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RocketSim.pyi
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923 lines (755 loc) · 24.9 KB
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import numpy
import types
from _typeshed import Incomplete
from typing import Any, ClassVar, overload
RLConst: types.SimpleNamespace
class Angle:
"""
RocketSim euler angle struct.
Has the same order of application as Rotators in Rocket League (YPR),
values are in radians.
"""
# Rotation around the vertical axis (Y-axis)
yaw: float
# Rotation around the lateral axis (X-axis)
pitch: float
# Rotation around the longitudinal axis (Z-axis)
roll: float
def __init__(self, yaw: float, pitch: float, roll: float, *args, **kwargs) -> None:
"""
Create an angle from yaw, pitch, and roll values (in radians).
Default values are zero if not provided.
"""
...
def as_numpy(self) -> numpy.ndarray:
"""
Return the angle as a NumPy array in (yaw, pitch, roll) order.
"""
...
def as_rot_mat(self) -> RotMat:
"""
Convert this angle into a rotation matrix.
"""
...
def as_tuple(self) -> tuple:
"""
Return the angle as a tuple in (yaw, pitch, roll) order.
"""
...
def __copy__(self) -> Angle:
"""
Return a shallow copy of this angle.
"""
...
def __deepcopy__(self, memo) -> Angle:
"""
Return a deep copy of this angle.
"""
...
def __delitem__(self, other) -> None:
"""
Item deletion is not supported for Angle.
"""
...
def __format__(self, *args, **kwargs) -> str:
"""
Format the angle as a string.
Matches the C++ stream output format.
"""
...
def __getitem__(self, index):
"""
Get an angle component by index.
Index mapping:
0 -> yaw
1 -> pitch
2 -> roll
"""
...
def __len__(self) -> int:
"""
Return the number of components in the angle (always 3).
"""
...
def __setitem__(self, index, object) -> None:
"""
Set an angle component by index.
Index mapping:
0 -> yaw
1 -> pitch
2 -> roll
"""
...
class Arena:
"""
The container for all game simulation.
Stores cars, the ball, all arena collisions, and manages the overall game state.
"""
# The ball instance owned by this arena
ball: Ball
# Total score for the blue team
blue_score: int
# The current game mode
game_mode: GameMode
# Total score for the orange team
orange_score: int
# Total ticks this arena instance has been simulated for, never resets
tick_count: int
# Returns (1 / tick_time)
tick_rate: float
# Time in seconds each tick (1 / tick_rate)
tick_time: float
def __init__(
self,
game_mode: GameMode,
config: ArenaConfig,
tick_rate: float = 120.0,
*args,
**kwargs
) -> None:
"""
Create a new arena instance.
NOTE: Arena should be destroyed after use.
"""
...
@overload
def add_car(self, team: int, config: int = ...) -> Car:
"""
Add a car to the arena.
Returns the newly added car.
"""
...
@overload
def add_car(self, team: int, config: CarConfig) -> Car:
"""
Add a car to the arena using a full CarConfig.
Returns the newly added car.
"""
...
def clone(self, copy_callbacks: bool = ...) -> Arena:
"""
Get a deep copy of the arena.
"""
...
def clone_into(self, target: Arena, copy_callbacks: bool = ...) -> Any:
"""
Get a deep copy of the arena into an existing target arena.
"""
...
def get_ball_prediction(
self,
num_ticks: int = ...,
tick_interval: int = ...
) -> list[BallState]:
"""
Get a list of ball states for the next num_ticks ticks.
"""
...
def get_boost_pads(self) -> list[BoostPad]:
"""
Get all boost pads in the arena.
"""
...
@overload
def get_car_from_id(self, car_id: int) -> Car:
"""
Get a car by its ID.
"""
...
@overload
def get_car_from_id(self, car_id: int, default) -> Car:
"""
Get a car by its ID, or return default if not found.
"""
...
def get_cars(self) -> list[Car]:
"""
Get all cars currently in the arena.
"""
...
def get_config(self) -> ArenaConfig:
"""
Get the arena configuration.
"""
...
def get_gym_state(self) -> tuple:
"""
Get the current arena state in an RLGym-compatible format.
"""
...
def get_mutator_config(self) -> MutatorConfig:
"""
Get the mutator configuration.
"""
...
def is_ball_probably_going_in(self, max_time: float = ...) -> bool:
"""
Returns true if the ball is probably going in.
NOTE: Purposefully overestimates, just like the real Rocket League shot prediction.
Does not account for wall or ceiling bounces.
"""
...
