def qualification_inputs_stable(initial: dict[str, dict[str, Any]], final: dict[str, dict[str, Any]]) -> boolmodule function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:428
compare_bmp_baseline
def compare_bmp_baseline(reference: Path, actual: Path, *, channel_tolerance: int=20, max_changed_fraction: float=0.002, dynamic_rect: tuple[int, int, int, int] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:435
Compare static pixels and, optionally, dynamic blue actor/gold obstacle landmarks.
check_visual_landmarks
def check_visual_landmarks(screenshot: Path, *, button_x: float=0.16, button_y: float=0.14, panel_y: float=0.04) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:519
Probe stable HUD pixels in the actual captured D3D11 back buffer.
check_ui_image_pixels
def check_ui_image_pixels(screenshot: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:553
Check that the authored image rect contains actual texture detail, not a flat placeholder.
_nudge_first_obj_vertex
def _nudge_first_obj_vertex(source: Path) -> Nonemodule function · internal · tech_connector/game_engine/integration/third_person_acceptance_service.py:583
reimport_player_mesh
def reimport_player_mesh(api: TCEditorAPI, level_asset_id: str, run: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:597
Route a topology-preserving character mesh change through the public API.
check_skeletal_fbx_reimport
def check_skeletal_fbx_reimport(api: TCEditorAPI, source_path: str | Path, run: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:635
Qualify a real skinning source and a topology-preserving FBX revision.
probe_packaged_skeletal_fbx
def probe_packaged_skeletal_fbx(level_source: Path, imported_fbx: Path, run: Path, player: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:701
Package the imported mesh and sparse skin as an additional rendered actor.
check_dcc_narrow_control_card
def check_dcc_narrow_control_card(package: Path, wide_screenshot: Path, manifest_rows: list[str], ui_offset: tuple[int, int]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:791
Exercise the real imported-character card at a narrow PC viewport.
check_dcc_motion_phase_visibility
def check_dcc_motion_phase_visibility(package: Path, reference_card: Path, ui_offset: tuple[int, int]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:835
Capture each major motion phase and require an in-frame character and HUD.
verify_motion_source_receipt
def verify_motion_source_receipt(report_path: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:878
Fail closed if a packaged demo is paired with stale or unreceipted FBXs.
qualify_dcc_motion_player
def qualify_dcc_motion_player(package_source: str | Path, motion_report: str | Path, run: Path, player_executable: Path, source_fbx: str | Path | None=None, visual_baseline: str | Path | None=None, previous_package: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:888
Run the packaged SKM_Test Player, not just a side-by-side rig probe.
check_dcc_save_roundtrip
def check_dcc_save_roundtrip(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1011
Prove the imported character's save survives a packaged process exit.
check_dcc_legacy_unbound_migration
def check_dcc_legacy_unbound_migration(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1087
Migrate a real pre-scene-ID character save while preserving its bytes.
check_dcc_content_upgrade
def check_dcc_content_upgrade(package: Path, save_dir: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1177
Load the character's progress after a compatible authored content update.
check_dcc_binary_upgrade
def check_dcc_binary_upgrade(old_package: Path, new_package: Path, run: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1269
Load and rotate a save made by the prior player binary using the new binary.
binary_upgrade_satisfied
def binary_upgrade_satisfied(receipt: dict[str, Any], *, required: bool) -> boolmodule function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1331
Never silently skip an explicitly requested prior-binary qualification.
check_dcc_user_scoped_save
def check_dcc_user_scoped_save(package: Path, upgrade: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1337
Use the real Windows default save path across character install roots.
check_dcc_default_legacy_save_migration
def check_dcc_default_legacy_save_migration(package: Path, upgrade: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1374
Migrate a pre-scene-ID default Windows save into scene-ID user storage.
check_user_profiles_across_install
def check_user_profiles_across_install(package: Path, upgrade: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1434
Keep a scene's rebinding and mute preference across install paths.
author_audio_cue
def author_audio_cue(api: TCEditorAPI, level_asset_id: str, run: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1515
Add overlapping mono and stereo PCM cues to the begin-play graph.
author_runtime_ui
def author_runtime_ui(api: TCEditorAPI, level_asset_id: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1577
Bind an authored UI Document to the packaged game's runtime scene.
author_synthetic_stress_fixture
def author_synthetic_stress_fixture(api: TCEditorAPI, level_asset_id: str, count: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1659
Add render-only props to expose draw-call scale on one hardware path.
check_packaged_audio
def check_packaged_audio(profile_path: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1690
check_unicode_packaged_audio
def check_unicode_packaged_audio(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1713
Play a packaged PCM cue through a Unicode asset path on real D3D11/XAudio2.
assess_audio_restart_events
def assess_audio_restart_events(events: list[dict[str, Any]]) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1798
Validate ordering as well as success of an intentional output restart.
check_packaged_audio_restart
def check_packaged_audio_restart(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1831
Exercise software-requested XAudio2 teardown/recreation in the D3D11 player.
check_windowed_scene_failure
def check_windowed_scene_failure(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1859
A finite graphical test must exit on bad input without a modal dialog.
check_unicode_scene_default_paths
def check_unicode_scene_default_paths(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1891
Exercise the normal user profile/save path setup with a Unicode scene filename.
check_windowed_skin_failure
def check_windowed_skin_failure(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1922
A missing Player skin must fail the frame, never present a rest mesh.
_first_packaged_asset
def _first_packaged_asset(manifest: Path, package: Path) -> Pathmodule function · internal · tech_connector/game_engine/integration/third_person_acceptance_service.py:1964
check_asset_recovery
def check_asset_recovery(manifest: Path, package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1975
Corrupt one generated package asset, demand rejection, then restore it.
check_packaged_gameplay
def check_packaged_gameplay(package: Path, *, frames: int) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:1997
Prove movement, clip transitions, and native save/load in a packaged player.
packaged_save_path
def packaged_save_path(package: Path) -> Pathmodule function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2062
Resolve the authored save slot for either packaged third-person variant.
check_focus_loss_rebind
def check_focus_loss_rebind(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2109
Ensure window focus loss cancels UI focus and a pending controller rebind.
check_gamepad_load_repeatability
def check_gamepad_load_repeatability(package: Path, *, attempts: int=20) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2326
Require repeated independent load-UI frames, not one successful process.
check_gamepad_rebind_ui
def check_gamepad_rebind_ui(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2373
Exercise Jump capture and cross-process persistence with simulated input.
check_live_debug_step
def check_live_debug_step(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2606
Exercise a real D3D11 pause, snapshot, one-tick step, and resume.
check_window_minimize_restore
def check_window_minimize_restore(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2714
Exercise a real window minimize/restore without advancing simulation while hidden.
check_runtime_ui_cache
def check_runtime_ui_cache(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2755
Guard against decoding a static UI image on every content redraw.
check_runtime_ui_resize
def check_runtime_ui_resize(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2792
Check both-edge layout and clickable UI at two real D3D11 window sizes.
check_runtime_ui_scale
def check_runtime_ui_scale(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2843
Verify that manual HUD scaling also scales the live mouse hit targets.
check_runtime_ui_safe_area
def check_runtime_ui_safe_area(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:2950
Exercise a platform-style UI inset in the actual renderer and mouse path.
check_runtime_ui_narrow
def check_runtime_ui_narrow(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:3000
Require the optional right HUD to disappear without losing Save interaction.
check_runtime_ui_short
def check_runtime_ui_short(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:3037
Verify the lowest gameplay control remains clickable in a short D3D11 window.
check_audio_mute_ui
def check_audio_mute_ui(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:3080
Exercise reversible mute, persistence, and failed-profile rollback.
check_user_scoped_save_load
def check_user_scoped_save_load(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:3290
Exercise F5/F6 using a writable location outside packaged Content.
check_cross_install_save_upgrade
def check_cross_install_save_upgrade(package: Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:3566
Rehearse a compatible content update across separate install roots.
qualify_third_person
def qualify_third_person(output_root: str | Path, player_executable: str | Path, *, variant_id: str='exploration', frames: int=DEFAULT_FRAMES, warmup_frames: int=DEFAULT_WARMUP_FRAMES, frame_budget_ms: float=16.667, gpu_budget_ms: float=16.667, stress_actors: int=0, dcc_fbx: str | Path | None=None, motion_demo_package: str | Path | None=None, motion_report: str | Path | None=None, motion_visual_baseline: str | Path | None=None, motion_previous_package: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:3688
Create, cook, package, run, stress, and recover a third-person template.
main
def main() -> intmodule function · public name · tech_connector/game_engine/integration/third_person_acceptance_service.py:4137
tech_connector.game_engine.integration.three_d_app_provider_manifest
build_3d_app_provider_manifest
def build_3d_app_provider_manifest(*, app_id: str, display_name: str, executable_path: str, api_docs: list[str] | str, aliases: list[str] | None=None, version: str='', api_bootstrap: dict[str, Any] | None=None, bridge: dict[str, Any] | None=None, internal_tools: list[dict[str, Any]] | None=None, scene_snapshot: dict[str, Any] | None=None, smart_menu: dict[str, Any] | None=None, icon_path: str='', validation: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/three_d_app_provider_manifest.py:23
Build a progressive 3D app provider manifest. Only app identity, executable path, and API docs are required. Everything else upgrades the provider from launchable/docs-aware into connected, inspectable, viewport-capable, and smart-menu capa
validate_3d_app_provider_manifest
def validate_3d_app_provider_manifest(manifest: dict[str, Any]) -> ProviderValidationResultmodule function · public name · tech_connector/game_engine/integration/three_d_app_provider_manifest.py:79
Validate a provider manifest and report progressive feature level.
_provider_level
def _provider_level(enabled: list[str]) -> strmodule function · internal · tech_connector/game_engine/integration/three_d_app_provider_manifest.py:182
_looks_like_api_doc
def _looks_like_api_doc(value: str) -> boolmodule function · internal · tech_connector/game_engine/integration/three_d_app_provider_manifest.py:195
_slug
def _slug(text: str) -> strmodule function · internal · tech_connector/game_engine/integration/three_d_app_provider_manifest.py:206
tech_connector.game_engine.integration.transfer_template_service
TransferTemplate.to_dict
def TransferTemplate.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/transfer_template_service.py:36
_template
def _template(contract: OperationContract, format_name: str='') -> TransferTemplatemodule function · internal · tech_connector/game_engine/integration/transfer_template_service.py:40
_all_templates
def _all_templates() -> tuple[TransferTemplate, ...]module function · internal · tech_connector/game_engine/integration/transfer_template_service.py:58
extract_host_sequence
def extract_host_sequence(prompt: str) -> list[str]module function · public name · tech_connector/game_engine/integration/transfer_template_service.py:71
infer_transfer_format
def infer_transfer_format(prompt: str) -> strmodule function · public name · tech_connector/game_engine/integration/transfer_template_service.py:75
infer_transfer_subject
def infer_transfer_subject(prompt: str) -> strmodule function · public name · tech_connector/game_engine/integration/transfer_template_service.py:79
templates_for
def templates_for(host: str, *, role: str | None=None, format: str | None=None, subject: str='asset') -> list[TransferTemplate]module function · public name · tech_connector/game_engine/integration/transfer_template_service.py:83
plan_transfer_permutation
def plan_transfer_permutation(prompt: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/transfer_template_service.py:104
tech_connector.game_engine.integration.transferability_matrix_service
NativeDccFeature.to_dict
def NativeDccFeature.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:40
HostTransferSupport.to_dict
def HostTransferSupport.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:54
FeatureTransferReport.to_dict
def FeatureTransferReport.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:67
list_native_dcc_features
def list_native_dcc_features() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:576
_contract_matches_feature
def _contract_matches_feature(contract: OperationContract, feature: NativeDccFeature) -> boolmodule function · internal · tech_connector/game_engine/integration/transferability_matrix_service.py:580
_contracts_by_role_for_host
def _contracts_by_role_for_host(feature: NativeDccFeature, host: str, *, project_root: str | None=None) -> dict[str, list[OperationContract]]module function · internal · tech_connector/game_engine/integration/transferability_matrix_service.py:589
analyze_feature_transferability
def analyze_feature_transferability(feature_key: str, *, project_root: str | None=None) -> FeatureTransferReportmodule function · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:604
build_dcc_transferability_matrix
def build_dcc_transferability_matrix(*, project_root: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:704
infer_native_feature_keys
def infer_native_feature_keys(text: str) -> list[str]module function · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:735
build_cross_dcc_chat_context
def build_cross_dcc_chat_context(prompt: str='', *, project_root: str | None=None, max_hosts_per_feature: int=4) -> strmodule function · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:769
Return a compact routing hint for chat and pipeline planning prompts.
department_transfer_summary
def department_transfer_summary(department: str='', *, project_root: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/transferability_matrix_service.py:813
tech_connector.game_engine.integration.verify_skm_motion_demo
grounded_ankle_local_motion
def grounded_ankle_local_motion(clips: dict) -> dictmodule function · public name · tech_connector/game_engine/integration/verify_skm_motion_demo.py:21
Report low-ankle local motion; root travel is needed to measure foot slide.
low_ankle_world_drift
def low_ankle_world_drift(frames: list[dict]) -> dictmodule function · public name · tech_connector/game_engine/integration/verify_skm_motion_demo.py:54
Measure rendered-bone drift near its lowest sampled height, not true contact.
reverse_motion_observed
def reverse_motion_observed(frames: list[dict]) -> boolmodule function · public name · tech_connector/game_engine/integration/verify_skm_motion_demo.py:121
reverse_canopy_contact_observed
def reverse_canopy_contact_observed(frames: list[dict]) -> boolmodule function · public name · tech_connector/game_engine/integration/verify_skm_motion_demo.py:135
verify
def verify(profile_path: Path, motion_report_path: Path | None=None, *, require_reverse_motion: bool=False, require_reverse_canopy_contact: bool=False) -> dictmodule function · public name · tech_connector/game_engine/integration/verify_skm_motion_demo.py:146
tech_connector.game_engine.integration.verify_skm_ui_capture
blue_character_bounds
def blue_character_bounds(path: Path, box: tuple[int, int, int, int]) -> dict[str, object]module function · public name · tech_connector/game_engine/integration/verify_skm_ui_capture.py:20
Locate the demo's blue skinned actor inside its central gameplay region.
_text_mask
def _text_mask(path: Path, box: tuple[int, int, int, int]) -> tuple[int, str]module function · internal · tech_connector/game_engine/integration/verify_skm_ui_capture.py:48
verify_control_card
def verify_control_card(screenshots: list[Path], *, offset: tuple[int, int]=(0, 0)) -> dict[str, object]module function · public name · tech_connector/game_engine/integration/verify_skm_ui_capture.py:69
main
def main() -> Nonemodule function · public name · tech_connector/game_engine/integration/verify_skm_ui_capture.py:98
tech_connector.game_engine.integration.verify_third_person_soak
_p95
def _p95(values: list[float]) -> floatmodule function · internal · tech_connector/game_engine/integration/verify_third_person_soak.py:14
verify_soak
def verify_soak(profile_path: Path, *, warmup: int=60, min_draw_calls: int=260, scope: str='same-device synthetic 256-prop D3D11 soak', require_motion_search: bool=False, require_mixed_motion: bool=False, require_unsynced_gpu_samples: bool=False, require_vsynced_pacing: bool=False) -> dictmodule function · public name · tech_connector/game_engine/integration/verify_third_person_soak.py:19
tech_connector.game_engine.integration.viewer_commands
commands
def commands() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:22
target
def target(provider: str='tech_connector', native_id: str='', *, source_key: str='', object_type: str='mesh', component_type: str='object', components: list[str] | tuple[str, ...] | None=None, metadata: dict[str, Any] | None=None) -> SceneCommandTargetmodule function · public name · tech_connector/game_engine/integration/viewer_commands.py:26
target_from_proxy
def target_from_proxy(proxy: dict[str, Any], *, component_type: str='object', components: list[str] | tuple[str, ...] | None=None) -> SceneCommandTargetmodule function · public name · tech_connector/game_engine/integration/viewer_commands.py:47
route
def route(command: str, command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:56
execute_active
def execute_active(command: str, **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:60
Execute an undoable command in the currently open Scene Viewer.
convert_to_tc
def convert_to_tc(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:67
convert_selection_to_tc
def convert_selection_to_tc(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:71
compose_usd
def compose_usd(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:75
inspect_usd_composition
def inspect_usd_composition(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:79
set_usd_variant
def set_usd_variant(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:83
set_usd_payload
def set_usd_payload(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:87
set_usd_override
def set_usd_override(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:91
split_edge_loop
def split_edge_loop(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:95
bevel_edges
def bevel_edges(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:99
extrude_faces
def extrude_faces(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:103
delete_faces
def delete_faces(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:107
triangulate_faces
def triangulate_faces(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:111
merge_vertices
def merge_vertices(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:115
bridge_edge_loops
def bridge_edge_loops(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:119
parent_constraint
def parent_constraint(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:123
create_joint
def create_joint(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:127
create_ik_handle
def create_ik_handle(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:131
create_ribbon_ik
def create_ribbon_ik(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:135
create_motion_path_ik
def create_motion_path_ik(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:139
create_quadruped_leg_ik
def create_quadruped_leg_ik(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:143
create_mechanical_ik
def create_mechanical_ik(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:147
constrain_to_mesh
def constrain_to_mesh(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:151
constrain_to_normal
def constrain_to_normal(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:155
create_pose_reader
def create_pose_reader(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:159
create_space_switch
def create_space_switch(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:163
bind_skin
def bind_skin(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:167
auto_skin
def auto_skin(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:171
paint_weights
def paint_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:175
normalize_weights
def normalize_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:179
prune_weights
def prune_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:183
smooth_weights
def smooth_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:187
mirror_weights
def mirror_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:191
copy_weights
def copy_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:195
transfer_weights
def transfer_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:199
add_influence
def add_influence(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:203
remove_influence
def remove_influence(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:207
export_weights
def export_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:211
import_weights
def import_weights(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:215
set_keyframe
def set_keyframe(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:219
create_take
def create_take(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:223
add_animation_layer
def add_animation_layer(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:227
create_cloth
def create_cloth(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:231
create_fluid
def create_fluid(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:235
create_volume
def create_volume(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:239
create_effect
def create_effect(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:243
set_effect_parameter
def set_effect_parameter(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:247
bake_effect
def bake_effect(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:251
renderer_stats
def renderer_stats(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:255
configure_renderer_budget
def configure_renderer_budget(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:259
create_deformable_surface
def create_deformable_surface(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:263
apply_footprint
def apply_footprint(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:267
apply_projectile
def apply_projectile(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:271
create_soft_body
def create_soft_body(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:275
create_reformable_dough
def create_reformable_dough(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:279
create_breakable_solid
def create_breakable_solid(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:283
fill_geometry_fluid
def fill_geometry_fluid(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:287
add_curve_flow
def add_curve_flow(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:291
step_simulation
def step_simulation(command_target: SceneCommandTarget | dict[str, Any], **kwargs: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/viewer_commands.py:295
tech_connector.game_engine.integration.world_production_qualification_service
qualify_world_production
def qualify_world_production(source_root: str | Path, output_root: str | Path, *, maximum_total_seconds: float=30.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/world_production_qualification_service.py:23
validate_world_production_qualification
def validate_world_production_qualification(source_root: str | Path, receipt: Mapping[str, Any] | None, *, max_age_seconds: float=DEFAULT_MAX_AGE_SECONDS, source_fingerprint: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/world_production_qualification_service.py:113
load_world_production_qualification
def load_world_production_qualification(path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/integration/world_production_qualification_service.py:134
_timestamp
def _timestamp(value: Any) -> floatmodule function · internal · tech_connector/game_engine/integration/world_production_qualification_service.py:142
tech_connector.game_engine.rendering.lighting_profile_service
_environment_profile
def _environment_profile(profile_id: str, display_name: str, description: str, *, sky: tuple[float, float, float], ground: tuple[float, float, float], sun_color: tuple[float, float, float], sun_direction: tuple[float, float, float], sun_intensity: float, exposure: float=1.0, indirect: float=1.0, atmosphere: bool=False, lighting_model: str='physically_based', global_illumination: str='probe', angular_radius: float=0.5) -> LightingProfilemodule function · internal · tech_connector/game_engine/rendering/lighting_profile_service.py:66
Build a complete renderer-safe preset with consistent contract fields.
lighting_profiles
def lighting_profiles() -> tuple[LightingProfile, ...]module function · public name · tech_connector/game_engine/rendering/lighting_profile_service.py:129
Return profiles in stable user-facing order.
lighting_profile_category
def lighting_profile_category(profile_id: str) -> strmodule function · public name · tech_connector/game_engine/rendering/lighting_profile_service.py:152
Return the stable user-facing category for a lighting profile.
lighting_profile_groups
def lighting_profile_groups() -> tuple[tuple[str, tuple[LightingProfile, ...]], ...]module function · public name · tech_connector/game_engine/rendering/lighting_profile_service.py:158
Return all presets in practical UI groups while preserving profile order within each group.
lighting_profile
def lighting_profile(profile_id: str | None) -> LightingProfilemodule function · public name · tech_connector/game_engine/rendering/lighting_profile_service.py:169
Resolve a profile id, defaulting to natural daylight.
resolve_lighting_settings
def resolve_lighting_settings(settings: Mapping[str, Any] | None) -> tuple[dict[str, Any], dict[str, Any]]module function · public name · tech_connector/game_engine/rendering/lighting_profile_service.py:178
Apply profile defaults while preserving every explicit scene override.
tech_connector.game_engine.rendering.material_contract
PortableTextureBinding.to_dict
def PortableTextureBinding.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/rendering/material_contract.py:148
PortableMaterial.to_dict
def PortableMaterial.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/rendering/material_contract.py:166
PortableLookdevState.to_dict
def PortableLookdevState.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/rendering/material_contract.py:183
portable_material_runtime_capabilities
def portable_material_runtime_capabilities() -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/material_contract.py:195
provider_lookdev_capture_profile
def provider_lookdev_capture_profile(provider: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/material_contract.py:217
normalize_portable_material
def normalize_portable_material(payload: dict[str, Any] | None, *, source_provider: str='', source_path: str='', material_id: str='') -> PortableMaterialmodule function · public name · tech_connector/game_engine/rendering/material_contract.py:236
lookdev_state_from_snapshot
def lookdev_state_from_snapshot(snapshot: dict[str, Any] | None, *, source_provider: str='', source_path: str='') -> PortableLookdevStatemodule function · public name · tech_connector/game_engine/rendering/material_contract.py:323
Extract scene-level materials, assignments, and dependency evidence.
normalize_portable_lookdev_state
def normalize_portable_lookdev_state(payload: dict[str, Any] | None, *, source_provider: str='', source_path: str='') -> PortableLookdevStatemodule function · public name · tech_connector/game_engine/rendering/material_contract.py:538
Normalize a saved lookdev state while retaining archive storage metadata.
embed_portable_lookdev_textures
def embed_portable_lookdev_textures(state: PortableLookdevState | dict[str, Any], *, source_id: str, max_file_bytes: int=64 * 1024 * 1024, max_total_bytes: int=256 * 1024 * 1024) -> tuple[dict[str, Any], dict[str, bytes]]module function · public name · tech_connector/game_engine/rendering/material_contract.py:579
Embed bounded texture dependencies and keep oversized assets explicit.
resolve_embedded_lookdev_textures
def resolve_embedded_lookdev_textures(snapshot: dict[str, Any], state: PortableLookdevState | dict[str, Any], blobs: dict[str, bytes], *, cache_root: str | Path) -> tuple[dict[str, Any], dict[str, Any]]module function · public name · tech_connector/game_engine/rendering/material_contract.py:634
Materialize verified archive textures and redirect cached host payloads.
_stable_id
def _stable_id(*parts: str) -> strmodule function · internal · tech_connector/game_engine/rendering/material_contract.py:715
_nonnegative_int
def _nonnegative_int(value: Any, default: int) -> intmodule function · internal · tech_connector/game_engine/rendering/material_contract.py:720
_append_unique
def _append_unique(values: list[str], value: str) -> Nonemodule function · internal · tech_connector/game_engine/rendering/material_contract.py:727
_compact_index_ranges
def _compact_index_ranges(values: list[Any] | tuple[Any, ...]) -> list[list[int]]module function · internal · tech_connector/game_engine/rendering/material_contract.py:732
_coverage_status
def _coverage_status(observed: int, expected: int, *, enabled: bool) -> strmodule function · internal · tech_connector/game_engine/rendering/material_contract.py:756
_texture_asset_record
def _texture_asset_record(path: str, source_path: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/rendering/material_contract.py:766
canonical_texture_channel
def canonical_texture_channel(channel: str) -> strmodule function · public name · tech_connector/game_engine/rendering/material_contract.py:805
viewer_material_approximation
def viewer_material_approximation(material: PortableMaterial) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/material_contract.py:811
_texture_binding
def _texture_binding(channel: str, source_channel: str, raw_binding: Any, *, source_path: str) -> PortableTextureBinding | Nonemodule function · internal · tech_connector/game_engine/rendering/material_contract.py:841
_number
def _number(value: Any, default: float) -> floatmodule function · internal · tech_connector/game_engine/rendering/material_contract.py:916
_unit
def _unit(value: Any, default: float) -> floatmodule function · internal · tech_connector/game_engine/rendering/material_contract.py:924
_vector
def _vector(value: Any, size: int, default: tuple[float, ...]) -> tuple[float, ...]module function · internal · tech_connector/game_engine/rendering/material_contract.py:928
tech_connector.game_engine.rendering.media_texture_service
MediaTextureSource.__post_init__
def MediaTextureSource.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/rendering/media_texture_service.py:37
MediaTextureSource.animated
def MediaTextureSource.animated(self) -> boolclass method · public name · tech_connector/game_engine/rendering/media_texture_service.py:54
MediaTextureSource.to_dict
def MediaTextureSource.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/rendering/media_texture_service.py:57
infer_media_source_type
def infer_media_source_type(path: str, *, declared_type: str='') -> strmodule function · public name · tech_connector/game_engine/rendering/media_texture_service.py:61
normalize_media_texture_source
def normalize_media_texture_source(payload: str | dict[str, Any] | MediaTextureSource, *, source_path: str='') -> MediaTextureSourcemodule function · public name · tech_connector/game_engine/rendering/media_texture_service.py:81
media_texture_runtime_capabilities
def media_texture_runtime_capabilities() -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/media_texture_service.py:122
qualify_media_texture_source
def qualify_media_texture_source(source: MediaTextureSource | dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/media_texture_service.py:136
plan_media_texture_residency
def plan_media_texture_residency(sources: dict[str, MediaTextureSource | dict[str, Any]], *, maximum_video_decoders: int=4, maximum_animated_sources: int=8) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/media_texture_service.py:175
Bound concurrent decoders while preserving deterministic slot priority.
tech_connector.game_engine.rendering.procedural_shader_service
shader_node_catalog
def shader_node_catalog() -> dict[str, dict[str, Any]]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:72
normalize_procedural_shader_graph
def normalize_procedural_shader_graph(payload: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:83
validate_procedural_shader_graph
def validate_procedural_shader_graph(payload: dict[str, Any], *, maximum_cost: int=512) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:110
compile_procedural_shader_graph
def compile_procedural_shader_graph(payload: dict[str, Any], *, target: str='glsl') -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:158
lower_qt_quick3d_shader
def lower_qt_quick3d_shader(payload: dict[str, Any], *, cache_root: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:190
Lower a supported graph into a live Qt Quick 3D CustomMaterial fragment shader.
render_procedural_preview
def render_procedural_preview(payload: dict[str, Any], *, width: int=256, height: int=256, time_seconds: float=0.0) -> tuple[np.ndarray, dict[str, Any]]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:234
procedural_shader_presets
def procedural_shader_presets() -> dict[str, dict[str, Any]]module function · public name · tech_connector/game_engine/rendering/procedural_shader_service.py:326
_reference_id
def _reference_id(value: Any) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:342
_find_cycle
def _find_cycle(dependencies: dict[str, set[str]]) -> list[str]module function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:348
_first_node_of_type
def _first_node_of_type(nodes: dict[str, dict[str, Any]], kind: str) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:364
_full
def _full(shape: tuple[int, int], value: Any) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:368
_resolve_preview_value
def _resolve_preview_value(value: Any, evaluate: Any, shape: tuple[int, int]) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:373
_hash2
def _hash2(x: np.ndarray, y: np.ndarray, seed: int) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:378
_value_noise
def _value_noise(p: np.ndarray, seed: int=0) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:382
_gradient_noise
def _gradient_noise(p: np.ndarray, seed: int=0) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:390
_fractal
def _fractal(p: np.ndarray, params: dict[str, Any], kind: str) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:402
_voronoi
def _voronoi(p: np.ndarray, seed: int=0) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:413
_evaluate_ramp
def _evaluate_ramp(value: np.ndarray, points: Any) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:423
_mix
def _mix(a: np.ndarray, b: np.ndarray, factor: np.ndarray) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:435
_as_rgba
def _as_rgba(value: np.ndarray) -> np.ndarraymodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:440
_compile_code
def _compile_code(graph: dict[str, Any], target: str) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:447
_compile_materialx
def _compile_materialx(graph: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:459
_compile_qt_quick3d_fragment
def _compile_qt_quick3d_fragment(graph: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:464
_qt_var
def _qt_var(node_id: str) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:517
_qt_float
def _qt_float(value: Any, default: float=0.0) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:521
_qt_vec
def _qt_vec(value: Any, size: int=4) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:528
_qt_input
def _qt_input(value: Any, default: str='vec4(0.0)') -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:535
_qt_node_statements
def _qt_node_statements(node: dict[str, Any]) -> list[str]module function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:545
_qt_ramp_function
def _qt_ramp_function(node: dict[str, Any]) -> strmodule function · internal · tech_connector/game_engine/rendering/procedural_shader_service.py:602
tech_connector.game_engine.rendering.render_graph_service
RenderResource.__post_init__
def RenderResource.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/rendering/render_graph_service.py:28
RenderAccess.__post_init__
def RenderAccess.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/rendering/render_graph_service.py:45
RenderPass.__post_init__
def RenderPass.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/rendering/render_graph_service.py:59
CompiledRenderGraph.transient_savings_bytes
def CompiledRenderGraph.transient_savings_bytes(self) -> intclass method · public name · tech_connector/game_engine/rendering/render_graph_service.py:113
CompiledRenderGraph.validate
def CompiledRenderGraph.validate(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/rendering/render_graph_service.py:116
CompiledRenderGraph.to_dict
def CompiledRenderGraph.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/rendering/render_graph_service.py:124
compile_render_graph
def compile_render_graph(resources: Iterable[RenderResource], passes: Iterable[RenderPass], *, metadata: dict[str, Any] | None=None) -> CompiledRenderGraphmodule function · public name · tech_connector/game_engine/rendering/render_graph_service.py:148
Compile declarations into deterministic execution, barriers, and aliases.
build_fx_render_graph
def build_fx_render_graph(stream_receipt: dict[str, Any] | None, *, width: int=1920, height: int=1080, enable_async_compute: bool=True, enable_refraction: bool=True, enable_temporal_reconstruction: bool=True) -> CompiledRenderGraphmodule function · public name · tech_connector/game_engine/rendering/render_graph_service.py:201
Build the canonical particle/FX frame without claiming unavailable interop.
qualify_render_graph
def qualify_render_graph(graph: CompiledRenderGraph, *, require_async_compute: bool=False, require_shared_resource: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/rendering/render_graph_service.py:317
_unique_map
def _unique_map(items: tuple[Any, ...], attribute: str, label: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/rendering/render_graph_service.py:342
_hazard
def _hazard(before: str, after: str) -> boolmodule function · internal · tech_connector/game_engine/rendering/render_graph_service.py:352
_topological_order
def _topological_order(dependencies: dict[str, set[str]], declaration_index: dict[str, int]) -> tuple[list[str], list[str]]module function · internal · tech_connector/game_engine/rendering/render_graph_service.py:356
_compile_barriers
def _compile_barriers(passes: tuple[RenderPass, ...]) -> tuple[RenderBarrier, ...]module function · internal · tech_connector/game_engine/rendering/render_graph_service.py:379
_compile_queue_sync
def _compile_queue_sync(passes: tuple[RenderPass, ...], dependencies: dict[str, tuple[str, ...]], barriers: tuple[RenderBarrier, ...]) -> tuple[QueueSynchronization, ...]module function · internal · tech_connector/game_engine/rendering/render_graph_service.py:397
_compile_transient_aliases
def _compile_transient_aliases(resources: tuple[RenderResource, ...], passes: tuple[RenderPass, ...]) -> tuple[tuple[TransientAllocation, ...], int, int]module function · internal · tech_connector/game_engine/rendering/render_graph_service.py:425
tech_connector.game_engine.rendering.upscaling_service
UpscalingProfile.__post_init__
def UpscalingProfile.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/rendering/upscaling_service.py:37
UpscalingProfile.to_dict
def UpscalingProfile.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/rendering/upscaling_service.py:51
create_upscaling_profile
def create_upscaling_profile(*, backend: str='native', quality: str='native', output_width: int=1920, output_height: int=1080, **overrides: Any) -> UpscalingProfilemodule function · public name · tech_connector/game_engine/rendering/upscaling_service.py:74
choose_upscaling_backend
def choose_upscaling_backend(requested: str, *, graphics_api: str, installed_runtimes: Iterable[str]=()) -> tuple[str, tuple[str, ...]]module function · public name · tech_connector/game_engine/rendering/upscaling_service.py:89
Resolve a requested backend without making the player unlaunchable.
render_dimensions
def render_dimensions(profile: UpscalingProfile) -> dict[str, int]module function · public name · tech_connector/game_engine/rendering/upscaling_service.py:112
required_frame_resources
def required_frame_resources(backend: str) -> tuple[str, ...]module function · public name · tech_connector/game_engine/rendering/upscaling_service.py:119
tech_connector.game_engine.runtime.character_brain_service
CharacterDecisionReceipt.to_dict
def CharacterDecisionReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/character_brain_service.py:60
choose_character_action
def choose_character_action(character: CharacterState, world: CharacterWorldAsset, actions: Iterable[CharacterAction], *, available_affordances: Iterable[str]=(), now: float=0.0, model_proposal: ModelActionProposal | None=None) -> CharacterDecisionReceiptmodule function · public name · tech_connector/game_engine/runtime/character_brain_service.py:79
Choose an action deterministically; model proposals receive no authority bypass.
execute_character_action
def execute_character_action(character: CharacterState, world: CharacterWorldAsset, action: CharacterAction, decision: CharacterDecisionReceipt) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/character_brain_service.py:168
record_character_memory
def record_character_memory(character: CharacterState, memory: CharacterMemory) -> CharacterMemorymodule function · public name · tech_connector/game_engine/runtime/character_brain_service.py:192
decay_character_memories
def decay_character_memories(character: CharacterState, *, now: float, elapsed: float, decay_rate: float=0.01) -> intmodule function · public name · tech_connector/game_engine/runtime/character_brain_service.py:215
select_narrative_beat
def select_narrative_beat(world: CharacterWorldAsset, *, now: float, focus_character: str='') -> NarrativeDecisionReceiptmodule function · public name · tech_connector/game_engine/runtime/character_brain_service.py:239
apply_narrative_beat
def apply_narrative_beat(world: CharacterWorldAsset, beat: NarrativeBeat, receipt: NarrativeDecisionReceipt, *, now: float, focus_character: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/character_brain_service.py:272
choose_character_lod
def choose_character_lod(character_id: str, *, distance: float, significance: float=0.5, conversing: bool=False, quest_critical: bool=False) -> CharacterLODDecisionmodule function · public name · tech_connector/game_engine/runtime/character_brain_service.py:301
build_character_context
def build_character_context(character: CharacterState, world: CharacterWorldAsset, *, now: float) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/character_brain_service.py:316
evaluate_condition
def evaluate_condition(condition: FactCondition, context: dict[str, Any]) -> boolmodule function · public name · tech_connector/game_engine/runtime/character_brain_service.py:334
_resolve_path
def _resolve_path(value: Any, path: str) -> Anymodule function · internal · tech_connector/game_engine/runtime/character_brain_service.py:367
_compare
def _compare(first: Any, second: Any, operation: Any) -> boolmodule function · internal · tech_connector/game_engine/runtime/character_brain_service.py:383
_character_parameter
def _character_parameter(character: CharacterState, name: str) -> floatmodule function · internal · tech_connector/game_engine/runtime/character_brain_service.py:390
tech_connector.game_engine.runtime.engine_console_service
EngineConsoleReceipt.to_dict
def EngineConsoleReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/engine_console_service.py:25
EngineConsoleSession.__init__
def EngineConsoleSession.__init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/engine_console_service.py:32
EngineConsoleSession.reset
def EngineConsoleSession.reset(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/engine_console_service.py:36
EngineConsoleSession.execute_python
def EngineConsoleSession.execute_python(self, source: str, context: dict[str, Any] | None=None) -> EngineConsoleReceiptclass method · public name · tech_connector/game_engine/runtime/engine_console_service.py:39
EngineConsoleSession.execute_tc_command
def EngineConsoleSession.execute_tc_command(self, source: str, executor: Callable[..., dict[str, Any]]) -> EngineConsoleReceiptclass method · public name · tech_connector/game_engine/runtime/engine_console_service.py:72
parse_tc_command
def parse_tc_command(source: str) -> tuple[str, dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/engine_console_service.py:105
tech_connector.game_engine.runtime.engine_runtime_experience_service
build_engine_runtime_experience_plan
def build_engine_runtime_experience_plan(world: Any, *, target: str='desktop', goal: str='balanced', quality: str='auto', backend: str='auto', adaptive: bool=True, tick_rate: int | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/engine_runtime_experience_service.py:46
Turn user intent into an inspectable runtime configuration and fallback plan.
runtime_target_options
def runtime_target_options() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/engine_runtime_experience_service.py:132
runtime_goal_options
def runtime_goal_options() -> list[dict[str, str]]module function · public name · tech_connector/game_engine/runtime/engine_runtime_experience_service.py:136
_feature_capabilities
def _feature_capabilities(domains: list[str], target: EngineTargetProfile, resolved_backend: str) -> list[dict[str, str]]module function · internal · tech_connector/game_engine/runtime/engine_runtime_experience_service.py:140
_adaptive_controls
def _adaptive_controls(domains: list[str]) -> list[str]module function · internal · tech_connector/game_engine/runtime/engine_runtime_experience_service.py:175
_summary
def _summary(backend: str, quality: str, fallbacks: int, blockers: int) -> strmodule function · internal · tech_connector/game_engine/runtime/engine_runtime_experience_service.py:188
tech_connector.game_engine.runtime.graph_debugger_service
GraphDebugSnapshot.to_dict
def GraphDebugSnapshot.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:44
GraphDebugSession.__init__
def GraphDebugSession.__init__(self, session_id: str, instance_id: str, manifest: Mapping[str, Any], context: GraphExecutionContext | Mapping[str, Any], *, registry: GraphOperationRegistry | None=None, execution_mode: str='editor_simulation', selected_entity_id: str='') -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:61
GraphDebugSession.program_id
def GraphDebugSession.program_id(self) -> strclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:89
GraphDebugSession.execution_order
def GraphDebugSession.execution_order(self) -> list[str]class method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:93
GraphDebugSession.set_breakpoints
def GraphDebugSession.set_breakpoints(self, node_ids) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:96
GraphDebugSession.set_watches
def GraphDebugSession.set_watches(self, paths) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:105
GraphDebugSession.start
def GraphDebugSession.start(self) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:109
GraphDebugSession.continue_execution
def GraphDebugSession.continue_execution(self) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:116
GraphDebugSession.step
def GraphDebugSession.step(self) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:124
GraphDebugSession.pause
def GraphDebugSession.pause(self) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:137
GraphDebugSession.restart
def GraphDebugSession.restart(self) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:143
GraphDebugSession.stop
def GraphDebugSession.stop(self, *, keep_changes: bool=False) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:150
GraphDebugSession.hot_swap
def GraphDebugSession.hot_swap(self, manifest: Mapping[str, Any]) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:158
GraphDebugSession.reject_hot_swap
def GraphDebugSession.reject_hot_swap(self, message: str) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:180
Record a compile/validation rejection while preserving the running manifest and state.
GraphDebugSession.select_entity
def GraphDebugSession.select_entity(self, entity_id: str) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:186
GraphDebugSession.snapshot
def GraphDebugSession.snapshot(self) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:200
GraphDebugSession._run_until_pause
def GraphDebugSession._run_until_pause(self, *, skip_breakpoint: str='') -> GraphDebugSnapshotclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:211
GraphDebugSession._execute_next
def GraphDebugSession._execute_next(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:222
GraphDebugSession._fail
def GraphDebugSession._fail(self, error: GraphExecutionError) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:249
GraphDebugSession._next_node_id
def GraphDebugSession._next_node_id(self) -> strclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:252
GraphDebugSession._publish_external_context
def GraphDebugSession._publish_external_context(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:256
GraphDebugSessionManager.__init__
def GraphDebugSessionManager.__init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:265
GraphDebugSessionManager.attach
def GraphDebugSessionManager.attach(self, session_id: str, instance_id: str, manifest: Mapping[str, Any], context: Mapping[str, Any] | GraphExecutionContext, *, execution_mode: str='editor_simulation', selected_entity_id: str='') -> GraphDebugSessionclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:269
GraphDebugSessionManager.session
def GraphDebugSessionManager.session(self, session_id: str) -> GraphDebugSessionclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:275
GraphDebugSessionManager.list_sessions
def GraphDebugSessionManager.list_sessions(self) -> tuple[dict[str, Any], ...]class method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:282
GraphDebugSessionManager.detach
def GraphDebugSessionManager.detach(self, session_id: str, *, keep_changes: bool=False) -> GraphDebugSnapshotclass method · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:287
default_graph_debug_session_manager
def default_graph_debug_session_manager() -> GraphDebugSessionManagermodule function · public name · tech_connector/game_engine/runtime/graph_debugger_service.py:298
Return the process-wide registry shared by editor windows and Python automation.