@staticmethod
def multi_step(arenas: Sequence[Arena] = ..., ticks: int = ...) -> Any:
"""
Simulate multiple arenas for a given number of ticks.
"""
...
@overload
def remove_car(self, car: Car) -> Any:
"""
Remove a car from the arena.
NOTE: If the car was removed, the car will be freed and the reference made invalid.
"""
...
@overload
def remove_car(self, car: int) -> Any:
"""
Remove a car from the arena by ID.
Returns false if the car ID was not found.
"""
...
def reset_kickoff(self, seed=...) -> Any:
"""
Reset the arena to a random kickoff.
Seed may be provided for determinism.
"""
...
def set_ball_touch_callback(self, callback, data=...) -> tuple:
"""
Set the callback for ball touch events.
"""
...
def set_boost_pickup_callback(self, callback, data=...) -> tuple:
"""
Set the callback for boost pickup events.
"""
...
def set_car_ball_collision(self, enable=...) -> None:
"""
Enable or disable car-ball collisions.
"""
...
def set_car_bump_callback(self, callback, data=...) -> tuple:
"""
Set the callback for car bump events.
"""
...
def set_car_car_collision(self, enable=...) -> None:
"""
Enable or disable car-car collisions.
"""
...
def set_car_demo_callback(self, callback, data=...) -> tuple:
"""
Set the callback for car demo events.
"""
...
def set_goal_event_callback(self, callback, data=...) -> tuple:
"""
Set the callback for goal events.
"""
...
def set_goal_score_callback(self, callback, data=...) -> tuple:
"""
Set the callback for goal score events.
"""
...
def set_mutator_config(self, config: MutatorConfig) -> Any:
"""
Set the mutator configuration.
"""
...
def set_save_event_callback(self, callback, data=...) -> tuple:
"""
Set the callback for save events.
"""
...
def set_shot_event_callback(self, callback, data=...) -> tuple:
"""
Set the callback for shot events.
"""
...
def step(self, ticks: int = ...) -> Any:
"""
Simulate everything in the arena for a given number of ticks.
"""
...
def stop(self) -> Any:
"""
Stop the arena simulation.
"""
...
def __copy__(self) -> Arena:
"""
Get a deep copy of the arena.
"""
...
def __deepcopy__(self, memo) -> Arena:
"""
Get a deep copy of the arena.
"""
...
class ArenaConfig:
"""
Configuration for an Arena.
Stores all physics bounds, boost pad settings, and performance-related options.
"""
# Custom boost pads to use if use_custom_boost_pads is True
custom_boost_pads: list[BoostPadConfig]
# Maximum length of any object (distance from AABB min to AABB max)
max_aabb_len: float
# Maximum number of objects allowed in the arena
max_objects: int
# Maximum position of any physics object
max_pos: Vec
# Memory weight mode: HEAVY or LIGHT
memory_weight_mode: bool
# Minimum position of any physics object
min_pos: Vec
# Skip ball rotation updates to improve performance (Disabled in Snowday)
no_ball_rot: bool
# Use a custom broadphase designed for RocketSim
# Improves performance, but inefficient on very large maps
use_custom_broadphase: bool
def __init__(self, *args, **kwargs) -> None:
"""
Create a new ArenaConfig instance with optional overrides.
"""
...
def __copy__(self) -> ArenaConfig:
"""
Return a shallow copy of the arena configuration.
"""
...
def __deepcopy__(self, memo) -> ArenaConfig:
"""
Return a deep copy of the arena configuration.
"""
...
class Ball:
"""
Represents the ball in RocketSim.
Stores physics state, collision info, and handles physics interactions
within the arena.
"""
_internal_state: BallState
_rigid_body: Any # Underlying Bullet rigid body
_collision_shape: Any # Pointer to Bullet collision shape
@classmethod
def __init__(cls, *args, **kwargs) -> None:
"""
Construct a new Ball instance.
Note: Direct construction is private; use Arena to create balls.
"""
...
def get_radius(self) -> float:
"""
Return the ball's radius in Unreal Engine units (uu).
Mirrors C++ GetRadius(), which multiplies Bullet units by BT_TO_UU.
"""
...
def get_rot(self, *args, **kwargs):
"""
Return the rotation of the ball.
Uses Bullet physics orientation internally.
"""
...
def get_state(self) -> BallState:
"""
Return the current state of the ball (position, velocity, rotation, etc.).
"""
...
def set_state(self, state: BallState) -> Any:
"""
Set the ball's state to a given BallState.
Mirrors C++ SetState().
"""
...
class BallHitInfo:
"""
Stores information about a single ball hit in the arena.