_validate_manifest
def _validate_manifest(manifest: Mapping[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:303
_resolve_inputs
def _resolve_inputs(node: Mapping[str, Any], outputs: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:310
_watch_value
def _watch_value(path: str, context: GraphExecutionContext, outputs: Mapping[str, Any]) -> Anymodule function · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:324
_summarize
def _summarize(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/graph_debugger_service.py:336
tech_connector.game_engine.runtime.graph_execution_service
GraphExecutionError.__init__
def GraphExecutionError.__init__(self, code: str, message: str, *, node_id: str='', operation: str='') -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_execution_service.py:23
GraphExecutionError.to_dict
def GraphExecutionError.to_dict(self) -> dict[str, str]class method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:36
GraphExecutionLimits.__post_init__
def GraphExecutionLimits.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_execution_service.py:51
GraphExecutionContext.__post_init__
def GraphExecutionContext.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_execution_service.py:70
GraphExecutionContext.from_value
def GraphExecutionContext.from_value(cls, value: 'GraphExecutionContext | Mapping[str, Any]') -> 'GraphExecutionContext'class method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:77
GraphExecutionContext.staged_copy
def GraphExecutionContext.staged_copy(self) -> 'GraphExecutionContext'class method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:92
GraphExecutionContext.commit_from
def GraphExecutionContext.commit_from(self, staged: 'GraphExecutionContext') -> Noneclass method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:103
GraphExecutionReceipt.ok
def GraphExecutionReceipt.ok(self) -> boolclass method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:131
GraphExecutionReceipt.to_dict
def GraphExecutionReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:134
GraphOperationRegistry.__init__
def GraphOperationRegistry.__init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_execution_service.py:152
GraphOperationRegistry.register
def GraphOperationRegistry.register(self, operation: str, handler: GraphOperationHandler, *, replace: bool=False) -> Noneclass method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:156
GraphOperationRegistry.resolve
def GraphOperationRegistry.resolve(self, operation: str) -> GraphOperationHandler | Noneclass method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:171
GraphOperationRegistry.operation_names
def GraphOperationRegistry.operation_names(self) -> tuple[str, ...]class method · public name · tech_connector/game_engine/runtime/graph_execution_service.py:175
create_default_graph_operation_registry
def create_default_graph_operation_registry() -> GraphOperationRegistrymodule function · public name · tech_connector/game_engine/runtime/graph_execution_service.py:180
execute_graph_manifest
def execute_graph_manifest(manifest: Mapping[str, Any], context: GraphExecutionContext | MutableMapping[str, Any], *, registry: GraphOperationRegistry | None=None, limits: GraphExecutionLimits | None=None, cancellation_check: CancellationCheck | None=None, raise_on_error: bool=False) -> GraphExecutionReceiptmodule function · public name · tech_connector/game_engine/runtime/graph_execution_service.py:198
Execute a manifest transactionally and return a source-mapped receipt.
_validate_manifest_header
def _validate_manifest_header(manifest: Mapping[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:324
_resolve_node_inputs
def _resolve_node_inputs(node: Mapping[str, Any], outputs: Mapping[str, Any]) -> dict[str, Any]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:342
_check_runtime_limits
def _check_runtime_limits(started: float, limits: GraphExecutionLimits, operation_count: int, cancellation_check: CancellationCheck | None) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:364
_check_after_operation
def _check_after_operation(started: float, limits: GraphExecutionLimits, cancellation_check: CancellationCheck | None) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:384
_check_authority
def _check_authority(authority: str, raw_contract: Any, node_id: str, operation: str) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:401
_read_input_action
def _read_input_action(*, context: GraphExecutionContext, axis: str='Move') -> tuple[float, float]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:418
_calculate_movement_velocity
def _calculate_movement_velocity(*, context: GraphExecutionContext, direction: Any, speed: float=6.0, acceleration: float=24.0, target: str='Self') -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:429
_set_actor_velocity
def _set_actor_velocity(*, context: GraphExecutionContext, target: str='Self', velocity: Any) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:450
_emit_gameplay_event
def _emit_gameplay_event(*, context: GraphExecutionContext, event: str, payload: Mapping[str, Any] | None=None) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:467
_variables
def _variables(context: GraphExecutionContext) -> dict[str, Any]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:495
_set_variable
def _set_variable(*, context: GraphExecutionContext, name: str, value: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:502
_add_variable
def _add_variable(*, context: GraphExecutionContext, name: str, amount: float=1.0) -> floatmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:510
_branch_greater
def _branch_greater(*, context: GraphExecutionContext, name: str, threshold: float, event: str='') -> boolmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:521
_spawn_entity
def _spawn_entity(*, context: GraphExecutionContext, name: str, x: float=0.0, y: float=0.0, z: float=0.0) -> strmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:529
_get_component_position
def _get_component_position(*, context: GraphExecutionContext, target: str='Self') -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:541
_set_component_position
def _set_component_position(*, context: GraphExecutionContext, target: str='Self', x: float=0.0, y: float=0.0, z: float=0.0) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:548
_set_runtime_ui_text
def _set_runtime_ui_text(*, context: GraphExecutionContext, text: str) -> strmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:557
_play_audio
def _play_audio(*, context: GraphExecutionContext, asset: str) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:562
_request_save
def _request_save(*, context: GraphExecutionContext) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:569
_finite_vector
def _finite_vector(value: Any, size: int, label: str) -> tuple[float, ...]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:573
_non_negative_finite
def _non_negative_finite(value: Any, label: str) -> floatmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:582
_move_toward
def _move_toward(current: tuple[float, ...], target: tuple[float, ...], maximum_change: float) -> tuple[float, ...]module function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:589
_commit_context
def _commit_context(original: GraphExecutionContext | MutableMapping[str, Any], source: GraphExecutionContext, staged: GraphExecutionContext) -> Nonemodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:602
_elapsed_ms
def _elapsed_ms(started: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:615
_summarize_value
def _summarize_value(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/graph_execution_service.py:619
tech_connector.game_engine.runtime.graph_instance_service
GraphTickReceipt.ok
def GraphTickReceipt.ok(self) -> boolclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:32
GraphTickReceipt.to_dict
def GraphTickReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:37
GraphRuntimeInstance.__init__
def GraphRuntimeInstance.__init__(self, manifest: Mapping[str, Any], context: GraphExecutionContext | Mapping[str, Any], *, registry: GraphOperationRegistry | None=None, limits: GraphExecutionLimits | None=None, fixed_step_seconds: float=1.0 / 60.0, max_substeps: int=4, max_frame_delta: float=0.25) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_instance_service.py:49
GraphRuntimeInstance.entry_event
def GraphRuntimeInstance.entry_event(self) -> strclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:81
GraphRuntimeInstance.begin_play
def GraphRuntimeInstance.begin_play(self) -> GraphExecutionReceiptclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:84
GraphRuntimeInstance.run_event
def GraphRuntimeInstance.run_event(self, event_name: str, payload: Mapping[str, Any] | None=None) -> GraphExecutionReceiptclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:95
GraphRuntimeInstance.tick
def GraphRuntimeInstance.tick(self, frame_delta_seconds: float) -> GraphTickReceiptclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:126
GraphRuntimeInstance.set_paused
def GraphRuntimeInstance.set_paused(self, paused: bool) -> Noneclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:187
GraphRuntimeInstance.reset_timing
def GraphRuntimeInstance.reset_timing(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:190
GraphRuntimeInstance.hot_swap
def GraphRuntimeInstance.hot_swap(self, manifest: Mapping[str, Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/graph_instance_service.py:195
GraphRuntimeInstance._refresh_external_context
def GraphRuntimeInstance._refresh_external_context(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_instance_service.py:223
GraphRuntimeInstance._publish_external_context
def GraphRuntimeInstance._publish_external_context(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_instance_service.py:238
GraphRuntimeInstance._validate_manifest
def GraphRuntimeInstance._validate_manifest(manifest: Mapping[str, Any]) -> Noneclass method · internal · tech_connector/game_engine/runtime/graph_instance_service.py:247
_idle_execution_receipt
def _idle_execution_receipt(program_id: str, message: str) -> GraphExecutionReceiptmodule function · internal · tech_connector/game_engine/runtime/graph_instance_service.py:258
_event_key
def _event_key(value: str) -> strmodule function · internal · tech_connector/game_engine/runtime/graph_instance_service.py:272
_positive_finite
def _positive_finite(value: Any, label: str) -> floatmodule function · internal · tech_connector/game_engine/runtime/graph_instance_service.py:276
_non_negative_finite
def _non_negative_finite(value: Any, label: str) -> floatmodule function · internal · tech_connector/game_engine/runtime/graph_instance_service.py:283
tech_connector.game_engine.runtime.graph_runtime
register_graph_runtime_operation
def register_graph_runtime_operation(operation: str, handler: GraphOperationHandler) -> Nonemodule function · public name · tech_connector/game_engine/runtime/graph_runtime.py:12
unregister_graph_runtime_operation
def unregister_graph_runtime_operation(operation: str) -> Nonemodule function · public name · tech_connector/game_engine/runtime/graph_runtime.py:18
graph_call
def graph_call(operation: str, *, context: Any, **inputs: Any) -> Anymodule function · public name · tech_connector/game_engine/runtime/graph_runtime.py:22
Execute one graph operation through context overrides or the reference registry. The future C++ runtime consumes the matching native graph manifest. This Python dispatcher keeps generated code executable in editor previews and tests without
tech_connector.game_engine.runtime.level_sequence_runtime_service
SequenceRuntimeCommand.to_dict
def SequenceRuntimeCommand.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:21
LevelSequenceRuntimeDirector.__init__
def LevelSequenceRuntimeDirector.__init__(self, project_root: str | Path, database: AssetDatabase, *, command_sink: Callable[[SequenceRuntimeCommand], Any] | None=None) -> Noneclass method · internal · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:38
LevelSequenceRuntimeDirector.tick
def LevelSequenceRuntimeDirector.tick(self, sequence_asset_id: str, frame: int, *, execute: bool=True) -> SequenceRuntimeFrameclass method · public name · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:49
LevelSequenceRuntimeDirector.reset
def LevelSequenceRuntimeDirector.reset(self, *, execute: bool=True) -> tuple[SequenceRuntimeCommand, ...]class method · public name · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:85
LevelSequenceRuntimeDirector._command
def LevelSequenceRuntimeDirector._command(self, operation: str, level_id: str, *, weight: float=0.0, payload: dict[str, Any] | None=None) -> SequenceRuntimeCommandclass method · internal · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:92
LevelSequenceRuntimeDirector._preload_levels
def LevelSequenceRuntimeDirector._preload_levels(values: Mapping[str, Any], frame: int) -> set[str]class method · internal · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:99
LevelSequenceRuntimeDirector._unload_when_inactive
def LevelSequenceRuntimeDirector._unload_when_inactive(values: Mapping[str, Any], level_id: str) -> boolclass method · internal · tech_connector/game_engine/runtime/level_sequence_runtime_service.py:111
tech_connector.game_engine.runtime.mesh_lod_service
MeshLodRequest.__post_init__
def MeshLodRequest.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/mesh_lod_service.py:44
MeshLodRequest.validate
def MeshLodRequest.validate(self) -> list[str]class method · public name · tech_connector/game_engine/runtime/mesh_lod_service.py:48
MeshLodRequest.to_dict
def MeshLodRequest.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/mesh_lod_service.py:67
generate_mesh_lods
def generate_mesh_lods(request: MeshLodRequest, *, timeout: float=300.0, cancel_event: threading.Event | None=None, blender_executable: str | os.PathLike[str] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/mesh_lod_service.py:78
tech_connector.game_engine.runtime.native_graph_backend
NativeGraphBackend.__init__
def NativeGraphBackend.__init__(self, library_path: str | Path | None=None) -> Noneclass method · internal · tech_connector/game_engine/runtime/native_graph_backend.py:50
NativeGraphBackend.abi_version
def NativeGraphBackend.abi_version(self) -> intclass method · public name · tech_connector/game_engine/runtime/native_graph_backend.py:73
NativeGraphBackend.clamp_input_axis
def NativeGraphBackend.clamp_input_axis(self, value: Any) -> tuple[float, float]class method · public name · tech_connector/game_engine/runtime/native_graph_backend.py:76
NativeGraphBackend.calculate_movement_velocity
def NativeGraphBackend.calculate_movement_velocity(self, *, direction: Any, current_velocity: Any, maximum_speed: float, acceleration: float, delta_seconds: float) -> tuple[float, float, float]class method · public name · tech_connector/game_engine/runtime/native_graph_backend.py:88
NativeGraphBackend._configure_signatures
def NativeGraphBackend._configure_signatures(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/native_graph_backend.py:119
NativeGraphBackend._check
def NativeGraphBackend._check(self, status: int) -> Noneclass method · internal · tech_connector/game_engine/runtime/native_graph_backend.py:135
discover_native_graph_library
def discover_native_graph_library(search_roots: Iterable[str | Path]=()) -> Path | Nonemodule function · public name · tech_connector/game_engine/runtime/native_graph_backend.py:143
native_graph_backend_status
def native_graph_backend_status() -> NativeGraphBackendStatusmodule function · public name · tech_connector/game_engine/runtime/native_graph_backend.py:170
_vector
def _vector(value: Any, size: int, label: str) -> tuple[float, ...]module function · internal · tech_connector/game_engine/runtime/native_graph_backend.py:189
tech_connector.game_engine.runtime.procedural_runtime_service
_vec3
def _vec3(value: Any, default: Vec3=(0.0, 0.0, 0.0)) -> Vec3module function · internal · tech_connector/game_engine/runtime/procedural_runtime_service.py:19
_normalized
def _normalized(value: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/procedural_runtime_service.py:27
ProceduralRuntimeProfile.validate
def ProceduralRuntimeProfile.validate(self) -> list[str]class method · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:55
ProceduralRuntimeChunk.center
def ProceduralRuntimeChunk.center(self) -> Vec3class method · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:76
ProceduralRuntimeChunk.fingerprint
def ProceduralRuntimeChunk.fingerprint(self) -> strclass method · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:80
ProceduralRuntimeChunk.to_dict
def ProceduralRuntimeChunk.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:86
ProceduralRuntimeSchedule.to_dict
def ProceduralRuntimeSchedule.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:116
_instance_grid_size
def _instance_grid_size(instance: ProceduralInstance, profile: ProceduralRuntimeProfile) -> floatmodule function · internal · tech_connector/game_engine/runtime/procedural_runtime_service.py:125
partition_procedural_result
def partition_procedural_result(result: ProceduralCookResult, profile: ProceduralRuntimeProfile | None=None) -> list[ProceduralRuntimeChunk]module function · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:139
Place each stable instance into exactly one hierarchical streaming grid.
_chunk_priority
def _chunk_priority(chunk: ProceduralRuntimeChunk, source: ProceduralGenerationSource, direction_weight: float) -> tuple[float, float]module function · internal · tech_connector/game_engine/runtime/procedural_runtime_service.py:168
schedule_procedural_runtime
def schedule_procedural_runtime(chunks: Iterable[ProceduralRuntimeChunk], sources: Iterable[ProceduralGenerationSource], *, loaded_chunk_ids: Iterable[str]=(), profile: ProceduralRuntimeProfile | None=None) -> ProceduralRuntimeSchedulemodule function · public name · tech_connector/game_engine/runtime/procedural_runtime_service.py:183
Build one frame's bounded generation, keep, cleanup, and deferred work.
tech_connector.game_engine.runtime.runtime_geometry_compiler_service
compile_point_runtime_proxy
def compile_point_runtime_proxy(vertices: Sequence[Sequence[float]], faces: Sequence[Sequence[int]], output_path: str | os.PathLike[str], *, face_material_ids: Sequence[int] | None=None, materials: Sequence[dict[str, Any]]=(), page_size: int=512, cancel_event: threading.Event | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:20
compile_virtualized_hard_surface
def compile_virtualized_hard_surface(vertices: Sequence[Sequence[float]], faces: Sequence[Sequence[int]], output_path: str | os.PathLike[str], *, max_vertices: int=64, max_triangles: int=126, meshlets_per_page: int=32, cancel_event: threading.Event | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:73
_validated_triangles
def _validated_triangles(vertices, faces)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:182
_triangle_material_ids
def _triangle_material_ids(faces, source_faces, face_material_ids)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:200
_material_channels
def _material_channels(materials, material_id)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:207
_morton_order
def _morton_order(positions)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:218
_pages_for_points
def _pages_for_points(positions, page_size)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:230
_meshlet_hierarchy
def _meshlet_hierarchy(bounds)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:238
_atomic_npz
def _atomic_npz(path, manifest, **arrays)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:259
_check_cancel
def _check_cancel(event)module function · internal · tech_connector/game_engine/runtime/runtime_geometry_compiler_service.py:275
tech_connector.game_engine.runtime.runtime_geometry_scalability_service
build_runtime_geometry_plan
def build_runtime_geometry_plan(asset_id: str, *, triangle_count: int, material_features: list[str] | tuple[str, ...]=(), deforming: bool=False, collision_required: bool=True, target_platforms: list[str] | tuple[str, ...]=('desktop',)) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/runtime_geometry_scalability_service.py:11
Build a measurable hybrid LOD/point-runtime plan without claiming conversion exists yet.
validate_runtime_geometry_plan
def validate_runtime_geometry_plan(plan: dict[str, Any]) -> list[str]module function · public name · tech_connector/game_engine/runtime/runtime_geometry_scalability_service.py:127
Return structural planning errors before a future compiler accepts the plan.
tech_connector.game_engine.runtime.tc_cloth_authoring_service
configure_cloth_quality
def configure_cloth_quality(world: Any, profile_id: str='realtime', *, collision_thickness_scale: float=1.0, strain_warning: float=1.15) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:52
Apply one coherent quality profile without changing cloth topology.
apply_cloth_property_maps
def apply_cloth_property_maps(world: Any, maps: ClothPropertyMaps | Mapping[str, Sequence[float]]) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:103
Apply paintable pin, mass, stiffness, thickness, and drag controls.
create_cloth_seams
def create_cloth_seams(world: Any, vertex_pairs: Iterable[Sequence[int]], *, compliance: float=1e-08, break_threshold: float=0.0) -> list[int]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:165
Create editable sew/weld constraints between garment border vertices.
enable_dihedral_bending
def enable_dihedral_bending(world: Any, *, compliance: float | None=None) -> list[int]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:196
Build true adjacent-triangle angle constraints from the cloth surface.
configure_cloth_collision_layers
def configure_cloth_collision_layers(world: Any, layer_indices: Sequence[int], *, priorities: Sequence[float]=(), mode: str='all') -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:238
Assign garment collision layers and resolution priorities per vertex.
cloth_diagnostics
def cloth_diagnostics(world: Any) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:282
cloth_export_contract
def cloth_export_contract(destination: str='portable') -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:324
cloth_authoring_schema
def cloth_authoring_schema() -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:345
_apply_constraint_stiffness
def _apply_constraint_stiffness(world: Any, paint: tuple[float, ...], kinds: set[str]) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:367
_triangulate
def _triangulate(faces: Iterable[Sequence[int]]) -> list[tuple[int, int, int]]module function · internal · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:379
_dihedral_angle
def _dihedral_angle(edge_first, edge_second, opposite_first, opposite_second) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_cloth_authoring_service.py:387
tech_connector.game_engine.runtime.tc_collision_acceleration_service
TriangleBvhNode.leaf
def TriangleBvhNode.leaf(self) -> boolclass method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:22
TriangleBvhQuery.candidate_ratio
def TriangleBvhQuery.candidate_ratio(self) -> floatclass method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:34
TriangleBvhQuery.to_dict
def TriangleBvhQuery.to_dict(self) -> dict[str, float | int]class method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:37
TriangleBvh.build
def TriangleBvh.build(cls, vertices: Iterable[Sequence[float]], faces: Iterable[Sequence[int]], *, leaf_size: int=8) -> 'TriangleBvh'class method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:55
TriangleBvh.query_sphere
def TriangleBvh.query_sphere(self, center: Sequence[float], radius: float) -> TriangleBvhQueryclass method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:72
TriangleBvh.refit
def TriangleBvh.refit(self, vertices: Iterable[Sequence[float]]) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:95
TriangleBvh.diagnostics
def TriangleBvh.diagnostics(self) -> dict[str, int | float]class method · public name · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:103
TriangleBvh._build_node
def TriangleBvh._build_node(self, triangle_indices: list[int]) -> intclass method · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:127
TriangleBvh._refit_node
def TriangleBvh._refit_node(self, node_index: int) -> Boundsclass method · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:153
_triangulate
def _triangulate(faces: Iterable[Sequence[int]]) -> list[Triangle]module function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:167
_triangle_bounds
def _triangle_bounds(vertices: list[Vec3], triangle: Triangle) -> Boundsmodule function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:177
_bounds_for_triangles
def _bounds_for_triangles(vertices: list[Vec3], triangles: list[Triangle], triangle_indices: list[int]) -> Boundsmodule function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:185
_merge_bounds
def _merge_bounds(bounds: list[Bounds]) -> Boundsmodule function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:191
_triangle_centroid
def _triangle_centroid(vertices: list[Vec3], triangle: Triangle) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:200
_centroid_bounds
def _centroid_bounds(vertices: list[Vec3], triangles: list[Triangle], triangle_indices: list[int]) -> Boundsmodule function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:205
_sphere_overlaps_bounds
def _sphere_overlaps_bounds(center: Vec3, radius: float, bounds: Bounds) -> boolmodule function · internal · tech_connector/game_engine/runtime/tc_collision_acceleration_service.py:215
tech_connector.game_engine.runtime.tc_deformable_surface_service
DeformableSurface.__post_init__
def DeformableSurface.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:62
DeformableSurface.material_properties
def DeformableSurface.material_properties(self) -> SurfaceMaterialclass method · public name · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:72
DeformableSurface.apply_footprint
def DeformableSurface.apply_footprint(self, position: Vec3, *, size: tuple[float, float]=(0.28, 0.12), depth: float=0.045, rotation: float=0.0, tread: Iterable[float] | None=None) -> SurfaceMarkclass method · public name · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:75
DeformableSurface.apply_contact
def DeformableSurface.apply_contact(self, position: Vec3, *, radius: float, depth: float, kind: str='contact') -> SurfaceMarkclass method · public name · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:104
DeformableSurface.apply_projectile
def DeformableSurface.apply_projectile(self, position: Vec3, direction: Vec3, *, energy: float, radius: float=0.015, thickness: float=0.1) -> SurfaceMarkclass method · public name · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:114
DeformableSurface.step
def DeformableSurface.step(self, dt: float) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:134
DeformableSurface.to_dict
def DeformableSurface.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:155
DeformableSurface._depress
def DeformableSurface._depress(self, shape, depth: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:169
DeformableSurface._mark
def DeformableSurface._mark(self, kind: str, position: Vec3, radius: float, depth: float, *, metadata: dict[str, Any] | None=None) -> SurfaceMarkclass method · internal · tech_connector/game_engine/runtime/tc_deformable_surface_service.py:184
tech_connector.game_engine.runtime.tc_effect_system_service
EffectSystem.to_dict
def EffectSystem.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:126
module
def module(module_type: str, phase: str='update', **parameters: Any) -> EffectModulemodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:149
create_effect_world
def create_effect_world(preset: str, *, quality: str='high', seed: int=1) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:153
create_effect_preset
def create_effect_preset(preset: str, *, quality: str='high', seed: int=1) -> EffectSystemmodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:179
effect_preset_names
def effect_preset_names() -> list[str]module function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:234
set_emitter_renderer
def set_emitter_renderer(system: EffectSystem, emitter_id: str, renderer_type: str, *, asset_id: str='', renderer_parameters: dict[str, Any] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:245
effect_emitter_anchor
def effect_emitter_anchor(emitter: EffectEmitter) -> Vec3module function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:263
Return a stable manipulation anchor for every supported spawn shape.
set_effect_emitter_interactive
def set_effect_emitter_interactive(system: EffectSystem, emitter_id: str, active: bool, *, spawn_rate: float | None=None) -> EffectEmittermodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:273
move_effect_emitter
def move_effect_emitter(system: EffectSystem, emitter_id: str, position: Vec3, *, world: SimulationWorld | None=None, move_live_particles: bool=False) -> Vec3module function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:288
Translate an emitter and its local spatial modules to a world-space anchor.
set_effect_parameter
def set_effect_parameter(system: EffectSystem, path: str, value: Any) -> Anymodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:337
add_effect_jiggle
def add_effect_jiggle(system: EffectSystem, emitter_id: str, *, stiffness: float=35.0, damping: float=8.0, influence: float=1.0, max_offset: float=1.0, target: Vec3 | None=None) -> EffectModulemodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:418
Tether effect particles to an authored target with spring secondary motion.
bake_effect_system
def bake_effect_system(world: SimulationWorld, *, start_frame: int=1, end_frame: int=120, frame_rate: float=24.0, progress_callback: Any | None=None, cancel_event: Any | None=None)module function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:445
configure_electric_arc
def configure_electric_arc(system: EffectSystem, source: Vec3, target: Vec3, *, branch_count: int=5, conductivity: float=1.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:486
prepare_effect_step
def prepare_effect_step(system: EffectSystem, world: SimulationWorld, dt: float) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:506
finish_effect_step
def finish_effect_step(system: EffectSystem, world: SimulationWorld, dt: float) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_effect_system_service.py:596
_compact_dead_effect_particles
def _compact_dead_effect_particles(system: EffectSystem, world: SimulationWorld) -> intmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:656
Remove expired effect particles when no index-based physics constraints can reference them.