All fields are only valid if `is_valid` is True.
"""
# Position of the hit relative to the ball's position
relative_pos_on_ball: Vec
# World position of the ball when the hit occurred
ball_pos: Vec
# Extra velocity added on top of the base collision velocity
extra_hit_vel: Vec
# True if this hit info is valid; otherwise, other fields should not be trusted
is_valid: bool
# Arena tick count when the hit occurred
tick_count_when_hit: int
# Arena tick count when the last extra ball-car hit impulse was applied
# Used to prevent extra impulses on consecutive ticks
tick_count_when_extra_impulse_applied: int
def __init__(self, *args, **kwargs) -> None:
"""
Construct a new BallHitInfo instance.
"""
...
def __copy__(self) -> BallHitInfo:
"""
Return a shallow copy of this BallHitInfo.
"""
...
def __deepcopy__(self, memo) -> BallHitInfo:
"""
Return a deep copy of this BallHitInfo.
"""
...
class BallPredictor:
def __init__(self, *args, **kwargs) -> None: ...
def get_ball_prediction(self, ball_state: BallState, ticks_since_last_update: int, num_states: int = ..., tick_interval: int = ...) -> list[BallState]: ...
def __copy__(self) -> BallPredictor: ...
def __deepcopy__(self, memo) -> BallPredictor: ...
class BallState:
"""
Stores the full physics state of the ball in the arena.
Inherits from PhysState (position, rotation, velocity, angular velocity, etc.)
"""
# Linear velocity of the ball
vel: Vec
# Angular velocity of the ball
ang_vel: Vec
# Position of the ball in world space
pos: Vec
# Rotation of the ball as a rotation matrix
rot_mat: RotMat
# Heatseeker target info (used in Heatseeker gamemode)
heatseeker_target_dir: Vec # Direction of the target net, 0 if none
heatseeker_target_speed: float # Current target speed
heatseeker_time_since_hit: float # Time since last hit for Heatseeker tracking
# ID of the last car that hit the ball
last_hit_car_id: int
# Incremented every physics update, reset when set via set_state()
# Used internally to detect state changes
update_counter: int
def __init__(self, *args, **kwargs) -> None:
"""
Construct a new BallState.
Sets default z-position to BALL_REST_Z.
"""
...
def __copy__(self) -> BallState:
"""
Return a shallow copy of this BallState.
"""
...
def __deepcopy__(self, memo) -> BallState:
"""
Return a deep copy of this BallState.
"""
...
class BoostPad:
is_big: bool
@classmethod
def __init__(cls, *args, **kwargs) -> None: ...
def get_pos(self) -> Vec: """Get position of the boost pad.""" ...
def get_state(self) -> BoostPadState: """Get the current state of the boost pad.""" ...
def set_state(self, state: BoostPadState) -> Any: """Set the current state of the boost pad.""" ...
class BoostPadConfig:
is_big: bool
pos: Vec
def __init__(self, *args, **kwargs) -> None: ...
def __copy__(self) -> BoostPadConfig: ...
def __deepcopy__(self, memo) -> BoostPadConfig: ...
class BoostPadState:
cooldown: float
is_active: bool
prev_locked_car_id: int
def __init__(self, *args, **kwargs) -> None: ...
def __copy__(self) -> BoostPadState: ...
def __deepcopy__(self, memo) -> BoostPadState: ...
class Car:
"""
Represents a single car in the arena.
Stores its physics state, controls, configuration, and statistics.
"""
# Statistics
assists: int # Number of assists this car has
boost_pickups: int # Number of boost pickups collected
demos: int # Number of demolitions inflicted
goals: int # Number of goals scored
saves: int # Number of saves made
shots: int # Number of shots taken
# Unique ID assigned by the arena, always >0
id: int
# Team of the car (BLUE or ORANGE)
team: Team
# Current configuration for this car
config: CarConfig
@classmethod
def __init__(cls, *args, **kwargs) -> None:
"""
Construct a Car. Typically allocated by Arena.
"""
...
def demolish(self) -> Any:
"""
Demolish the car. After DEMO_RESPAWN_TIME, it can be respawned.
"""
...
def get_config(self) -> CarConfig:
"""
Get the car's configuration (hitbox, wheels, etc.).
"""
...
def get_controls(self) -> CarControls:
"""
Get the current controls being applied to this car.
"""
...
def get_forward_dir(self) -> Vec:
"""
Get the forward direction as a unit vector.
Mirrors _internalState.rotMat.forward.
"""
...
def get_right_dir(self) -> Vec:
"""
Get the rightward direction as a unit vector.