_spawn_particles
def _spawn_particles(system: EffectSystem, emitter: EffectEmitter, world: SimulationWorld, count: int, *, override_position: Vec3 | None=None, inherited_velocity: Vec3=(0.0, 0.0, 0.0)) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:686
_solver_particle_state
def _solver_particle_state(solver_profile: str) -> tuple[str, str, str]module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:720
_apply_solver_material_controls
def _apply_solver_material_controls(system: EffectSystem, world: SimulationWorld) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:730
_sample_shape
def _sample_shape(shape: dict[str, Any], rng: random.Random) -> tuple[Vec3, Vec3]module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:750
_apply_spawn_modules
def _apply_spawn_modules(emitter: EffectEmitter, particle: SimulationParticle, rng: random.Random) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:778
_apply_update_modules
def _apply_update_modules(system: EffectSystem, emitter: EffectEmitter, particle: SimulationParticle, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:802
_apply_over_life_modules
def _apply_over_life_modules(emitter: EffectEmitter, particle: SimulationParticle) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:852
_emitter
def _emitter(system: EffectSystem, emitter_id: str) -> EffectEmitter | Nonemodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:864
_emitter_template
def _emitter_template(emitter_id: str, name: str, **kwargs: Any) -> EffectEmittermodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:868
_sparks
def _sparks() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:872
_explosion
def _explosion() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:882
_portal
def _portal() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:889
_magic_ribbons
def _magic_ribbons() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:894
_lightning
def _lightning() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:899
_fireworks
def _fireworks() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:904
_rain
def _rain() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:910
_snow
def _snow() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:915
_dust
def _dust() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:920
_disintegration
def _disintegration() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:925
_shield_impact
def _shield_impact() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:930
_tornado
def _tornado() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:935
_plasma_arc
def _plasma_arc() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:940
_chain_lightning
def _chain_lightning() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:948
_tesla_coil
def _tesla_coil() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:956
_electrical_storm
def _electrical_storm() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:967
_fog
def _fog() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:974
_clouds
def _clouds() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:979
_sandstorm
def _sandstorm() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:984
_hurricane
def _hurricane() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:989
_volcano
def _volcano() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1000
_mudslide
def _mudslide() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1006
_avalanche
def _avalanche() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1011
_earthquake
def _earthquake() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1016
_jello
def _jello() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1022
_ocean
def _ocean() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1034
_storm_ocean
def _storm_ocean() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1046
_aurora
def _aurora() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1052
_refractive_bubbles
def _refractive_bubbles() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1057
_heat_haze
def _heat_haze() -> EffectSystemmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1062
_range
def _range(value: Any, rng: random.Random) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1067
_curve
def _curve(keys: Any, amount: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1073
_gradient
def _gradient(keys: Any, amount: float, fallback: Color) -> Colormodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1085
_color
def _color(value: Any) -> Colormodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1100
_vec
def _vec(value: Any) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1105
_random_unit
def _random_unit(rng: random.Random) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1110
_add
def _add(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1117
_subtract
def _subtract(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1121
_scale
def _scale(value: Vec3, amount: float) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1125
_length
def _length(value: Vec3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1129
_normalize
def _normalize(value: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1133
_cross
def _cross(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_effect_system_service.py:1138
tech_connector.game_engine.runtime.tc_engine_api
ConfiguredRuntime.receipt
def ConfiguredRuntime.receipt(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:23
TCEngineAPI.editor
def TCEngineAPI.editor(project_root: str | Path, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:35
Open the project-scoped editor API used by the UI and Python tools.
TCEngineAPI.configure_runtime
def TCEngineAPI.configure_runtime(world: Any, *, target: str='desktop', goal: str='balanced', quality: str='auto', backend: str='auto', adaptive: bool=True, tick_rate: int | None=None) -> ConfiguredRuntimeclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:42
TCEngineAPI.create_effect
def TCEngineAPI.create_effect(cls, preset: str, *, target: str='desktop', goal: str='balanced', quality: str='auto', seed: int=1) -> ConfiguredRuntimeclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:74
TCEngineAPI.update_running_game
def TCEngineAPI.update_running_game(scene_document: Any, scene_path: str | Path, *, force_full: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:88
TCEngineAPI.plan_playtest
def TCEngineAPI.plan_playtest(*, target: str='desktop', session_mode: str='play_in_editor', changed_modes: list[str] | tuple[str, ...]=(), session_connected: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:98
TCEngineAPI.audit_runtime
def TCEngineAPI.audit_runtime(runtime: SimulationRuntimeInstance, *, determinism_receipt: dict[str, Any] | None=None, minimum_performance_samples: int=30) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:113
TCEngineAPI.qualify_runtime
def TCEngineAPI.qualify_runtime(runtime: SimulationRuntimeInstance, *, ticks: int=30, repeats: int=2, minimum_performance_samples: int=30) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:123
TCEngineAPI.create_character
def TCEngineAPI.create_character(world: Any, profile: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:137
TCEngineAPI.solve_grounded_animation
def TCEngineAPI.solve_grounded_animation(runtime: Any, limb_settings: Any, bone_positions: Any, ground_query: Any, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:145
Evaluate post-animation ground IK through the public engine API.
TCEngineAPI.step_vehicle
def TCEngineAPI.step_vehicle(runtime: Any, wheels: Any, chassis_position: Any, chassis_velocity: Any, controls: Any, ground_query: Any, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:156
Evaluate suspension, steering, drive, braking, and wheel contacts.
TCEngineAPI.decide_character
def TCEngineAPI.decide_character(world: Any, character_id: str, actions: Any, *, available_affordances: Any=(), now: float=0.0, model_proposal: Any=None) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:171
TCEngineAPI.execute_world_intelligence
def TCEngineAPI.execute_world_intelligence(world: Any, runtime_state: Any, command: str, **payload: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:193
TCEngineAPI.create_game_experience
def TCEngineAPI.create_game_experience(profile_id: str, game_types: Any, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:199
TCEngineAPI.validate_game_experience
def TCEngineAPI.validate_game_experience(profile: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:205
TCEngineAPI.create_presentation
def TCEngineAPI.create_presentation(profile_id: str, visual_style: str, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:211
TCEngineAPI.preview_presentation
def TCEngineAPI.preview_presentation(profile: Any, **options: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:217
TCEngineAPI.graph_to_code
def TCEngineAPI.graph_to_code(program: Any) -> strclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:223
TCEngineAPI.code_to_graph
def TCEngineAPI.code_to_graph(source_code: str, previous: Any=None) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:229
TCEngineAPI.compile_graph
def TCEngineAPI.compile_graph(program: Any) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:235
TCEngineAPI.execute_graph
def TCEngineAPI.execute_graph(program_or_manifest: Any, context: Any, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:241
TCEngineAPI.create_graph_runtime
def TCEngineAPI.create_graph_runtime(program_or_manifest: Any, context: Any, **options: Any) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_engine_api.py:256
engine_access_contract
def engine_access_contract() -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_engine_api.py:274
Describe equivalent entry points for capability discovery and chat guidance.
tech_connector.game_engine.runtime.tc_engine_readiness_service
EngineReadinessGate.to_dict
def EngineReadinessGate.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_readiness_service.py:21
EngineReadinessReport.to_dict
def EngineReadinessReport.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_engine_readiness_service.py:33
qualify_runtime_determinism
def qualify_runtime_determinism(runtime: SimulationRuntimeInstance, *, ticks: int=30, repeats: int=2) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_engine_readiness_service.py:44
Replay isolated instances and compare canonical state hashes tick for tick.
audit_engine_readiness
def audit_engine_readiness(runtime: SimulationRuntimeInstance, *, determinism_receipt: dict[str, Any] | None=None, minimum_performance_samples: int=30) -> EngineReadinessReportmodule function · public name · tech_connector/game_engine/runtime/tc_engine_readiness_service.py:87
Report what is proven, what is falling back, and what still needs qualification.
_gate
def _gate(gate_id: str, passed: bool, summary: str, evidence: dict[str, Any]) -> EngineReadinessGatemodule function · internal · tech_connector/game_engine/runtime/tc_engine_readiness_service.py:178
tech_connector.game_engine.runtime.tc_exotic_simulation_service
exotic_simulation_preset_names
def exotic_simulation_preset_names() -> list[str]module function · public name · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:50
create_exotic_simulation
def create_exotic_simulation(preset: str, *, seed: int=1, particle_count: int | None=None) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:54
simulation_diagnostics
def simulation_diagnostics(world: SimulationWorld) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:81
Return conserved-quantity overlays shared by viewport and bake validation.
exotic_authoring_schema
def exotic_authoring_schema() -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:121
UI-neutral clean inspector contract for viewport and host-specific panels.
_binary_star
def _binary_star() -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:133
_asteroid_ring
def _asteroid_ring(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:151
_magnetosphere
def _magnetosphere(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:176
_accretion_disk
def _accretion_disk(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:196
_pic_double_layer
def _pic_double_layer(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:236
_aurora_curtain
def _aurora_curtain(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:263
_plasma_jet
def _plasma_jet(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:291
_roche_breakup
def _roche_breakup() -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:320
_stellar_merger
def _stellar_merger() -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:364
_molecular_gas
def _molecular_gas(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:383
_ferrofluid
def _ferrofluid(*, seed: int, particle_count: int) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:403
_assign_material
def _assign_material(world: SimulationWorld, name: str) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_exotic_simulation_service.py:413
tech_connector.game_engine.runtime.tc_fx_data_channel_service
FxChannelField.validated
def FxChannelField.validated(self) -> 'FxChannelField'class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:21
FxDataChannelSchema.validated
def FxDataChannelSchema.validated(self) -> 'FxDataChannelSchema'class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:40
FxDataChannelSchema.to_dict
def FxDataChannelSchema.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:56
FxDataChannelEvent.to_dict
def FxDataChannelEvent.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:69
FxGraphPort.validated
def FxGraphPort.validated(self) -> 'FxGraphPort'class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:100
FxSubgraphDefinition.validate
def FxSubgraphDefinition.validate(self) -> list[str]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:132
FxSubgraphDefinition.to_dict
def FxSubgraphDefinition.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:168
FxSubgraphDefinition._port_type
def FxSubgraphDefinition._port_type(self, node_id: str, port_name: str, nodes: dict[str, FxGraphNode], *, output: bool) -> str | Noneclass method · internal · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:175
FxDataChannel.__post_init__
def FxDataChannel.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:193
FxDataChannel.publish
def FxDataChannel.publish(self, values: Mapping[str, Any], *, tick: int, source: str='') -> FxDataChannelEvent | Noneclass method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:196
FxDataChannel.read_since
def FxDataChannel.read_since(self, sequence: int=-1, *, through_tick: int | None=None, limit: int | None=None) -> list[FxDataChannelEvent]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:211
FxDataChannel.expire
def FxDataChannel.expire(self, current_tick: int) -> intclass method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:217
FxDataChannel.statistics
def FxDataChannel.statistics(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:226
FxDataChannel.to_dict
def FxDataChannel.to_dict(self, *, include_events: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:232
FxDataChannel._validated_payload
def FxDataChannel._validated_payload(self, values: Mapping[str, Any]) -> dict[str, Any]class method · internal · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:239
impact_data_channel
def impact_data_channel(channel_id: str='fx.impacts', *, capacity: int=8192) -> FxDataChannelmodule function · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:254
publish_bound_effect_events
def publish_bound_effect_events(system: Any, *, tick: int) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:265
Map newly emitted effect events into shared typed channels.
_nested_value
def _nested_value(values: Mapping[str, Any], path: str) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:288
_coerce_value
def _coerce_value(value: Any, value_type: str) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_fx_data_channel_service.py:297
tech_connector.game_engine.runtime.tc_fx_workflow_service
FxPerformanceContract.normalized
def FxPerformanceContract.normalized(self) -> 'FxPerformanceContract'class method · public name · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:60
FxWorkflowPlan.to_dict
def FxWorkflowPlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:84
FxAuditReport.to_dict
def FxAuditReport.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:103
_control
def _control(control_id: str, label: str, minimum: float, maximum: float, default: float, unit: str='', help_text: str='') -> FxAuthoringControlmodule function · internal · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:113
solver_profile_for_preset
def solver_profile_for_preset(preset: str) -> FxSolverProfilemodule function · public name · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:230
build_fx_workflow_plan
def build_fx_workflow_plan(solver_profile: str, *, quality: str='realtime', requested_backend: str='auto', performance: FxPerformanceContract | None=None) -> FxWorkflowPlanmodule function · public name · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:235
audit_fx_world
def audit_fx_world(world: Any) -> FxAuditReportmodule function · public name · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:264
Audit solver readiness and budgets without changing the simulation.
_stage_detail
def _stage_detail(stage: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_fx_workflow_service.py:334
tech_connector.game_engine.runtime.tc_gpu_compute_service
GpuDispatchTelemetry.to_dict
def GpuDispatchTelemetry.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:48
D3D11MeshBvhPayload.memory_bytes
def D3D11MeshBvhPayload.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:79
compile_d3d11_mesh_bvh
def compile_d3d11_mesh_bvh(collider: Any) -> D3D11MeshBvhPayloadmodule function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:83
Flatten the canonical refittable collider BVH for bounded D3D11 stack traversal.
NativeD3D11ParticleCompute.__init__
def NativeD3D11ParticleCompute.__init__(self, library_path: str | Path | None=None)class method · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:134
NativeD3D11ParticleCompute.resident_particle_count
def NativeD3D11ParticleCompute.resident_particle_count(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:246
NativeD3D11ParticleCompute.resident_distance_constraint_count
def NativeD3D11ParticleCompute.resident_distance_constraint_count(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:250
NativeD3D11ParticleCompute.resident_physics_field_count
def NativeD3D11ParticleCompute.resident_physics_field_count(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:256
NativeD3D11ParticleCompute.resident_mesh_triangle_count
def NativeD3D11ParticleCompute.resident_mesh_triangle_count(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:262
NativeD3D11ParticleCompute.close
def NativeD3D11ParticleCompute.close(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:267
NativeD3D11ParticleCompute.__enter__
def NativeD3D11ParticleCompute.__enter__(self) -> 'NativeD3D11ParticleCompute'class method · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:275
NativeD3D11ParticleCompute.__exit__
def NativeD3D11ParticleCompute.__exit__(self, *_args: Any) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:278
NativeD3D11ParticleCompute.__del__
def NativeD3D11ParticleCompute.__del__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:281
NativeD3D11ParticleCompute.dispatch
def NativeD3D11ParticleCompute.dispatch(self, world: Any, dt: float) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:287
NativeD3D11ParticleCompute.dispatch_runtime
def NativeD3D11ParticleCompute.dispatch_runtime(self, world: Any, dt: float, *, substeps: int | None=None, constraint_iterations: int | None=None, resident_output: bool=False) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:320
Execute a compiled tick while retaining the per-world native device session.
NativeD3D11ParticleCompute.integrate_arrays
def NativeD3D11ParticleCompute.integrate_arrays(self, positions: np.ndarray, velocities: np.ndarray, *, acceleration: tuple[float, float, float]=(0.0, -9.81, 0.0), dt: float=1.0 / 60.0, substeps: int=1, collision_plane: tuple[tuple[float, float, float], float, float, float] | None=None, collision_sphere: tuple[tuple[float, float, float], float, float, float] | None=None) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:445
NativeD3D11ParticleCompute._validate_arrays
def NativeD3D11ParticleCompute._validate_arrays(positions: np.ndarray, velocities: np.ndarray) -> intclass method · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:486
NativeD3D11ParticleCompute.upload_resident_arrays
def NativeD3D11ParticleCompute.upload_resident_arrays(self, positions: np.ndarray, velocities: np.ndarray) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:495
NativeD3D11ParticleCompute.upload_resident_distance_constraints
def NativeD3D11ParticleCompute.upload_resident_distance_constraints(self, world: Any) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:519
Compile enabled distance constraints into conflict-free GPU color batches.
NativeD3D11ParticleCompute.upload_resident_physics_fields
def NativeD3D11ParticleCompute.upload_resident_physics_fields(self, world: Any) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:577
NativeD3D11ParticleCompute.upload_resident_mesh_bvh
def NativeD3D11ParticleCompute.upload_resident_mesh_bvh(self, collider: Any) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:610
NativeD3D11ParticleCompute.step_resident_mesh_bvh
def NativeD3D11ParticleCompute.step_resident_mesh_bvh(self, dt: float) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:641
NativeD3D11ParticleCompute.step_resident_self_collision
def NativeD3D11ParticleCompute.step_resident_self_collision(self, *, cell_size: float, dt: float, iterations: int=1, maximum_bucket_visits: int=4096) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:663
NativeD3D11ParticleCompute.step_resident_distance_constraints
def NativeD3D11ParticleCompute.step_resident_distance_constraints(self, dt: float, iterations: int=1) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:688
NativeD3D11ParticleCompute.step_resident
def NativeD3D11ParticleCompute.step_resident(self, *, acceleration: tuple[float, float, float]=(0.0, -9.81, 0.0), dt: float=1.0 / 60.0, substeps: int=1, collision_plane: tuple[tuple[float, float, float], float, float, float] | None=None, collision_sphere: tuple[tuple[float, float, float], float, float, float] | None=None) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:714
NativeD3D11ParticleCompute.readback_resident
def NativeD3D11ParticleCompute.readback_resident(self, positions: np.ndarray, velocities: np.ndarray) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:753
_world_particle_arrays
def _world_particle_arrays(world: Any) -> tuple[np.ndarray, np.ndarray]module function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:777
_particle_constraint_weight
def _particle_constraint_weight(particle: Any) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:792
_constraint_graph_colors
def _constraint_graph_colors(constraints: list[Any]) -> list[list[int]]module function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:798
Greedy deterministic coloring; constraints in one batch never share a particle.
_apply_world_particle_arrays
def _apply_world_particle_arrays(world: Any, positions: np.ndarray, velocities: np.ndarray) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:815
synchronize_gpu_world
def synchronize_gpu_world(world: Any) -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:821
Read a compiled D3D11 resident session back before CPU ownership resumes.
mark_gpu_constraints_dirty
def mark_gpu_constraints_dirty(world: Any) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:832
Request a resident constraint parameter/topology upload on the next GPU tick.
mark_gpu_fields_dirty
def mark_gpu_fields_dirty(world: Any) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:837
Request a resident physics-field parameter upload on the next GPU tick.
gpu_world_eligibility
def gpu_world_eligibility(world: Any, *, used_material_names: set[str] | None=None, trust_resident_constraints: bool=False) -> tuple[bool, str]module function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:842
_uniform_acceleration
def _uniform_acceleration(world: Any) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:914
_d3d11_spatial_fields
def _d3d11_spatial_fields(world: Any) -> list[Any]module function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:935
_physics_field_records
def _physics_field_records(fields: list[Any]) -> list[tuple[float, float, float, float]]module function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:948
_plane_parameters
def _plane_parameters(world: Any) -> tuple[tuple[float, float, float], float, float, float] | Nonemodule function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:971
_sphere_parameters
def _sphere_parameters(world: Any) -> tuple[tuple[float, float, float], float, float, float] | Nonemodule function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:990
QtRhiParticleCompute.__init__
def QtRhiParticleCompute.__init__(self, api: str='d3d11')class method · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1006
QtRhiParticleCompute.dispatch
def QtRhiParticleCompute.dispatch(self, world: Any, dt: float) -> GpuDispatchTelemetryclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1027
QtRhiParticleCompute.close
def QtRhiParticleCompute.close(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1061
_ParticleComputeWidget
def _ParticleComputeWidget(api_name: str, base_class: type)module function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1066
Create the QRhiWidget subclass lazily so headless imports remain safe.