Mirrors _internalState.rotMat.right.
"""
...
def get_up_dir(self) -> Vec:
"""
Get the upward direction as a unit vector.
Mirrors _internalState.rotMat.up.
"""
...
def get_state(self) -> CarState:
"""
Get the current physics state of the car.
Only updates values needed for external simulation.
"""
...
def set_state(self, state: CarState) -> Any:
"""
Set the physics state of the car.
"""
...
def respawn(self, seed: int = ..., boost: float = ...) -> Any:
"""
Respawn the car after demolition.
Resets position, boost, and other relevant state.
"""
...
def set_controls(self, controls: CarControls) -> Any:
"""
Apply control inputs to this car for the next simulation step.
"""
...
class CarConfig:
BREAKOUT: ClassVar[int] = ...
DOMINUS: ClassVar[int] = ...
HYBRID: ClassVar[int] = ...
MERC: ClassVar[int] = ...
OCTANE: ClassVar[int] = ...
PLANK: ClassVar[int] = ...
back_wheels: WheelPairConfig
dodge_deadzone: float # (|yaw| + |pitch| + |roll|) will need to be >= this in order to flip
front_wheels: WheelPairConfig
hitbox_pos_offset: Vec # Offset of the hitbox (from it's origin) NOTE: Does not effect car's center of mass, that's always at local (0,0,0)
hitbox_size: Vec # Full size of the hitbox (NOT the half-size/extent)
def __init__(self, *args, **kwargs) -> None: ...
def __copy__(self) -> CarConfig: ...
def __deepcopy__(self, memo) -> CarConfig: ...
class CarControls:
"""Stores all control inputs to a car"""
boost: bool
handbrake: bool
jump: bool
pitch: float
roll: float
steer: float
throttle: float
yaw: float
def __init__(self,
throttle: float = 0.0, steer: float = 0.0,
pitch: float = 0.0, yaw: float = 0.0, roll: float = 0.0,
jump: bool = False, boost: bool = False, handbrake: bool = False,
*args, **kwargs) -> None: ...
def clamp_fix(self, *args, **kwargs): """Makes all values range-valid (champs from -1 to 1) """ ...
def __copy__(self) -> CarControls: ...
def __deepcopy__(self, memo) -> CarControls: ...
class CarState:
"""
Stores the full physics state of a car.
Includes position, rotation, velocity, angular velocity, boost, jump/flip state,
wheel contacts, supersonic info, last controls, and ball interaction info.
"""
# Physics and movement
pos: Vec # World position of the car
vel: Vec # Linear velocity
ang_vel: Vec # Angular velocity
rot_mat: RotMat # Rotation matrix representing orientation
# Jump / Flip / Air
is_on_ground: bool # True if 3 or more wheels are in contact
wheels_with_contact: int # Number of wheels currently touching the ground
has_jumped: bool # True if the car has jumped into the air
has_double_jumped: bool # True if double jump has been used
has_flipped: bool # True if a flip was performed or is in progress
is_flipping: bool # True while actively flipping (not auto-flip)
is_jumping: bool # True while actively jumping
air_time: float # Total time spent airborne
air_time_since_jump: float # Time spent in the air since last jump
jump_time: float # Time since the jump started
flip_time: float # Time since the flip started
flip_rel_torque: Vec # Relative torque applied during flip
is_auto_flipping: bool # True if auto-flipping (e.g., dodge assists)
auto_flip_timer: float # Counts down during auto-flip
auto_flip_torque_scale: float # Torque scale for auto-flips
# Boost / Supersonic
boost: float # Boost amount [0,100]
time_spent_boosting: float # Total boosting time this tick
is_supersonic: bool # True if supersonic
supersonic_time: float # Time spent supersonic
# Handbrake
handbrake_val: float # Handbrake input value, rises/falls gradually
# Demo / Respawn
is_demoed: bool # True if the car is demoed
demo_respawn_timer: float # Countdown timer until respawn after demo
# Ball interactions
ball_hit_info: BallHitInfo # Stores ball hit info for last hit
# World / Car contact
has_world_contact: bool # True if car touches world geometry
world_contact_normal: Vec # Normal vector at contact point
car_contact_id: int # ID of car this car contacted
car_contact_cooldown_timer: float # Cooldown timer for repeated car contact
# Controls
last_controls: CarControls # Last tick's controls applied
# Misc
update_counter: int # Incremented every tick, used to detect state sets
def __init__(self, *args, **kwargs) -> None:
"""
Construct a CarState. Typically created internally or when cloning cars.