_register_service
def _register_service(service: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1221
install_native_gpu_backend
def install_native_gpu_backend(library_path: str | Path | None=None) -> NativeD3D11ParticleComputemodule function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1300
install_qrhi_gpu_backend
def install_qrhi_gpu_backend(api: str='d3d11') -> QtRhiParticleComputemodule function · public name · tech_connector/game_engine/runtime/tc_gpu_compute_service.py:1307
Probe, qualify, and register the first real GPU compute executor.
tech_connector.game_engine.runtime.tc_live_game_sync_service
register_live_game_session
def register_live_game_session(session_id: str, transport: Callable[[dict[str, Any]], Any], *, target: str='desktop', capabilities: set[str] | None=None, mode: str='local_playtest') -> LiveGameSessionmodule function · public name · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:32
unregister_live_game_session
def unregister_live_game_session(session_id: str) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:50
live_game_sessions
def live_game_sessions() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:54
publish_tcscene_save
def publish_tcscene_save(document: dict[str, Any], scene_path: str | Path, *, force_full: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:66
Compile changed logical chunks and publish them to every live game session.
build_playtest_iteration_plan
def build_playtest_iteration_plan(*, target: str='desktop', session_mode: str='play_in_editor', changed_modes: list[str] | tuple[str, ...]=(), session_connected: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:168
Explain the fastest truthful route from an edit to a playable session.
reset_live_sync_state
def reset_live_sync_state() -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:206
Clear process-local sessions and snapshots; intended for shutdown and tests.
_scene_chunks
def _scene_chunks(document: dict[str, Any]) -> dict[str, tuple[str, Any]]module function · internal · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:213
_snapshot_mode_for_chunk
def _snapshot_mode_for_chunk(snapshot_value: Any, chunk_id: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:230
_stable_hash
def _stable_hash(payload: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:246
_update_message
def _update_message(changes: int, sessions: int, updated: int, mode: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_live_game_sync_service.py:251
tech_connector.game_engine.runtime.tc_magnetic_grid_service
MagnetodynamicGrid.solve
def MagnetodynamicGrid.solve(self, particles: list[Any], dt: float) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_magnetic_grid_service.py:31
MagnetodynamicGrid.sample
def MagnetodynamicGrid.sample(self, position: Vec3) -> Vec3class method · public name · tech_connector/game_engine/runtime/tc_magnetic_grid_service.py:114
_sample_grid
def _sample_grid(values, position, bounds_min, bounds_max) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_magnetic_grid_service.py:120
_curl
def _curl(values, spacing)module function · internal · tech_connector/game_engine/runtime/tc_magnetic_grid_service.py:137
_divergence
def _divergence(values, spacing)module function · internal · tech_connector/game_engine/runtime/tc_magnetic_grid_service.py:145
_laplacian
def _laplacian(values, spacing)module function · internal · tech_connector/game_engine/runtime/tc_magnetic_grid_service.py:149
tech_connector.game_engine.runtime.tc_multiphysics_coupling_service
MultiphysicsCouplingStage.to_dict
def MultiphysicsCouplingStage.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_multiphysics_coupling_service.py:25
MultiphysicsCouplingPlan.validate
def MultiphysicsCouplingPlan.validate(self) -> list[str]class method · public name · tech_connector/game_engine/runtime/tc_multiphysics_coupling_service.py:38
MultiphysicsCouplingPlan.to_dict
def MultiphysicsCouplingPlan.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_multiphysics_coupling_service.py:57
compile_multiphysics_coupling
def compile_multiphysics_coupling(world: Any, domains: list[str] | tuple[str, ...], *, backend: str, maximum_pairs_per_particle: int=16) -> MultiphysicsCouplingPlanmodule function · public name · tech_connector/game_engine/runtime/tc_multiphysics_coupling_service.py:98
tech_connector.game_engine.runtime.tc_nbody_acceleration_service
barnes_hut_accelerations
def barnes_hut_accelerations(positions: Sequence[Sequence[float]], masses: Sequence[float], charges: Sequence[float], alive: Sequence[bool], settings: Any) -> tuple[list[Vec3], dict[str, int | float | str]]module function · public name · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:28
Approximate long-range gravity/electrostatics with a deterministic octree.
_build_root
def _build_root(positions, masses, charges, indices, leaf_capacity, depth, maximum_depth) -> BarnesHutNodemodule function · internal · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:100
_build_node
def _build_node(positions, masses, charges, indices, center, half_size, leaf_capacity, depth, maximum_depth)module function · internal · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:108
_add_pair
def _add_pair(output, target_position, target_mass, target_charge, source_position, source_mass, source_charge, gravity, coulomb, softening_sq)module function · internal · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:152
_add_monopole
def _add_monopole(output, target_position, source_position, strength, softening_sq)module function · internal · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:163
_count_nodes
def _count_nodes(root: BarnesHutNode) -> intmodule function · internal · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:171
_receipt
def _receipt(particles: int, visits: int, direct: int, settings: Any) -> dict[str, int | float | str]module function · internal · tech_connector/game_engine/runtime/tc_nbody_acceleration_service.py:175
tech_connector.game_engine.runtime.tc_ocean_surface_service
OceanSample.to_dict
def OceanSample.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:44
OceanSurface.__post_init__
def OceanSurface.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:60
OceanSurface.step
def OceanSurface.step(self, dt: float) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:64
OceanSurface.add_wake
def OceanSurface.add_wake(self, position: tuple[float, float], velocity: tuple[float, float], *, radius: float=1.0, strength: float=0.25, lifetime: float=6.0) -> OceanWakeclass method · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:71
OceanSurface.sample
def OceanSurface.sample(self, x: float, z: float, time_seconds: float | None=None) -> OceanSampleclass method · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:82
OceanSurface.mesh_patch
def OceanSurface.mesh_patch(self, *, center: tuple[float, float]=(0.0, 0.0), size: float=20.0, rows: int=32, columns: int=32) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:102
OceanSurface.to_dict
def OceanSurface.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:152
OceanSurface._wake_sample
def OceanSurface._wake_sample(self, x: float, z: float) -> tuple[float, float, float, float, float]class method · internal · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:158
create_ocean_surface
def create_ocean_surface(preset: str='open_ocean', *, seed: int=1, wave_count: int=12, **overrides: float) -> OceanSurfacemodule function · public name · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:176
_normalize
def _normalize(value: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:195
_patch_triangles
def _patch_triangles(rows: int, columns: int) -> tuple[tuple[int, int, int], ...]module function · internal · tech_connector/game_engine/runtime/tc_ocean_surface_service.py:201
tech_connector.game_engine.runtime.tc_physics_network_service
PhysicsDatagramTransport.__init__
def PhysicsDatagramTransport.__init__(self, session_id: str, bind: tuple[str, int]=('127.0.0.1', 0), *, retry_seconds: float=0.08) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_physics_network_service.py:28
PhysicsDatagramTransport.close
def PhysicsDatagramTransport.close(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:41
PhysicsDatagramTransport.send
def PhysicsDatagramTransport.send(self, address: tuple[str, int], kind: str, payload: dict[str, Any], *, reliable: bool=True) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:44
PhysicsDatagramTransport._acknowledge
def PhysicsDatagramTransport._acknowledge(self, address: tuple[str, int], sequence: int) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_physics_network_service.py:60
PhysicsDatagramTransport.poll
def PhysicsDatagramTransport.poll(self, handler: Callable[[str, dict[str, Any], tuple[str, int]], None], *, maximum_packets: int=256) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:67
PhysicsDatagramTransport.service_retries
def PhysicsDatagramTransport.service_retries(self, *, maximum_attempts: int=8) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:101
PhysicsDatagramTransport.unacknowledged_count
def PhysicsDatagramTransport.unacknowledged_count(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:117
PhysicsReplicationSession.__init__
def PhysicsReplicationSession.__init__(self, transport: PhysicsDatagramTransport, recorder: DeterministicPhysicsRecorder | None=None) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_physics_network_service.py:124
PhysicsReplicationSession.send_frame
def PhysicsReplicationSession.send_frame(self, address: tuple[str, int], frame: PhysicsFrame, baseline: PhysicsFrame | None=None) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:130
PhysicsReplicationSession.request_rollback
def PhysicsReplicationSession.request_rollback(self, address: tuple[str, int], frame: int) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:133
PhysicsReplicationSession.poll
def PhysicsReplicationSession.poll(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_physics_network_service.py:136
PhysicsReplicationSession._receive
def PhysicsReplicationSession._receive(self, kind: str, payload: dict[str, Any], _address: tuple[str, int]) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_physics_network_service.py:139
tech_connector.game_engine.runtime.tc_physics_replay_service
_canonical_hash
def _canonical_hash(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_physics_replay_service.py:11
DeterministicPhysicsRecorder.__init__
def DeterministicPhysicsRecorder.__init__(self, capacity: int=600) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_physics_replay_service.py:25
DeterministicPhysicsRecorder.record
def DeterministicPhysicsRecorder.record(self, frame: int, state: dict[str, Any], inputs: list[dict[str, Any]] | tuple[dict[str, Any], ...]=()) -> PhysicsFrameclass method · public name · tech_connector/game_engine/runtime/tc_physics_replay_service.py:30
DeterministicPhysicsRecorder.rollback
def DeterministicPhysicsRecorder.rollback(self, frame: int) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_physics_replay_service.py:38
DeterministicPhysicsRecorder.replay
def DeterministicPhysicsRecorder.replay(self, start_frame: int, step: Callable[[dict[str, Any], tuple[dict[str, Any], ...]], dict[str, Any]]) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_physics_replay_service.py:44
DeterministicPhysicsRecorder.verify
def DeterministicPhysicsRecorder.verify(self) -> list[int]class method · public name · tech_connector/game_engine/runtime/tc_physics_replay_service.py:53
hot_reload_joint_state
def hot_reload_joint_state(current: dict[str, Any], authored_joints: list[dict[str, Any]]) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_physics_replay_service.py:57
Apply authored properties while preserving compatible accumulated runtime state.
replication_packet
def replication_packet(frame: PhysicsFrame, baseline: PhysicsFrame | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_physics_replay_service.py:76
tech_connector.game_engine.runtime.tc_physics_stress_service
build_physics_stress_scene
def build_physics_stress_scene(scenario: str, count: int=1000) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_physics_stress_service.py:17
write_physics_stress_manifest
def write_physics_stress_manifest(runtime_world: dict[str, Any], path: str | Path) -> Pathmodule function · public name · tech_connector/game_engine/runtime/tc_physics_stress_service.py:73
qualify_physics_stress_scenarios
def qualify_physics_stress_scenarios(*, executable: str | Path | None=None, count: int=1000, frames: int=180, warmup_frames: int=30, target_frame_ms: float=16.6667, maximum_joint_position_error: float=5.0, working_directory: str | Path | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_physics_stress_service.py:95
Run every stress scene in the native headless player and qualify measured physics cost.
audit_physics_stress_scene
def audit_physics_stress_scene(runtime_world: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_physics_stress_service.py:161
tech_connector.game_engine.runtime.tc_plasma_pic_service
ElectrostaticPicGrid.solve
def ElectrostaticPicGrid.solve(self, particles: list[Any]) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_plasma_pic_service.py:29
ElectrostaticPicGrid.sample
def ElectrostaticPicGrid.sample(self, position: Vec3) -> Vec3class method · public name · tech_connector/game_engine/runtime/tc_plasma_pic_service.py:111
tech_connector.game_engine.runtime.tc_player_build_service
PlayerBuildReceipt.to_dict
def PlayerBuildReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:59
PlayInEditorSession.stop
def PlayInEditorSession.stop(self, timeout: float=3.0) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:79
stable_runtime_asset_id
def stable_runtime_asset_id(asset_type: str, source: str) -> strmodule function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:89
compile_tcscene_for_runtime
def compile_tcscene_for_runtime(scene_path: str | Path, output_path: str | Path | None=None) -> PlayerBuildReceiptmodule function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:98
Compile bounded player data from the authoritative scene archive.
_physical_animation_records
def _physical_animation_records(entities: list[dict[str, Any]], rig_graph: dict[str, Any], warnings: list[str]) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:286
_motion_database_records
def _motion_database_records(raw_database: Any) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:314
_rig_animation_records
def _rig_animation_records(rig_graph: dict[str, Any], warnings: list[str]) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:340
_rig_rows
def _rig_rows(rig_graph: dict[str, Any], key: str) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:436
_materialize_rig_blobs
def _materialize_rig_blobs(rig_graph: dict[str, Any], blobs: dict[str, bytes], destination: Path) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:442
_skin_binding_records
def _skin_binding_records(rig_graph: dict[str, Any], assets: list[dict[str, str]], warnings: list[str]) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:463
build_windows_player
def build_windows_player(scene_path: str | Path, output_directory: str | Path, *, player_executable: str | Path | None=None, compiled_receipt: PlayerBuildReceipt | None=None) -> PlayerBuildReceiptmodule function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:489
Create a self-contained Windows player folder from a ``.tcscene``.
runtime_platform_capabilities
def runtime_platform_capabilities(platform_name: str | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:548
Report shipped runtime support without implying unimplemented renderer backends.
build_player_for_target
def build_player_for_target(scene_path: str | Path, output_directory: str | Path, *, target: str, player_executable: str | Path | None=None, compiled_receipt: PlayerBuildReceipt | None=None) -> PlayerBuildReceiptmodule function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:606
Build an explicitly selected platform, never relabeling a Windows binary as console-ready.
validate_player_package
def validate_player_package(output_directory: str | Path, *, frames: int=2, timeout: float=30.0) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:628
Run the packaged executable headlessly and reject loader or graph failures.
validate_windowed_player
def validate_windowed_player(output_directory: str | Path, *, frames: int=30, timeout: float=60.0, scripted_input: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:664
Require a rendered D3D11 frame from the packaged Windows player.
summarize_player_profile
def summarize_player_profile(profile_path: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:726
Parse mixed JSON frame profiles and graph diagnostics into useful timing evidence.
validate_packaged_assets
def validate_packaged_assets(manifest_path: str | Path, output_directory: str | Path) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:770
Verify every copied content asset against the compiler's content hash.
launch_play_in_editor
def launch_play_in_editor(scene_path: str | Path, *, player_executable: str | Path | None=None, working_directory: str | Path | None=None) -> PlayInEditorSessionmodule function · public name · tech_connector/game_engine/runtime/tc_player_build_service.py:812
Launch PIE through the standalone player executable, never an editor-only loop.
_runtime_entities
def _runtime_entities(rig_graph: dict[str, Any], runtime: dict[str, Any]) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:834
_runtime_assets
def _runtime_assets(entities: list[dict[str, Any]], runtime: dict[str, Any], blobs: dict[str, bytes], graphs: list[tuple[str, dict[str, Any]]], rig_graph: dict[str, Any] | None=None) -> list[dict[str, str]]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:867
_runtime_graphs
def _runtime_graphs(metadata: dict[str, Any], runtime: dict[str, Any]) -> list[tuple[str, dict[str, Any]]]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:938
_physics_joint_records
def _physics_joint_records(runtime: dict[str, Any], entity_names: set[str], warnings: list[str]) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:960
Compile body constraints separately from skeletal rig joints.
_entity_records
def _entity_records(entity: dict[str, Any], assets: list[dict[str, str]], warnings: list[str]) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1020
_graph_arguments
def _graph_arguments(operation: str, instruction: dict[str, Any]) -> list[Any]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1098
_collect_player_assets
def _collect_player_assets(manifest: Path, output: Path) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1140
_resolve_player_executable
def _resolve_player_executable(value: str | Path | None) -> Pathmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1163
_canonical_asset_source
def _canonical_asset_source(source: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1179
_source_hash
def _source_hash(source: str, blobs: dict[str, bytes]) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1184
_encode
def _encode(value: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1199
_decode
def _decode(value: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1203
_vector
def _vector(value: Any, size: int, default: tuple[float, ...]) -> tuple[float, ...]module function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1210
_number
def _number(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1216
_real
def _real(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1220
_flag
def _flag(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_player_build_service.py:1224
tech_connector.game_engine.runtime.tc_procedural_animation_service
ProceduralAnimationFrame.to_dict
def ProceduralAnimationFrame.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:59
ProceduralAnimationRuntime.step_ground_ik
def ProceduralAnimationRuntime.step_ground_ik(self, limb_settings: Mapping[str, GroundIKSettings], bone_positions: Mapping[str, Vector3], ground_query: GroundQuery, *, delta_time: float, character_speed: float=0.0, weight: float=1.0, foot_contacts: Optional[Mapping[str, bool]]=None) -> ProceduralAnimationFrameclass method · public name · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:75
Solve world-space feet; explicit per-foot contacts override the idle-speed heuristic.
solve_two_bone_ik
def solve_two_bone_ik(root: Vector3, joint: Vector3, end: Vector3, target: Vector3, pole_vector: Vector3, *, maximum_stretch: float=1.0) -> tuple[Vector3, Vector3, float]module function · public name · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:139
Solve a two-bone chain while preserving its authored bend in stretch. Once the target passes the original bent root-to-end reach, both segments scale from that chord. This retains the input bend angle instead of making the scaled segment su
_contact
def _contact(value: Mapping[str, Any] | None, origin: Vector3) -> GroundContactmodule function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:179
_vec
def _vec(value: Any) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:189
_add
def _add(a: Vector3, b: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:198
_subtract
def _subtract(a: Vector3, b: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:202
_scale
def _scale(value: Vector3, factor: float) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:206
_length
def _length(value: Vector3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:210
_normalize
def _normalize(value: Vector3, fallback: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:214
_cross
def _cross(a: Vector3, b: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:219
_lerp
def _lerp(a: Vector3, b: Vector3, alpha: float) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:223
_clamp
def _clamp(value: float, minimum: float, maximum: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_procedural_animation_service.py:227
tech_connector.game_engine.runtime.tc_runtime_authoring_service
runtime_authoring_contract
def runtime_authoring_contract() -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_runtime_authoring_service.py:8
Describe one authored asset with scalable runtime presentation and simulation.
tech_connector.game_engine.runtime.tc_short_range_interaction_service
spatial_hash_accelerations
def spatial_hash_accelerations(positions: Sequence[Sequence[float]], masses: Sequence[float], alive: Sequence[bool], settings: Any) -> tuple[list[Vec3], dict[str, int | float | str]]module function · public name · tech_connector/game_engine/runtime/tc_short_range_interaction_service.py:12
tech_connector.game_engine.runtime.tc_simulation_compute_provider_service
ArrayComputeProvider.__init__
def ArrayComputeProvider.__init__(self, status: ComputeProviderStatus, array_module: Any) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:37
ArrayComputeProvider.allocate
def ArrayComputeProvider.allocate(self, shape: tuple[int, ...], dtype: str='float32') -> PersistentComputeBufferclass method · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:41
ArrayComputeProvider.upload
def ArrayComputeProvider.upload(self, buffer: PersistentComputeBuffer, values: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:51
ArrayComputeProvider.download
def ArrayComputeProvider.download(self, buffer: PersistentComputeBuffer) -> np.ndarrayclass method · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:59
ArrayComputeProvider.synchronize
def ArrayComputeProvider.synchronize(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:65
ArrayComputeProvider._require_owned
def ArrayComputeProvider._require_owned(self, buffer: PersistentComputeBuffer) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:69
register_compute_provider
def register_compute_provider(provider: ArrayComputeProvider) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:77
compute_provider
def compute_provider(provider_id: str) -> ArrayComputeProvidermodule function · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:83
compute_provider_statuses
def compute_provider_statuses(*, refresh: bool=False) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:90
discover_compute_providers
def discover_compute_providers(*, refresh: bool=False) -> list[ArrayComputeProvider]module function · public name · tech_connector/game_engine/runtime/tc_simulation_compute_provider_service.py:107
tech_connector.game_engine.runtime.tc_simulation_gpu_backend_service
GpuParticleBuffers.__post_init__
def GpuParticleBuffers.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:31
GpuParticleBuffers.reserve
def GpuParticleBuffers.reserve(self, count: int) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:34
GpuParticleBuffers.upload
def GpuParticleBuffers.upload(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:55
GpuParticleBuffers.download
def GpuParticleBuffers.download(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:101
GpuParticleBuffers.memory_bytes
def GpuParticleBuffers.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:112
gpu_backend_support
def gpu_backend_support(world: Any) -> tuple[bool, list[str]]module function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:116
execute_gpu_compute
def execute_gpu_compute(compiled: Any, world: Any, dt: float, *, provider_id: str='cupy_cuda') -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:150
_gpu_particle_step
def _gpu_particle_step(xp: Any, buffers: GpuParticleBuffers, constraints: GpuConstraintBuffers, world: Any, dt: float, constraint_iterations: int, *, material_neighbors: bool, pic_acceleration: Any, magnetic_field_sample: Any) -> dict[str, int]module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:283
_gpu_mesh_collisions
def _gpu_mesh_collisions(xp: Any, buffers: GpuParticleBuffers, world: Any, dynamic: Any, normals: Any, surface_velocity: Any, friction: Any, restitution: Any, collided: Any, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:383
_gpu_closest_points_triangle
def _gpu_closest_points_triangle(xp: Any, points: Any, a: Any, b: Any, c: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:435
_gpu_closest_points_segment
def _gpu_closest_points_segment(xp: Any, points: Any, first: Any, second: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:456
_gpu_field_acceleration
def _gpu_field_acceleration(xp: Any, world: Any, position: Any, velocity: Any, masses: Any, charges: Any, radii: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:462
_host
def _host(xp: Any, value: Any) -> np.ndarraymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:568
synchronize_gpu_particles
def synchronize_gpu_particles(world: Any) -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:572
gpu_particle_view
def gpu_particle_view(world: Any) -> dict[str, Any] | Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:581
Expose resident provider buffers without triggering host synchronization.
_gpu_normalized_rows
def _gpu_normalized_rows(xp: Any, values: Any, fallback: tuple[float, float, float]) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:600
install_gpu_compute_backend
def install_gpu_compute_backend(provider_id: str='cupy_cuda') -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_backend_service.py:609
tech_connector.game_engine.runtime.tc_simulation_gpu_constraints_service
GpuConstraintBuffers.__post_init__
def GpuConstraintBuffers.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:22
GpuConstraintBuffers.upload
def GpuConstraintBuffers.upload(self, world: Any, *, force: bool=True) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:30
GpuConstraintBuffers.begin_substep
def GpuConstraintBuffers.begin_substep(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:64
GpuConstraintBuffers.download_mutable_state
def GpuConstraintBuffers.download_mutable_state(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:69
GpuConstraintBuffers.memory_bytes
def GpuConstraintBuffers.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:89
solve_gpu_constraints
def solve_gpu_constraints(xp: Any, particles: Any, constraints: GpuConstraintBuffers, world: Any, dt: float, *, solve_bending: bool=True) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:93
solve_gpu_pairwise_neighbors
def solve_gpu_pairwise_neighbors(xp: Any, particles: Any, world: Any, dt: float, *, self_collision: bool, material_neighbors: bool, constraints: GpuConstraintBuffers | None=None) -> dict[str, int]module function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:102
_spatial_hash_pairs
def _spatial_hash_pairs(xp: Any, position: Any, alive: Any, cell_size: float) -> tuple[Any, Any]module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:214
Generate deterministic local candidates without allocating an N-by-N distance matrix.
_hash_cells
def _hash_cells(xp: Any, coordinates: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:249
_solve_distance
def _solve_distance(xp: Any, particles: Any, state: GpuConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:257
_solve_area
def _solve_area(xp: Any, particles: Any, state: GpuConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:307
_solve_bending
def _solve_bending(xp: Any, particles: Any, state: GpuConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:343
_rotate_points
def _rotate_points(xp: Any, points: Any, origins: Any, axes: Any, angles: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:399
_graph_colors
def _graph_colors(indices: tuple[tuple[int, ...], ...]) -> list[np.ndarray]module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:407
_solve_attachments
def _solve_attachments(xp: Any, particles: Any, world: Any, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:423
_scalar_int
def _scalar_int(xp: Any, value: Any) -> intmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:440
_host
def _host(xp: Any, value: Any) -> np.ndarraymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_constraints_service.py:446
tech_connector.game_engine.runtime.tc_simulation_gpu_magnetic_service
GpuMagneticGridState.memory_bytes
def GpuMagneticGridState.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:23
solve_gpu_magnetic_grids
def solve_gpu_magnetic_grids(world: Any, particle_buffers: Any, provider: Any, dt: float, *, readback: bool) -> tuple[Any, dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:29
_sample_vector_grid
def _sample_vector_grid(xp, values, lower, fraction)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:162
_curl
def _curl(xp, values, spacing)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:174
_divergence
def _divergence(xp, values, spacing)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:182
_derivative
def _derivative(xp, values, axis, spacing)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:186
_laplacian
def _laplacian(xp, values, spacing)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:190
_host
def _host(xp, value)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:197
_scalar
def _scalar(value)module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:201
_empty_receipt
def _empty_receipt()module function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_magnetic_service.py:205
tech_connector.game_engine.runtime.tc_simulation_gpu_pic_service
GpuPicGridState.memory_bytes
def GpuPicGridState.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_pic_service.py:22
solve_gpu_pic_grids
def solve_gpu_pic_grids(world: Any, particle_buffers: Any, provider: Any, *, readback: bool) -> tuple[Any, dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_pic_service.py:26
_host
def _host(xp: Any, value: Any) -> np.ndarraymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_pic_service.py:153
_scalar
def _scalar(xp: Any, value: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_pic_service.py:157
tech_connector.game_engine.runtime.tc_simulation_gpu_volume_service
GpuSparseVolumeBuffers.__post_init__
def GpuSparseVolumeBuffers.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:20
GpuSparseVolumeBuffers.upload
def GpuSparseVolumeBuffers.upload(self, volume: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:23
GpuSparseVolumeBuffers.step
def GpuSparseVolumeBuffers.step(self, volume: Any, dt: float) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:61
GpuSparseVolumeBuffers._project_velocity
def GpuSparseVolumeBuffers._project_velocity(self, xp: Any, volume: Any) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:76
GpuSparseVolumeBuffers.download
def GpuSparseVolumeBuffers.download(self, volume: Any) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:108
GpuSparseVolumeBuffers.memory_bytes
def GpuSparseVolumeBuffers.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:127
step_gpu_sparse_volumes
def step_gpu_sparse_volumes(world: Any, dt: float, provider_id: str, *, resident_output: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:131
synchronize_gpu_sparse_volumes
def synchronize_gpu_sparse_volumes(world: Any) -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:169
_host
def _host(xp: Any, value: Any) -> np.ndarraymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_gpu_volume_service.py:181
tech_connector.game_engine.runtime.tc_simulation_ir_service
CompiledSimulationIR.validate
def CompiledSimulationIR.validate(self) -> list[str]class method · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:107
CompiledSimulationIR.to_dict
def CompiledSimulationIR.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:125
register_simulation_backend
def register_simulation_backend(capabilities: SimulationBackendCapabilities) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:139
register_simulation_executor
def register_simulation_executor(backend_id: str, executor: Any) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:143
simulation_backend_status
def simulation_backend_status(backend_id: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:149
Return the truthful runtime state shown by authoring and diagnostics UI.
simulation_backend_statuses
def simulation_backend_statuses() -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:175
compile_simulation_world
def compile_simulation_world(world: Any, *, profile: str='realtime', backend: str='auto') -> CompiledSimulationIRmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:179
Compile a mutable reference world into a validated staged execution plan.
execute_compiled_reference
def execute_compiled_reference(compiled: CompiledSimulationIR, world: Any, dt: float) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:427
Execute a compatible compiled plan with the deterministic reference solver. :param compiled: Validated simulation IR. :param world: Mutable reference simulation world. :param dt: Tick duration in seconds. :return: None.
execute_compiled_simulation
def execute_compiled_simulation(compiled: CompiledSimulationIR, world: Any, dt: float) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:448
Dispatch one compiled tick to the installed runtime backend.
effect_system_is_stateless
def effect_system_is_stateless(system: Any) -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:519
_select_backend
def _select_backend(domains: list[str], profile: SimulationExecutionProfile, requested: str) -> tuple[SimulationBackendCapabilities, list[dict[str, Any]]]module function · internal · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:534
_simulation_domains
def _simulation_domains(world: Any) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:579
_compiled_outputs
def _compiled_outputs(domains: list[str], profile: SimulationExecutionProfile) -> list[dict[str, Any]]module function · internal · tech_connector/game_engine/runtime/tc_simulation_ir_service.py:605
tech_connector.game_engine.runtime.tc_simulation_native_backend_service
NativeParticleBuffers.__post_init__
def NativeParticleBuffers.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:30
NativeParticleBuffers.reserve
def NativeParticleBuffers.reserve(self, count: int) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:42
NativeParticleBuffers.upload
def NativeParticleBuffers.upload(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:59
NativeParticleBuffers.download
def NativeParticleBuffers.download(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:81
NativeParticleBuffers.memory_bytes
def NativeParticleBuffers.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:91
native_backend_support
def native_backend_support(world: Any) -> tuple[bool, list[str]]module function · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:97
execute_native_cpu
def execute_native_cpu(compiled: Any, world: Any, dt: float) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:154
Run supported worlds with persistent vector buffers; explicitly fall back otherwise.
_step_buffers
def _step_buffers(buffers: NativeParticleBuffers, constraint_buffers: NativeConstraintBuffers, world: Any, dt: float, constraint_iterations: int, *, material_neighbors_enabled: bool, execution_profile: str) -> dict[str, float | int]module function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:306
_solve_native_colliders
def _solve_native_colliders(buffers: NativeParticleBuffers, world: Any, dynamic: Any, collision_normal: Any, collision_friction: Any, collision_restitution: Any, collision_surface_velocity: Any, collided: Any, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:423
_closest_point_triangle
def _closest_point_triangle(point: Any, first: Any, second: Any, third: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:504
Ericson closest-point regions, expressed on NumPy vectors.
_field_acceleration
def _field_acceleration(world: Any, position, velocity, masses, charges, radii) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:534
_particle_interaction_acceleration
def _particle_interaction_acceleration(world: Any, position, masses, charges, alive) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:628
Vectorized-per-source exact kernel; deterministic reference for future tree/grid GPU stages.
_record_contacts
def _record_contacts(world: Any, points, normals, penetration, kind: str) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:748
_normalized
def _normalized(value, fallback)module function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:760
_normalized_rows
def _normalized_rows(values, fallback)module function · internal · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:765
native_particle_view
def native_particle_view(world: Any) -> dict[str, Any] | Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:774
Return zero-copy native arrays for renderer/compute consumers when allocated.
synchronize_native_particles
def synchronize_native_particles(world: Any) -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:789
Explicitly read authoritative native state back into compatibility particle objects.
install_native_cpu_backend
def install_native_cpu_backend() -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_backend_service.py:799
tech_connector.game_engine.runtime.tc_simulation_native_constraints_service
NativeConstraintBuffers.__post_init__
def NativeConstraintBuffers.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:21
NativeConstraintBuffers.upload
def NativeConstraintBuffers.upload(self, world: Any, *, force: bool=False) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:42
NativeConstraintBuffers.begin_substep
def NativeConstraintBuffers.begin_substep(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:95
NativeConstraintBuffers.download_mutable_state
def NativeConstraintBuffers.download_mutable_state(self, world: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:101
NativeConstraintBuffers.memory_bytes
def NativeConstraintBuffers.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:111
solve_native_constraints
def solve_native_constraints(buffers: Any, constraints: NativeConstraintBuffers, world: Any, dt: float) -> Nonemodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:117
solve_native_material_neighbors
def solve_native_material_neighbors(buffers: Any, world: Any, dt: float) -> intmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:130
Stable spatial-hash neighborhood solve; returns the number of interacting pairs.
solve_native_self_collision
def solve_native_self_collision(buffers: Any, world: Any, record_contact: Any=None) -> intmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:188
Deterministic spatial-hash particle contact solve with stable pair ordering.
_solve_distance
def _solve_distance(buffers: Any, constraints: NativeConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:235
_solve_distance_batched
def _solve_distance_batched(buffers: Any, constraints: NativeConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:297
Solve a small topology in one deterministic Jacobi batch. Graph-colour dispatch is ideal for large meshes, but issuing many tiny NumPy operations costs more than the useful work on preview-sized soft bodies. ``np.add.at`` preserves determin
_solve_area
def _solve_area(buffers: Any, constraints: NativeConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:371
_solve_area_batched
def _solve_area_batched(buffers: Any, constraints: NativeConstraintBuffers, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:414
_solve_attachments
def _solve_attachments(buffers: Any, world: Any, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:467
_solve_volume
def _solve_volume(buffers: Any, constraints: NativeConstraintBuffers, world: Any, dt: float) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:486
_cross_rows
def _cross_rows(first: np.ndarray, second: np.ndarray) -> np.ndarraymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:514
Vector cross product without ``np.cross``'s axis-normalization overhead.
_graph_colors
def _graph_colors(vertices: list[tuple[int, ...]]) -> list[np.ndarray]module function · internal · tech_connector/game_engine/runtime/tc_simulation_native_constraints_service.py:523
tech_connector.game_engine.runtime.tc_simulation_native_volume_service
NativeSparseVolumeBuffers.__post_init__
def NativeSparseVolumeBuffers.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:17
NativeSparseVolumeBuffers.upload
def NativeSparseVolumeBuffers.upload(self, volume: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:28
NativeSparseVolumeBuffers.step
def NativeSparseVolumeBuffers.step(self, volume: Any, dt: float) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:59
NativeSparseVolumeBuffers._project_velocity
def NativeSparseVolumeBuffers._project_velocity(self, volume: Any) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:70
NativeSparseVolumeBuffers.download
def NativeSparseVolumeBuffers.download(self, volume: Any) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:98
NativeSparseVolumeBuffers.memory_bytes
def NativeSparseVolumeBuffers.memory_bytes(self) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:117
step_native_sparse_volumes
def step_native_sparse_volumes(world: Any, dt: float, *, resident_output: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:126
synchronize_native_sparse_volumes
def synchronize_native_sparse_volumes(world: Any) -> boolmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_native_volume_service.py:173
tech_connector.game_engine.runtime.tc_simulation_render_bridge_service
RenderBufferView.descriptor
def RenderBufferView.descriptor(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_render_bridge_service.py:20
SimulationRenderStream.receipt
def SimulationRenderStream.receipt(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_render_bridge_service.py:43
build_simulation_render_stream
def build_simulation_render_stream(world: Any, *, consumer: str='generic_compute', allow_synchronization: bool=False) -> SimulationRenderStreammodule function · public name · tech_connector/game_engine/runtime/tc_simulation_render_bridge_service.py:66
Return the best available particle stream without hiding interop copies.
_stream_from_mapping
def _stream_from_mapping(mapping: dict[str, Any], *, source_backend: str, provider_id: str, residency: str, consumer: str, compatible: bool, zero_copy: bool, synchronization_required: bool, fallback_reason: str='') -> SimulationRenderStreammodule function · internal · tech_connector/game_engine/runtime/tc_simulation_render_bridge_service.py:115
_object_stream
def _object_stream(world: Any, consumer: str) -> SimulationRenderStreammodule function · internal · tech_connector/game_engine/runtime/tc_simulation_render_bridge_service.py:136
qualify_simulation_render_stream
def qualify_simulation_render_stream(stream: SimulationRenderStream, *, require_end_to_end_zero_copy: bool=False) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/tc_simulation_render_bridge_service.py:153
tech_connector.game_engine.runtime.tc_simulation_runtime_service
RuntimeFramePacket.to_dict
def RuntimeFramePacket.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:64
RuntimeHealthSnapshot.to_dict
def RuntimeHealthSnapshot.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:98
SimulationRuntimeInstance.__init__
def SimulationRuntimeInstance.__init__(self, world: Any, *, profile: str='realtime', backend: str='auto', tick_rate: float=60.0, max_catch_up_steps: int=4, checkpoint_interval: int=30, checkpoint_limit: int=8, max_pending_commands: int=4096, command_history_limit: int=16384) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:105
SimulationRuntimeInstance.from_effect_preset
def SimulationRuntimeInstance.from_effect_preset(cls, preset: str, *, quality: str='realtime', seed: int=1, tick_rate: float=60.0, backend: str='auto', max_pending_commands: int=4096, command_history_limit: int=16384) -> 'SimulationRuntimeInstance'class method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:147
SimulationRuntimeInstance.queue_parameter
def SimulationRuntimeInstance.queue_parameter(self, path: str, value: Any, *, tick: int | None=None) -> RuntimeCommandclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:166
SimulationRuntimeInstance.queue_data_channel
def SimulationRuntimeInstance.queue_data_channel(self, channel_id: str, values: dict[str, Any], *, tick: int | None=None) -> RuntimeCommandclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:185
Publish gameplay/simulation data on a deterministic future tick boundary.
SimulationRuntimeInstance.advance
def SimulationRuntimeInstance.advance(self, elapsed_seconds: float) -> RuntimeFramePacketclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:193
SimulationRuntimeInstance.pause
def SimulationRuntimeInstance.pause(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:215
SimulationRuntimeInstance.resume
def SimulationRuntimeInstance.resume(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:219
SimulationRuntimeInstance.reset
def SimulationRuntimeInstance.reset(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:224
Restore authored initial state while preserving runtime configuration.
SimulationRuntimeInstance.authored_world_snapshot
def SimulationRuntimeInstance.authored_world_snapshot(self) -> Anyclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:243
Return an isolated copy suitable for qualification, replay, or another runtime instance.
SimulationRuntimeInstance.enable_cache
def SimulationRuntimeInstance.enable_cache(self, *, frame_rate: float | None=None) -> SimulationCacheclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:247
SimulationRuntimeInstance.disable_cache
def SimulationRuntimeInstance.disable_cache(self, *, completed: bool=True) -> SimulationCache | Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:262
SimulationRuntimeInstance.frame_packet
def SimulationRuntimeInstance.frame_packet(self, *, steps: int=0) -> RuntimeFramePacketclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:270
SimulationRuntimeInstance.set_quality
def SimulationRuntimeInstance.set_quality(self, quality: str) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:336
SimulationRuntimeInstance.capture_checkpoint
def SimulationRuntimeInstance.capture_checkpoint(self) -> RuntimeCheckpointclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:345
SimulationRuntimeInstance.rollback
def SimulationRuntimeInstance.rollback(self, tick: int) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:358
SimulationRuntimeInstance.deployment_manifest
def SimulationRuntimeInstance.deployment_manifest(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:373
SimulationRuntimeInstance.state_hash
def SimulationRuntimeInstance.state_hash(self) -> strclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:395
SimulationRuntimeInstance.health_snapshot
def SimulationRuntimeInstance.health_snapshot(self) -> RuntimeHealthSnapshotclass method · public name · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:402
SimulationRuntimeInstance._step_once
def SimulationRuntimeInstance._step_once(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:423
SimulationRuntimeInstance._capture_cache_frame
def SimulationRuntimeInstance._capture_cache_frame(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:445
SimulationRuntimeInstance._apply_commands
def SimulationRuntimeInstance._apply_commands(self, tick: int) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:462
SimulationRuntimeInstance._particle_positions
def SimulationRuntimeInstance._particle_positions(self) -> dict[int, tuple[float, float, float]]class method · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:475
SimulationRuntimeInstance._particle_id
def SimulationRuntimeInstance._particle_id(particle: Any, index: int) -> intclass method · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:483
_stable_hash
def _stable_hash(value: Any) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:488
_checkpoint_world_copy
def _checkpoint_world_copy(world: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:493
Copy durable simulation state without device sessions or transient buffers.
_canonical_world
def _canonical_world(world: Any, *, runtime_state: bool) -> dict[str, Any]module function · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:502
_canonicalize
def _canonicalize(value: Any) -> Anymodule function · internal · tech_connector/game_engine/runtime/tc_simulation_runtime_service.py:513
tech_connector.game_engine.runtime.tc_simulation_service
SimulationParticle.inertial_mass
def SimulationParticle.inertial_mass(self) -> floatclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:98
Return explicit mass, or the legacy inverse-mass equivalent.
TriangleMeshCollider.mark_geometry_dirty
def TriangleMeshCollider.mark_geometry_dirty(self, *, topology_changed: bool=False) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:158
TriangleMeshCollider.acceleration
def TriangleMeshCollider.acceleration(self)class method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:164
TriangleMeshCollider.record_query
def TriangleMeshCollider.record_query(self, query: Any) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:176
TriangleMeshCollider.collision_diagnostics
def TriangleMeshCollider.collision_diagnostics(self, *, reset: bool=False) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:182
GeometryEmitter.set_source_weights
def GeometryEmitter.set_source_weights(self, values: Sequence[float], *, name: str='emission_source', revision: int=0) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:271
SimulationScaleSettings.validate
def SimulationScaleSettings.validate(self) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:317
ParticleInteractionSettings.enabled
def ParticleInteractionSettings.enabled(self) -> boolclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:353
ParticleInteractionSettings.resolved_long_range_method
def ParticleInteractionSettings.resolved_long_range_method(self, particle_count: int) -> strclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:359
ParticleInteractionSettings.resolved_short_range_method
def ParticleInteractionSettings.resolved_short_range_method(self, particle_count: int) -> strclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:367
_force_falloff
def _force_falloff(force: ForceField, distance: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:376
SparseVolume.step
def SparseVolume.step(self, dt: float) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:407
SparseVolume._project_velocity
def SparseVolume._project_velocity(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:421
SimulationCache.store
def SimulationCache.store(self, frame: SimulationFrame) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:475
SimulationCache.set_stage_state
def SimulationCache.set_stage_state(self, stage_id: str, state: str, *, detail: str='') -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:478
SimulationCache.checkpoint
def SimulationCache.checkpoint(self, frame: int, *, stage_id: str='simulate') -> SimulationFrameclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:489
SimulationCache.resumable_frame
def SimulationCache.resumable_frame(self, stage_id: str='simulate') -> SimulationFrame | Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:497
SimulationCache.to_dict
def SimulationCache.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:501
SimulationWorld.step
def SimulationWorld.step(self, dt: float) -> Noneclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:542
SimulationWorld.resolved_substeps
def SimulationWorld.resolved_substeps(self, dt: float) -> intclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:608
SimulationWorld.capture_frame
def SimulationWorld.capture_frame(self, frame: int) -> SimulationFrameclass method · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:624
SimulationWorld._integrate
def SimulationWorld._integrate(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:636
SimulationWorld._accumulate_particle_interactions
def SimulationWorld._accumulate_particle_interactions(self, accelerations: list[Vec3]) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:680
SimulationWorld._resolve_interaction_collisions
def SimulationWorld._resolve_interaction_collisions(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:817
SimulationWorld._field_acceleration
def SimulationWorld._field_acceleration(self, force: ForceField, particle: SimulationParticle, particle_index: int) -> Vec3class method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:892
SimulationWorld._curve_acceleration
def SimulationWorld._curve_acceleration(self, field: CurveFlowField, position: Vec3) -> Vec3class method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:972
SimulationWorld._solve_distance_constraints
def SimulationWorld._solve_distance_constraints(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:998
SimulationWorld._update_reformable_bonds
def SimulationWorld._update_reformable_bonds(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1049
SimulationWorld._solve_attachments
def SimulationWorld._solve_attachments(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1119
SimulationWorld._solve_volume_constraints
def SimulationWorld._solve_volume_constraints(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1135
SimulationWorld._solve_area_constraints
def SimulationWorld._solve_area_constraints(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1168
SimulationWorld._solve_bending_constraints
def SimulationWorld._solve_bending_constraints(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1199
Preserve the authored angle between adjacent cloth triangles.