"""
...
def has_flip_or_jump(self, *args, **kwargs):
"""
Returns True if the car is currently able to jump, double-jump, or flip.
Mirrors C++ CarState::HasFlipOrJump().
"""
...
def has_flip_reset(self, *args, **kwargs):
"""
Returns True if the car currently has a flip from a flip reset (not a jump).
Mirrors C++ CarState::HasFlipReset().
"""
...
def got_flip_reset(self, *args, **kwargs):
"""
Returns True if the car became airborne due to a flip reset.
Mirrors C++ CarState::GotFlipReset().
"""
...
def __copy__(self) -> CarState:
"""
Create a shallow copy of the CarState.
"""
...
def __deepcopy__(self, memo) -> CarState:
"""
Create a deep copy of the CarState.
"""
...
class DemoMode:
DISABLED: ClassVar[int] = ...
NORMAL: ClassVar[int] = ...
ON_CONTACT: ClassVar[int] = ...
class GameMode:
HEATSEEKER: ClassVar[int] = ...
HOOPS: ClassVar[int] = ...
SNOWDAY: ClassVar[int] = ...
SOCCAR: ClassVar[int] = ...
THE_VOID: ClassVar[int] = ...
class MemoryWeightMode:
HEAVY: ClassVar[int] = ...
LIGHT: ClassVar[int] = ...
class MutatorConfig:
ball_drag: float
ball_hit_extra_force_scale: float
ball_mass: float
ball_max_speed: float
ball_radius: float
ball_world_friction: float
ball_world_restitution: float
boost_accel_air: float
boost_accel_ground: float
boost_pad_cooldown_big: float
boost_pad_cooldown_small: float
boost_used_per_second: float
bump_cooldown_time: float
bump_force_scale: float
car_mass: float
car_spawn_boost_amount: float
car_world_friction: float
car_world_restitution: float
demo_mode: bool
enable_car_ball_collision: bool
enable_car_car_collision: bool
enable_team_demos: bool
goal_base_threshold_y: float
gravity: float
jump_accel: float
jump_immediate_force: float
respawn_delay: float
unlimited_double_jumps: bool
unlimited_flips: bool
def __init__(self, *args, **kwargs) -> None: ...
def __copy__(self) -> MutatorConfig: ...
def __deepcopy__(self, memo) -> MutatorConfig: ...
class RotMat:
"""
RocketSim 3x3 rotation matrix struct
NOTE: Column-major.
"""
forward: Vec
right: Vec
up: Vec
def __init__(self, forward: Vec, right: Vec, up: Vec, *args, **kwargs) -> RotMat: ...
def as_angle(self) -> Angle: ...
def as_numpy(self) -> numpy.ndarray: ...
def as_tuple(self) -> tuple: ...
def __copy__(self) -> RotMat: ...
def __deepcopy__(self, memo) -> RotMat: ...
def __delitem__(self, other) -> None: ...
def __format__(self, *args, **kwargs) -> str: ...
def __getitem__(self, index): ...
def __len__(self) -> int: ...
def __setitem__(self, index, object) -> None: ...
class Team:
BLUE: ClassVar[int] = ...
ORANGE: ClassVar[int] = ...
class Vec:
"""RocketSim 3D vector struct"""
x: float
y: float
z: float
def __init__(self, x: float, y: float, z: float, *args, **kwargs) -> None: ...
def as_numpy(self) -> numpy.ndarray: ...
def as_tuple(self) -> tuple: ...
def round(self, precision: float) -> float: ...
def __copy__(self) -> Vec: ...
def __deepcopy__(self, memo) -> Vec: ...
def __delitem__(self, other) -> None: ...
def __eq__(self, other: object) -> bool: ...
def __format__(self, *args, **kwargs) -> str: ...
def __ge__(self, other: object) -> bool: ...
def __getitem__(self, index): ...
def __gt__(self, other: object) -> bool: ...
def __le__(self, other: object) -> bool: ...
def __len__(self) -> int: ...
def __lt__(self, other: object) -> bool: ...
def __ne__(self, other: object) -> bool: ...
def __setitem__(self, index, object) -> None: ...
class WheelPairConfig:
connection_point_offset: Vec # Where the wheel actually connects (suspension start position) NOTE: Y should ALWAYS be positive. It will be automatically negated when creating the second wheel.
suspension_rest_length: float # How far out the suspension rests
wheel_radius: float # Radius of both wheels
def __init__(self, *args, **kwargs) -> None: ...
def __copy__(self) -> WheelPairConfig: ...
def __deepcopy__(self, memo) -> WheelPairConfig: ...
def init(*args, **kwargs): ...