SimulationWorld._solve_particle_contacts
def SimulationWorld._solve_particle_contacts(self) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1246
SimulationWorld._separate_particles
def SimulationWorld._separate_particles(self, first_index: int, second_index: int) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1276
SimulationWorld._solve_colliders
def SimulationWorld._solve_colliders(self, dt: float, responses: dict[int, tuple[Vec3, float, float, Vec3]] | None=None) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1301
SimulationWorld._solve_mesh_collision
def SimulationWorld._solve_mesh_collision(self, particle: SimulationParticle, collider: TriangleMeshCollider, dt: float) -> tuple[Vec3, float, float, Vec3] | Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1338
SimulationWorld._apply_material_adhesion
def SimulationWorld._apply_material_adhesion(self, particle: SimulationParticle, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1371
SimulationWorld._record_debug_contact
def SimulationWorld._record_debug_contact(self, point: Vec3, normal: Vec3, penetration: float, kind: str) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1376
SimulationWorld._emit_geometry
def SimulationWorld._emit_geometry(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1386
SimulationWorld._update_thermal_state
def SimulationWorld._update_thermal_state(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1454
SimulationWorld._solve_material_neighbors
def SimulationWorld._solve_material_neighbors(self, dt: float) -> Noneclass method · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1499
create_cloth_grid
def create_cloth_grid(columns: int=16, rows: int=16, *, spacing: float=0.08, origin: Vec3=(-0.6, 1.5, 0.0), material: str='cotton', pin_top_corners: bool=True) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1530
create_cloth_from_geometry
def create_cloth_from_geometry(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]], *, material: str='cotton', pinned_vertices: Iterable[int]=(), particle_radius: float=0.02, tear_threshold: float=0.0, uvs: Iterable[tuple[float, float]] | None=None) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1589
create_soft_body_from_geometry
def create_soft_body_from_geometry(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]], *, material: str='jello', pinned_vertices: Iterable[int]=(), volume_compliance: float=2e-07) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1672
create_breakable_solid_from_geometry
def create_breakable_solid_from_geometry(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]], *, material: str='glass') -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1706
_create_glass_shards
def _create_glass_shards(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]]) -> SimulationWorldmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1725
create_fluid_from_geometry
def create_fluid_from_geometry(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]], *, material: str='soup', spacing: float=0.08, max_particles: int=20000) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1773
create_reformable_dough_from_geometry
def create_reformable_dough_from_geometry(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]], *, spacing: float=0.08, max_particles: int=12000, material: str='playdoh') -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1817
create_particle_block
def create_particle_block(dimensions: tuple[int, int, int]=(8, 8, 8), *, spacing: float=0.07, origin: Vec3=(-0.25, 0.2, -0.25), material: str='water') -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1847
create_sparse_fire_volume
def create_sparse_fire_volume(*, plasma: bool=False) -> SimulationWorldmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1870
attach_particles
def attach_particles(world: SimulationWorld, particle_indices: Iterable[int], *, compliance: float=0.0, break_threshold: float=0.0) -> list[int]module function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:1886
_add
def _add(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1907
_subtract
def _subtract(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1911
_scale
def _scale(value: Vec3, amount: float) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1915
_dot
def _dot(first: Vec3, second: Vec3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1919
_cross
def _cross(first: Vec3, second: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1923
_length
def _length(value: Vec3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1931
_normalize
def _normalize(value: Vec3, fallback: Vec3=(0.0, 0.0, 0.0)) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1935
_signed_dihedral_angle
def _signed_dihedral_angle(edge_first: Vec3, edge_second: Vec3, opposite_first: Vec3, opposite_second: Vec3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1940
_wrapped_angle
def _wrapped_angle(value: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1954
_rotate_about_axis
def _rotate_about_axis(point: Vec3, origin: Vec3, axis: Vec3, angle: float) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1958
_friction_velocity
def _friction_velocity(velocity: Vec3, normal: Vec3, friction: float, restitution: float) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1968
_fabric_axis
def _fabric_axis(uvs: list[tuple[float, float]], first: int, second: int, kind: str) -> strmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1976
_fabric_compliance
def _fabric_compliance(material: SimulationMaterial, axis: str, fallback: float, *, bend: bool=False) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:1991
_triangulate_polygons
def _triangulate_polygons(faces: Iterable[tuple[int, ...]]) -> list[tuple[int, int, int]]module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:2009
_add_surface_area_constraints
def _add_surface_area_constraints(world: SimulationWorld, *, compliance: float, break_threshold: float=0.0) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:2018
signed_mesh_volume
def signed_mesh_volume(vertices: Iterable[Vec3], faces: Iterable[tuple[int, ...]]) -> floatmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_service.py:2035
Return oriented closed-mesh volume for validation and solver diagnostics.
_signed_mesh_volume
def _signed_mesh_volume(vertices: list[Vec3], faces: Iterable[tuple[int, int, int]]) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:2041
_point_inside_closed_mesh
def _point_inside_closed_mesh(point: Vec3, vertices: list[Vec3], faces: Iterable[tuple[int, int, int]]) -> boolmodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:2050
_ray_triangle_distance
def _ray_triangle_distance(origin: Vec3, direction: Vec3, first: Vec3, second: Vec3, third: Vec3) -> float | Nonemodule function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:2063
_closest_point_on_triangle
def _closest_point_on_triangle(point: Vec3, first: Vec3, second: Vec3, third: Vec3) -> Vec3module function · internal · tech_connector/game_engine/runtime/tc_simulation_service.py:2082
tech_connector.game_engine.runtime.tc_simulation_transfer_service
SimulationTransferManifest.to_dict
def SimulationTransferManifest.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_simulation_transfer_service.py:28
build_simulation_transfer_manifest
def build_simulation_transfer_manifest(world: SimulationWorld, cache: SimulationCache, target: str, *, prefer_live: bool=True) -> SimulationTransferManifestmodule function · public name · tech_connector/game_engine/runtime/tc_simulation_transfer_service.py:56
_simulation_types
def _simulation_types(world: SimulationWorld) -> list[str]module function · internal · tech_connector/game_engine/runtime/tc_simulation_transfer_service.py:165
tech_connector.game_engine.runtime.tc_vehicle_dynamics_service
VehicleDynamicsFrame.to_dict
def VehicleDynamicsFrame.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:74
VehicleDynamicsRuntime.step
def VehicleDynamicsRuntime.step(self, wheels: Sequence[WheelRigSettings], chassis_position: Vector3, chassis_velocity: Vector3, controls: VehicleControlInput, ground_query: VehicleGroundQuery, *, delta_time: float, forward: Vector3=(0.0, 0.0, 1.0), up: Vector3=(0.0, 1.0, 0.0)) -> VehicleDynamicsFrameclass method · public name · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:90
VehicleDynamicsRuntime._anti_roll_torque
def VehicleDynamicsRuntime._anti_roll_torque(self, wheels: Sequence[WheelRigSettings], compressions: Mapping[str, float]) -> Vector3class method · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:159
_validate_wheel
def _validate_wheel(wheel: WheelRigSettings) -> Nonemodule function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:172
_vec
def _vec(value: Any) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:181
_add
def _add(a: Vector3, b: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:190
_subtract
def _subtract(a: Vector3, b: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:194
_scale
def _scale(value: Vector3, factor: float) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:198
_length
def _length(value: Vector3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:202
_normalize
def _normalize(value: Vector3, fallback: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:206
_dot
def _dot(a: Vector3, b: Vector3) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:211
_cross
def _cross(a: Vector3, b: Vector3) -> Vector3module function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:215
_clamp
def _clamp(value: float, minimum: float, maximum: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/tc_vehicle_dynamics_service.py:219
tech_connector.game_engine.runtime.world_intelligence_command_service
execute_world_intelligence_command
def execute_world_intelligence_command(world: CharacterWorldAsset, runtime: WorldIntelligenceRuntimeState, command: str, payload: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/world_intelligence_command_service.py:58
execute_gameplay_experience_command
def execute_gameplay_experience_command(profile: GameExperienceProfile | None, command: str, payload: dict[str, Any]) -> tuple[GameExperienceProfile | None, dict[str, Any]]module function · public name · tech_connector/game_engine/runtime/world_intelligence_command_service.py:210
_partial_asset
def _partial_asset(collection: str, payload: dict[str, Any]) -> WorldIntelligenceAssetmodule function · internal · tech_connector/game_engine/runtime/world_intelligence_command_service.py:291
_require_character
def _require_character(world: CharacterWorldAsset, character_id: str) -> Anymodule function · internal · tech_connector/game_engine/runtime/world_intelligence_command_service.py:312
tech_connector.game_engine.runtime.world_intelligence_runtime_service
SmartObjectReservationManager.release_expired
def SmartObjectReservationManager.release_expired(self, now: float) -> intclass method · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:101
SmartObjectReservationManager.reserve
def SmartObjectReservationManager.reserve(self, definition: SmartObjectDefinition, *, character_id: str, action: str, character_tags: Iterable[str]=(), now: float=0.0, duration: float=5.0, preferred_slot: str='') -> SmartObjectReservationclass method · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:107
SmartObjectReservationManager.release
def SmartObjectReservationManager.release(self, reservation_id: str, *, character_id: str='') -> boolclass method · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:152
SmartObjectReservationManager.to_dict
def SmartObjectReservationManager.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:161
SmartObjectReservationManager.from_dict
def SmartObjectReservationManager.from_dict(cls, data: dict[str, Any]) -> 'SmartObjectReservationManager'class method · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:165
sense_stimuli
def sense_stimuli(character: CharacterState, sensors: Iterable[PerceptionSensor], stimuli: Iterable[PerceivedStimulus], *, occlusion_test: Callable[[tuple[float, float, float], tuple[float, float, float]], bool] | None=None) -> PerceptionReceiptmodule function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:202
apply_perception_receipt
def apply_perception_receipt(character: CharacterState, receipt: PerceptionReceipt, stimuli: Iterable[PerceivedStimulus], sensors: Iterable[PerceptionSensor]) -> intmodule function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:253
solve_crowd_steering
def solve_crowd_steering(intents: Iterable[CrowdAgentIntent], *, neighbor_distance: float=2.0) -> tuple[CrowdSteeringReceipt, ...]module function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:336
evaluate_behavior_graph
def evaluate_behavior_graph(graph: BehaviorGraph, character: CharacterState, world: CharacterWorldAsset, *, now: float=0.0) -> BehaviorDecisionReceiptmodule function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:359
choose_dialogue_act
def choose_dialogue_act(dialogue: DialogueSet, character: CharacterState, world: CharacterWorldAsset, *, now: float=0.0, model_realizations: dict[str, str] | None=None) -> DialogueDecisionReceiptmodule function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:422
simulate_group_tick
def simulate_group_tick(group: Any, *, elapsed: float, events: Iterable[dict[str, Any]]=()) -> dict[str, Any]module function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:459
authorize_world_mutation
def authorize_world_mutation(policy: AuthorityPolicy, *, writer: str, field_path: str, current_revision: int, expected_revision: int, predicted: bool=False) -> AuthorityReceiptmodule function · public name · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:477
_character_value
def _character_value(character: CharacterState, name: str) -> floatmodule function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:495
_vec3
def _vec3(value: Any) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:502
_add
def _add(first: tuple[float, float, float], second: tuple[float, float, float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:507
_subtract
def _subtract(first: tuple[float, float, float], second: tuple[float, float, float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:511
_scale
def _scale(value: tuple[float, float, float], amount: float) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:515
_dot
def _dot(first: tuple[float, float, float], second: tuple[float, float, float]) -> floatmodule function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:519
_length
def _length(value: tuple[float, float, float]) -> floatmodule function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:523
_normalized
def _normalized(value: tuple[float, float, float]) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:527
_clamp_length
def _clamp_length(value: tuple[float, float, float], maximum: float) -> tuple[float, float, float]module function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:532
_distance
def _distance(first: tuple[float, float, float], second: tuple[float, float, float]) -> floatmodule function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:537
_clamp01
def _clamp01(value: float) -> floatmodule function · internal · tech_connector/game_engine/runtime/world_intelligence_runtime_service.py:541
tech_connector.game_engine.runtime.world_streaming_runtime_service
StreamingCellState.center
def StreamingCellState.center(self) -> tuple[float, float]class method · public name · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:31
StreamingFrameReceipt.to_dict
def StreamingFrameReceipt.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:47
WorldStreamingRuntime.__init__
def WorldStreamingRuntime.__init__(self, cells: Sequence[StreamingCellState], *, maximum_loaded_cells: int=256, memory_mb: float=2048.0, maximum_requests: int=16, unload_hysteresis_frames: int=8, preload_seconds: float=0.35) -> Noneclass method · internal · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:52
WorldStreamingRuntime.from_manifest
def WorldStreamingRuntime.from_manifest(cls, manifest: Mapping[str, Any]) -> 'WorldStreamingRuntime'class method · public name · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:66
WorldStreamingRuntime.tick
def WorldStreamingRuntime.tick(self, sources: Sequence[StreamingSource], *, delta_seconds: float=1 / 60) -> StreamingFrameReceiptclass method · public name · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:79
WorldStreamingRuntime.diagnostics
def WorldStreamingRuntime.diagnostics(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:118
_distance_to_bounds
def _distance_to_bounds(position: tuple[float, float], bounds: tuple[float, float, float, float]) -> floatmodule function · internal · tech_connector/game_engine/runtime/world_streaming_runtime_service.py:126
tech_connector.game_engine.scene.coordinate_space_service
_axis_basis_for_provider_scene
def _axis_basis_for_provider_scene(provider_id: str, up_axis: str | None=None) -> AxisBasismodule function · internal · tech_connector/game_engine/scene/coordinate_space_service.py:59
provider_default_unit
def provider_default_unit(provider_id: str) -> strmodule function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:100
unit_to_centimeters
def unit_to_centimeters(unit_name: str | None, provider_id: str='') -> floatmodule function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:109
CoordinateSpace.provider
def CoordinateSpace.provider(self) -> strclass method · public name · tech_connector/game_engine/scene/coordinate_space_service.py:121
CoordinateSpace.centimeters_per_native_unit
def CoordinateSpace.centimeters_per_native_unit(self) -> floatclass method · public name · tech_connector/game_engine/scene/coordinate_space_service.py:125
ProviderScaleDiagnostic.native_to_reference_scale
def ProviderScaleDiagnostic.native_to_reference_scale(self) -> floatclass method · public name · tech_connector/game_engine/scene/coordinate_space_service.py:159
ProviderScaleDiagnostic.reference_to_native_scale
def ProviderScaleDiagnostic.reference_to_native_scale(self) -> floatclass method · public name · tech_connector/game_engine/scene/coordinate_space_service.py:163
ProviderScaleDiagnostic.compact_label
def ProviderScaleDiagnostic.compact_label(self) -> strclass method · public name · tech_connector/game_engine/scene/coordinate_space_service.py:166
SceneNormalization.from_bounds
def SceneNormalization.from_bounds(cls, bounds: Iterable[Sequence[float]], target_extent: float=4.0) -> 'SceneNormalization'class method · public name · tech_connector/game_engine/scene/coordinate_space_service.py:179
provider_scale_diagnostic
def provider_scale_diagnostic(provider_id: str, unit_linear: str | None=None, *, reference_provider_id: str='maya', reference_unit_linear: str | None='centimeters') -> ProviderScaleDiagnosticmodule function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:231
snapshot_scale_diagnostics
def snapshot_scale_diagnostics(snapshots: dict[str, dict], *, reference_provider_id: str='maya', reference_unit_linear: str | None='centimeters') -> dict[str, ProviderScaleDiagnostic]module function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:252
convert_point_between_providers
def convert_point_between_providers(source_provider: str, target_provider: str, point: Sequence[float], *, source_unit: str | None=None, target_unit: str | None=None, source_up_axis: str | None=None, target_up_axis: str | None=None) -> Vec3module function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:272
convert_vector_between_providers
def convert_vector_between_providers(source_provider: str, target_provider: str, vector: Sequence[float], *, source_unit: str | None=None, target_unit: str | None=None, source_up_axis: str | None=None, target_up_axis: str | None=None) -> Vec3module function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:286
Convert a direction or delta vector without applying any scene offset.
convert_camera_payload_between_providers
def convert_camera_payload_between_providers(source_provider: str, target_provider: str, payload: dict, *, source_unit: str | None=None, target_unit: str | None=None, source_up_axis: str | None=None, target_up_axis: str | None=None, source_bounds_shared: tuple[Vec3, float] | None=None, target_bounds_shared: tuple[Vec3, float] | None=None) -> dictmodule function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:308
Convert camera eye/target/up payloads between provider-native spaces. Eye, target, and up-target first move into Tech Connector shared space. If both provider scene bounds are supplied, the camera is then remapped from the source scene cent
provider_axis_basis
def provider_axis_basis(provider_id: str, up_axis: str | None=None) -> AxisBasismodule function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:364
provider_space_label
def provider_space_label(provider_id: str, unit_linear: str | None=None) -> strmodule function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:368
bounds_from_points
def bounds_from_points(points: Iterable[Sequence[float]]) -> BBox6module function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:382
bounds_from_bboxes
def bounds_from_bboxes(bounds: Iterable[Sequence[float]]) -> BBox6module function · public name · tech_connector/game_engine/scene/coordinate_space_service.py:396
_vec3
def _vec3(point: Sequence[float]) -> Vec3module function · internal · tech_connector/game_engine/scene/coordinate_space_service.py:411
tech_connector.game_engine.scene.engine_project_conversion_service
EngineProjectAdapter.strategy_for
def EngineProjectAdapter.strategy_for(self, domain: str) -> strclass method · public name · tech_connector/game_engine/scene/engine_project_conversion_service.py:37
EngineSemanticNode.__post_init__
def EngineSemanticNode.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/scene/engine_project_conversion_service.py:50
engine_project_adapters
def engine_project_adapters() -> dict[str, dict[str, Any]]module function · public name · tech_connector/game_engine/scene/engine_project_conversion_service.py:104
Return the registered full-project extraction contracts.
plan_engine_project_conversion
def plan_engine_project_conversion(manifest: EngineProjectManifest, requested_ids: Iterable[str] | None=None) -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/engine_project_conversion_service.py:109
Plan a dependency-closed conversion without claiming execution succeeded.
_dependency_order
def _dependency_order(node_map: dict[str, EngineSemanticNode], roots: list[str]) -> tuple[list[str], list[tuple[str, str]], list[list[str]]]module function · internal · tech_connector/game_engine/scene/engine_project_conversion_service.py:179
tech_connector.game_engine.scene.federated_scene_service
_finite_float
def _finite_float(value: Any, default: float) -> floatmodule function · internal · tech_connector/game_engine/scene/federated_scene_service.py:34
normalize_dcc_session_state
def normalize_dcc_session_state(state: dict[str, Any] | None, *, provider: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:42
Normalize portable per-source UI/timeline state without transient ports.
dcc_session_state_from_snapshot
def dcc_session_state_from_snapshot(snapshot: dict[str, Any] | None, *, provider: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:83
Extract portable camera/timeline state from a host scene snapshot.
normalize_federated_scene_source
def normalize_federated_scene_source(source: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:110
Normalize optional portable source state while accepting legacy manifests.
federated_scene_lookdev_report
def federated_scene_lookdev_report(document: 'FederatedSceneDocument') -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:128
Summarize saved lookdev evidence without treating absent legacy data as parity.
_source_ownership
def _source_ownership(source_ref: dict[str, Any] | None) -> tuple[str, str]module function · internal · tech_connector/game_engine/scene/federated_scene_service.py:158
EditableRigGraph.add_node
def EditableRigGraph.add_node(self, name: str, node_type: str, *, parent_id: str='', attributes: dict[str, Any] | None=None, node_id: str | None=None, source_type: str='', source_ref: dict[str, str] | None=None, portable: bool=True) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:178
Create one native or linked rig node in the editable DAG/DG.
EditableRigGraph.connect_attributes
def EditableRigGraph.connect_attributes(self, source_node: str, source_attribute: str, target_node: str, target_attribute: str, *, connection_type: str='attribute', connection_id: str | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:223
Author a portable directed plug connection without evaluating it eagerly.
EditableRigGraph.set_node_attribute
def EditableRigGraph.set_node_attribute(self, node_id: str, attribute: str, value: Any) -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:265
Set a native node input; linked nodes remain authoritative in their DCC.
EditableRigGraph.evaluate_direct_attribute_connections
def EditableRigGraph.evaluate_direct_attribute_connections(self) -> list[str]class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:277
Propagate portable attr-to-attr links and report cyclic local nodes.
EditableRigGraph.evaluate_local
def EditableRigGraph.evaluate_local(self)class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:312
Evaluate native rig nodes locally while leaving linked source-proxy nodes authoritative.
EditableRigGraph.disconnect_attributes
def EditableRigGraph.disconnect_attributes(self, connection_id: str) -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:318
EditableRigGraph.reparent_node
def EditableRigGraph.reparent_node(self, node_id: str, parent_id: str='') -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:326
EditableRigGraph.merge_rig_topology
def EditableRigGraph.merge_rig_topology(self, topology: dict[str, Any], *, provider_id: str='') -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:341
Merge an ordered provider DAG and its lossless plug-level rig graph.
EditableRigGraph.add_joint
def EditableRigGraph.add_joint(self, name: str, *, parent_id: str='', local_matrix: list[float] | tuple[float, ...] | None=None, joint_id: str | None=None, source_ref: dict[str, str] | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:454
EditableRigGraph.joint_edit_policy
def EditableRigGraph.joint_edit_policy(self, joint_id: str) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:493
EditableRigGraph.joint_is_structurally_editable
def EditableRigGraph.joint_is_structurally_editable(self, joint_id: str) -> boolclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:500
EditableRigGraph._require_structurally_editable_joint
def EditableRigGraph._require_structurally_editable_joint(self, joint_id: str) -> Noneclass method · internal · tech_connector/game_engine/scene/federated_scene_service.py:503
EditableRigGraph.reparent_joint
def EditableRigGraph.reparent_joint(self, joint_id: str, parent_id: str='') -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:510
EditableRigGraph.remove_joint
def EditableRigGraph.remove_joint(self, joint_id: str) -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:525
EditableRigGraph.add_skin
def EditableRigGraph.add_skin(self, mesh_id: str, joint_ids: list[str] | tuple[str, ...], *, skin_id: str | None=None, inverse_bind_blob: str='', weights_blob: str='', source_ref: dict[str, str] | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:544
EditableRigGraph.set_vertex_weights
def EditableRigGraph.set_vertex_weights(self, skin_id: str, vertex_index: int, weights: dict[str, float]) -> Noneclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:574
EditableRigGraph.add_constraint
def EditableRigGraph.add_constraint(self, constraint_type: str, source_ids: list[str] | tuple[str, ...], target_id: str, *, constraint_id: str | None=None, settings: dict[str, Any] | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:592
EditableRigGraph.add_ik_solver
def EditableRigGraph.add_ik_solver(self, start_joint_id: str, mid_joint_id: str, end_joint_id: str, target_node_id: str, *, pole_node_id: str='', solver_id: str | None=None, settings: dict[str, Any] | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:615
Author a native two-bone rotate-plane IK solver in the neutral rig graph.
EditableRigGraph.add_ik_chain_solver
def EditableRigGraph.add_ik_chain_solver(self, joint_ids: list[str] | tuple[str, ...], target_node_id: str, *, pole_node_id: str='', solver_id: str | None=None, settings: dict[str, Any] | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:666
Author a native multi-segment rotate-plane IK solver.
EditableRigGraph.add_motion_path
def EditableRigGraph.add_motion_path(self, target_node_id: str, control_points: list[list[float]] | tuple[tuple[float, ...], ...], *, parameter: float=0.0, follow: bool=True, closed: bool=False, up_vector: tuple[float, float, float]=(0.0, 1.0, 0.0), solver_id: str | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:714
Author a portable arc-length motion path for one native transform.
EditableRigGraph.add_ribbon_attachment
def EditableRigGraph.add_ribbon_attachment(self, target_node_id: str, control_grid: list[list[list[float]]], *, u: float=0.5, v: float=0.5, follow: bool=True, frame_method: str='surface', up_vector: tuple[float, float, float]=(0.0, 1.0, 0.0), solver_id: str | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:760
Author a portable bilinear ribbon attachment with stable U/V coordinates.
EditableRigGraph.add_deformer
def EditableRigGraph.add_deformer(self, mesh_id: str, deformer_type: str, *, settings: dict[str, Any] | None=None, deformer_id: str | None=None, source_ref: dict[str, str] | None=None) -> strclass method · public name · tech_connector/game_engine/scene/federated_scene_service.py:814
Append one ordered deformer without claiming local parity for unsupported types.
EditableRigGraph.merge_deformation_binding
def EditableRigGraph.merge_deformation_binding(self, binding: dict[str, Any], *, provider_id: str='') -> dict[str, bytes]class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:857
Import a linked DCC skin as editable joints and versioned binary sidecars.
EditableRigGraph.to_dict
def EditableRigGraph.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:989
EditableRigGraph.from_dict
def EditableRigGraph.from_dict(cls, data: dict[str, Any] | None) -> 'EditableRigGraph'class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:1003
EditableRigGraph.validate
def EditableRigGraph.validate(self) -> list[str]class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:1027
FederatedSceneDocument.to_dict
def FederatedSceneDocument.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:1083
FederatedSceneDocument.from_dict
def FederatedSceneDocument.from_dict(cls, data: dict[str, Any]) -> 'FederatedSceneDocument'class method · public name · tech_connector/game_engine/scene/federated_scene_service.py:1098
stable_scene_source_id
def stable_scene_source_id(provider: str, source_path: str='', session_key: str='') -> strmodule function · public name · tech_connector/game_engine/scene/federated_scene_service.py:1116
Return a stable archive-safe identity that does not depend on a transient bridge port.
source_snapshot_blob_name
def source_snapshot_blob_name(source_id: str) -> strmodule function · public name · tech_connector/game_engine/scene/federated_scene_service.py:1127
save_federated_scene
def save_federated_scene(path: str | os.PathLike[str], document: FederatedSceneDocument, *, blobs: dict[str, bytes | bytearray | memoryview] | None=None) -> Pathmodule function · public name · tech_connector/game_engine/scene/federated_scene_service.py:1132
Atomically save a versioned `.tcscene` archive.
load_federated_scene
def load_federated_scene(path: str | os.PathLike[str], *, max_manifest_bytes: int=32 * 1024 * 1024, max_blob_bytes: int=8 * 1024 * 1024 * 1024) -> tuple[FederatedSceneDocument, dict[str, bytes]]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:1165
Load and validate a `.tcscene` archive with bounded allocations.
source_file_fingerprint
def source_file_fingerprint(path: str | os.PathLike[str]) -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:1192
reconcile_scene_sources
def reconcile_scene_sources(document: FederatedSceneDocument, available_sessions: list[dict[str, Any]]) -> list[dict[str, Any]]module function · public name · tech_connector/game_engine/scene/federated_scene_service.py:1231
Match stable source paths first and ephemeral ports only as a hint.
_same_path
def _same_path(left: str, right: str) -> boolmodule function · internal · tech_connector/game_engine/scene/federated_scene_service.py:1299
_safe_blob_name
def _safe_blob_name(name: str) -> strmodule function · internal · tech_connector/game_engine/scene/federated_scene_service.py:1307
_buffer_bytes
def _buffer_bytes(buffer: Any, offset: int, count: int, item_size: int) -> bytesmodule function · internal · tech_connector/game_engine/scene/federated_scene_service.py:1314
_bind_world_matrices
def _bind_world_matrices(buffer: Any, offset: int, joint_count: int) -> list[list[float]]module function · internal · tech_connector/game_engine/scene/federated_scene_service.py:1329
_local_bind_matrix
def _local_bind_matrix(bind_world_matrices: list[list[float]], index: int, joints: list[dict[str, Any]], source_to_joint_id: dict[str, str]) -> list[float]module function · internal · tech_connector/game_engine/scene/federated_scene_service.py:1340
tech_connector.game_engine.scene.native_fbx_service
NativeFbxAsset.source_format
def NativeFbxAsset.source_format(self) -> strclass method · public name · tech_connector/game_engine/scene/native_fbx_service.py:41
NativeFbxAsset.to_editable_rig_graph
def NativeFbxAsset.to_editable_rig_graph(self) -> tuple[EditableRigGraph, dict[str, bytes]]class method · public name · tech_connector/game_engine/scene/native_fbx_service.py:47
NativeFbxAsset.build_deformation_binding
def NativeFbxAsset.build_deformation_binding(self, graph: EditableRigGraph | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/native_fbx_service.py:139
Compile immutable FBX skin data into the viewport's exact sparse GPU contract.
NativeFbxAsset.deformation_pose_at_frame
def NativeFbxAsset.deformation_pose_at_frame(self, binding: dict[str, Any], frame: int, *, graph: EditableRigGraph | None=None) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/native_fbx_service.py:281
Read a baked exact FBX pose, falling back to the editable local graph for static rigs.
build_native_fbx_deformation_pose
def build_native_fbx_deformation_pose(graph: EditableRigGraph, binding: dict[str, Any]) -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/native_fbx_service.py:351
Evaluate a native rig graph and return only the joint matrices needed by the GPU.
apply_native_joint_matrix_override
def apply_native_joint_matrix_override(graph: EditableRigGraph, joint_id: str, *, translation_delta: tuple[float, float, float] | None=None, rotation_degrees: tuple[float, float, float] | None=None, scale: tuple[float, float, float] | None=None) -> list[float]module function · public name · tech_connector/game_engine/scene/native_fbx_service.py:381
Apply a viewer-authored local joint delta while preserving imported joint orientation.
_armature_bind_world_matrices
def _armature_bind_world_matrices(armature: dict[str, Any], *, centimeters_per_unit: float) -> dict[str, list[float]]module function · internal · tech_connector/game_engine/scene/native_fbx_service.py:415
_relative_row_matrix
def _relative_row_matrix(world_matrix: Any, parent_world_matrix: Any | None) -> list[float]module function · internal · tech_connector/game_engine/scene/native_fbx_service.py:439
_scaled_row_matrix
def _scaled_row_matrix(matrix: Any, centimeters_per_unit: float) -> list[float]module function · internal · tech_connector/game_engine/scene/native_fbx_service.py:449
_apply_authored_mesh_transform
def _apply_authored_mesh_transform(matrix: Any, authored: dict[str, Any], *, pivot: Any=(0.0, 0.0, 0.0)) -> list[float]module function · internal · tech_connector/game_engine/scene/native_fbx_service.py:457
_row_euler_matrix
def _row_euler_matrix(rotation_degrees: Any)module function · internal · tech_connector/game_engine/scene/native_fbx_service.py:480
find_blender_executable
def find_blender_executable() -> Path | Nonemodule function · public name · tech_connector/game_engine/scene/native_fbx_service.py:500
find_blender_fbx_extractor
def find_blender_fbx_extractor() -> Path | Nonemodule function · public name · tech_connector/game_engine/scene/native_fbx_service.py:512
Resolve the converter worker in both canonical and compatibility package layouts.
native_scene_import_capabilities
def native_scene_import_capabilities() -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/native_fbx_service.py:527
Report import support without launching a DCC or mutating scene state.
import_native_scene
def import_native_scene(source_path: str | os.PathLike[str], *, blender_executable: str | os.PathLike[str] | None=None, timeout: float=180.0, cancel_event: threading.Event | None=None) -> NativeFbxAssetmodule function · public name · tech_connector/game_engine/scene/native_fbx_service.py:569
Import a supported scene file through an isolated Blender process.
import_native_fbx
def import_native_fbx(source_path: str | os.PathLike[str], *, blender_executable: str | os.PathLike[str] | None=None, timeout: float=180.0, cancel_event: threading.Event | None=None) -> NativeFbxAssetmodule function · public name · tech_connector/game_engine/scene/native_fbx_service.py:658
_attach_portable_materials
def _attach_portable_materials(manifest: dict[str, Any], source: Path) -> Nonemodule function · internal · tech_connector/game_engine/scene/native_fbx_service.py:681
Persist normalized lookdev while retaining the complete source payload.
_stop_subprocess
def _stop_subprocess(process: subprocess.Popen[Any]) -> Nonemodule function · internal · tech_connector/game_engine/scene/native_fbx_service.py:699
Bounded child cleanup used by cancellation and timeout paths.
_constraint_kind
def _constraint_kind(blender_type: str) -> strmodule function · internal · tech_connector/game_engine/scene/native_fbx_service.py:714
tech_connector.game_engine.scene.scene_delta_contract
normalize_frame_delta
def normalize_frame_delta(snapshot: dict[str, Any], provider_id: str='') -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/scene_delta_contract.py:20
Promote a provider packet to the shared delta schema without copying buffers.
validate_frame_delta
def validate_frame_delta(packet: dict[str, Any]) -> list[str]module function · public name · tech_connector/game_engine/scene/scene_delta_contract.py:54
Return bounded validation errors suitable for telemetry and fallbacks.
frame_delta_has_gpu_points
def frame_delta_has_gpu_points(packet: dict[str, Any]) -> boolmodule function · public name · tech_connector/game_engine/scene/scene_delta_contract.py:99
Whether at least one valid object contains a directly uploadable float buffer.
tech_connector.game_engine.scene.source_conversion_adapter_service
SourceConversionAdapter.readiness
def SourceConversionAdapter.readiness(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/source_conversion_adapter_service.py:25
source_conversion_adapters
def source_conversion_adapters() -> dict[str, dict[str, Any]]module function · public name · tech_connector/game_engine/scene/source_conversion_adapter_service.py:69
conversion_readiness
def conversion_readiness(provider: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/source_conversion_adapter_service.py:73
tech_connector.game_engine.scene.tc_native_scene_compiler_service
stable_tc_id
def stable_tc_id(kind: str, provider: str, source_id: str) -> strmodule function · public name · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:26
Return a stable TC identity without exposing a provider path as runtime identity.
tc_node_class
def tc_node_class(contract_node_type: str) -> strmodule function · public name · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:33
compile_graph_to_tc_native
def compile_graph_to_tc_native(graph: EditableRigGraph, provider: str) -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:46
Replace source-scoped executable IDs while preserving lossless provenance.
_source_identity
def _source_identity(item: dict[str, Any], fallback: str) -> strmodule function · internal · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:182
_provenance
def _provenance(item: dict[str, Any], provider: str, source_id: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:187
_remap_nested_ids
def _remap_nested_ids(value: Any, node_ids: dict[str, str]) -> Anymodule function · internal · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:194
_remap_animation
def _remap_animation(animation: dict[str, dict[str, Any]], node_ids: dict[str, str], provider: str) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_native_scene_compiler_service.py:210
tech_connector.game_engine.scene.tc_scene_conversion_service
TCSceneConversionResult.save
def TCSceneConversionResult.save(self, path: str | Path) -> Pathclass method · public name · tech_connector/game_engine/scene/tc_scene_conversion_service.py:46
convert_to_tc
def convert_to_tc(*, scene_snapshot: dict[str, Any] | None=None, rig_topology: dict[str, Any] | None=None, deformation_binding: dict[str, Any] | None=None, source_provider: str='maya', source_native_id: str='', scope: str='scene', include_animation: bool=True, include_materials: bool=True, port: int | None=None, output_path: str | Path | None=None, progress_callback: Any=None, cancel_event: Any=None) -> TCSceneConversionResultmodule function · public name · tech_connector/game_engine/scene/tc_scene_conversion_service.py:50
Convert supplied packets, or capture a live Maya session when ``port`` is set.
capture_maya_scene
def capture_maya_scene(port: int, *, source_native_id: str='', scope: str='scene', include_animation: bool=True, progress_callback: Any=None, cancel_event: Any=None) -> tuple[dict[str, Any], dict[str, Any] | None, dict[str, Any] | None, list[dict[str, Any]]]module function · public name · tech_connector/game_engine/scene/tc_scene_conversion_service.py:100
Capture the three Maya packets needed for an offline conversion.
_emit_progress
def _emit_progress(callback: Any, percent: int, description: str) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:269
_maya_topology_cache_key
def _maya_topology_cache_key(inventory: dict[str, Any], port: int, mesh_targets: list[str], include_animation: bool) -> tuple[Any, ...] | Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:274
_cached_maya_topology
def _cached_maya_topology(key: tuple[Any, ...] | None) -> dict[str, Any] | Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:298
_store_maya_topology
def _store_maya_topology(key: tuple[Any, ...] | None, topology: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:306
_raise_if_cancelled
def _raise_if_cancelled(cancel_event: Any) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:315
_merge_deformation_binding_chunks
def _merge_deformation_binding_chunks(chunks: list[dict[str, Any]], *, provider_id: str) -> dict[str, Any] | Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:320
convert_scene_packets_to_tc
def convert_scene_packets_to_tc(scene_snapshot: dict[str, Any], *, rig_topology: dict[str, Any] | None=None, deformation_binding: dict[str, Any] | None=None, source_provider: str='maya', source_native_id: str='', scope: str='scene', include_animation: bool=True, include_materials: bool=True, initial_issues: list[dict[str, Any]] | None=None) -> TCSceneConversionResultmodule function · public name · tech_connector/game_engine/scene/tc_scene_conversion_service.py:342
Create an editable, self-contained TC document from provider packets.
_standalone_snapshot
def _standalone_snapshot(snapshot: dict[str, Any], provider: str, *, include_materials: bool) -> dict[str, Any]module function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:443
_canonicalize_point_field
def _canonicalize_point_field(payload: dict[str, Any], key: str, provider: str, unit_linear: str | None, up_axis: str | None) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:506
_promote_graph_to_native
def _promote_graph_to_native(graph: EditableRigGraph, provider: str, issues: list[dict[str, Any]]) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:516
_convert_animation_curves
def _convert_animation_curves(graph: EditableRigGraph, topology: dict[str, Any], provider: str, snapshot: dict[str, Any]) -> Nonemodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:551
_conversion_counts
def _conversion_counts(snapshot: dict[str, Any], graph: EditableRigGraph) -> dict[str, int]module function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:610
_conversion_build_chunks
def _conversion_build_chunks(snapshot: dict[str, Any], graph: EditableRigGraph) -> dict[str, Any]module function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:626
Describe retryable asset chunks and the compact semantic rig-builder handoff.
_issue
def _issue(severity: str, category: str, source_id: str, message: str, fallback: str) -> dict[str, Any]module function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:687
_json_safe
def _json_safe(value: Any) -> Anymodule function · internal · tech_connector/game_engine/scene/tc_scene_conversion_service.py:697
tech_connector.game_engine.scene.usd_composition_command_service
apply_usd_composition_command
def apply_usd_composition_command(command: str, payload: dict[str, Any] | None=None, *, composition: UsdComposition | None=None, result: UsdCompositionResult | None=None) -> UsdCompositionCommandOutcomemodule function · public name · tech_connector/game_engine/scene/usd_composition_command_service.py:36
Apply one adaptive command without launching a compositor or touching Qt.
_composition_from_payload
def _composition_from_payload(payload: dict[str, Any], existing: UsdComposition | None) -> UsdCompositionmodule function · internal · tech_connector/game_engine/scene/usd_composition_command_service.py:138
_output_path
def _output_path(payload: dict[str, Any], composition: UsdComposition, result: UsdCompositionResult | None) -> strmodule function · internal · tech_connector/game_engine/scene/usd_composition_command_service.py:170
_require_composition
def _require_composition(composition: UsdComposition | None) -> UsdCompositionmodule function · internal · tech_connector/game_engine/scene/usd_composition_command_service.py:185
_required_text
def _required_text(payload: dict[str, Any], key: str) -> strmodule function · internal · tech_connector/game_engine/scene/usd_composition_command_service.py:191
_is_remove
def _is_remove(payload: dict[str, Any]) -> boolmodule function · internal · tech_connector/game_engine/scene/usd_composition_command_service.py:198
tech_connector.game_engine.scene.usd_composition_service
UsdLayerSpec.__post_init__
def UsdLayerSpec.__post_init__(self) -> Noneclass method · internal · tech_connector/game_engine/scene/usd_composition_service.py:39
UsdLayerSpec.to_dict
def UsdLayerSpec.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/usd_composition_service.py:43
UsdComposition.validate
def UsdComposition.validate(self) -> list[str]class method · public name · tech_connector/game_engine/scene/usd_composition_service.py:82
UsdComposition.to_dict
def UsdComposition.to_dict(self) -> dict[str, Any]class method · public name · tech_connector/game_engine/scene/usd_composition_service.py:111
UsdComposition.from_dict
def UsdComposition.from_dict(cls, data: dict[str, Any]) -> 'UsdComposition'class method · public name · tech_connector/game_engine/scene/usd_composition_service.py:124
UsdComposition.source_changes
def UsdComposition.source_changes(self) -> list[dict[str, Any]]class method · public name · tech_connector/game_engine/scene/usd_composition_service.py:136
UsdCompositionResult.prim_count
def UsdCompositionResult.prim_count(self) -> intclass method · public name · tech_connector/game_engine/scene/usd_composition_service.py:156
find_blender_usd_worker
def find_blender_usd_worker() -> Path | Nonemodule function · public name · tech_connector/game_engine/scene/usd_composition_service.py:160
usd_composition_capabilities
def usd_composition_capabilities() -> dict[str, Any]module function · public name · tech_connector/game_engine/scene/usd_composition_service.py:173
compose_usd_stage
def compose_usd_stage(composition: UsdComposition, output_path: str | os.PathLike[str], *, blender_executable: str | os.PathLike[str] | None=None, timeout: float=180.0, cancel_event: threading.Event | None=None, prim_limit: int=10000) -> UsdCompositionResultmodule function · public name · tech_connector/game_engine/scene/usd_composition_service.py:194
attach_usd_composition
def attach_usd_composition(document: FederatedSceneDocument, composition: UsdComposition, result: UsdCompositionResult | None=None) -> Nonemodule function · public name · tech_connector/game_engine/scene/usd_composition_service.py:263
usd_composition_from_document
def usd_composition_from_document(document: FederatedSceneDocument) -> UsdComposition | Nonemodule function · public name · tech_connector/game_engine/scene/usd_composition_service.py:274
_valid_prim_path
def _valid_prim_path(path: str) -> boolmodule function · internal · tech_connector/game_engine/scene/usd_composition_service.py:279