KX_Camera(KX_GameObject)

base class — KX_GameObject

class bge.types.KX_Camera(KX_GameObject)

A Camera object.

INSIDE

See sphereInsideFrustum and boxInsideFrustum

INTERSECT

See sphereInsideFrustum and boxInsideFrustum

OUTSIDE

See sphereInsideFrustum and boxInsideFrustum

lens

The camera’s lens value.

Type:float
fov

The camera’s field of view value.

Type:float
ortho_scale

The camera’s view scale when in orthographic mode.

Type:float
near

The camera’s near clip distance.

Type:float
far

The camera’s far clip distance.

Type:float
shift_x

The camera’s horizontal shift.

Type:float
shift_y

The camera’s vertical shift.

Type:float
perspective

True if this camera has a perspective transform, False for an orthographic projection.

Type:boolean
frustum_culling

True if this camera is frustum culling.

Type:boolean
projection_matrix

This camera’s 4x4 projection matrix.

Note

This is the identity matrix prior to rendering the first frame (any Python done on frame 1).

Type:4x4 Matrix [[float]]
modelview_matrix

This camera’s 4x4 model view matrix. (read-only).

Type:4x4 Matrix [[float]]

Note

This matrix is regenerated every frame from the camera’s position and orientation. Also, this is the identity matrix prior to rendering the first frame (any Python done on frame 1).

camera_to_world

This camera’s camera to world transform. (read-only).

Type:4x4 Matrix [[float]]

Note

This matrix is regenerated every frame from the camera’s position and orientation.

world_to_camera

This camera’s world to camera transform. (read-only).

Type:4x4 Matrix [[float]]

Note

Regenerated every frame from the camera’s position and orientation.

Note

This is camera_to_world inverted.

useViewport

True when the camera is used as a viewport, set True to enable a viewport for this camera.

Type:boolean
sphereInsideFrustum(centre, radius)

Tests the given sphere against the view frustum.

Parameters:
  • centre (list [x, y, z]) – The centre of the sphere (in world coordinates.)
  • radius (float) – the radius of the sphere
Returns:

INSIDE, OUTSIDE or INTERSECT

Return type:

integer

Note

When the camera is first initialized the result will be invalid because the projection matrix has not been set.

from bge import logic
cont = logic.getCurrentController()
cam = cont.owner

# A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
    # Sphere is inside frustum !
    # Do something useful !
else:
    # Sphere is outside frustum
boxInsideFrustum(box)

Tests the given box against the view frustum.

Parameters:box (list of lists) – Eight (8) corner points of the box (in world coordinates.)
Returns:INSIDE, OUTSIDE or INTERSECT

Note

When the camera is first initialized the result will be invalid because the projection matrix has not been set.

from bge import logic
cont = logic.getCurrentController()
cam = cont.owner

# Box to test...
box = []
box.append([-1.0, -1.0, -1.0])
box.append([-1.0, -1.0,  1.0])
box.append([-1.0,  1.0, -1.0])
box.append([-1.0,  1.0,  1.0])
box.append([ 1.0, -1.0, -1.0])
box.append([ 1.0, -1.0,  1.0])
box.append([ 1.0,  1.0, -1.0])
box.append([ 1.0,  1.0,  1.0])

if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
  # Box is inside/intersects frustum !
  # Do something useful !
else:
  # Box is outside the frustum !
pointInsideFrustum(point)

Tests the given point against the view frustum.

Parameters:point (3D Vector) – The point to test (in world coordinates.)
Returns:True if the given point is inside this camera’s viewing frustum.
Return type:boolean

Note

When the camera is first initialized the result will be invalid because the projection matrix has not been set.

from bge import logic
cont = logic.getCurrentController()
cam = cont.owner

# Test point [0.0, 0.0, 0.0]
if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
  # Point is inside frustum !
  # Do something useful !
else:
  # Box is outside the frustum !
getCameraToWorld()

Returns the camera-to-world transform.

Returns:the camera-to-world transform matrix.
Return type:matrix (4x4 list)
getWorldToCamera()

Returns the world-to-camera transform.

This returns the inverse matrix of getCameraToWorld().

Returns:the world-to-camera transform matrix.
Return type:matrix (4x4 list)
setOnTop()

Set this cameras viewport ontop of all other viewport.

setViewport(left, bottom, right, top)

Sets the region of this viewport on the screen in pixels.

Use bge.render.getWindowHeight and bge.render.getWindowWidth to calculate values relative to the entire display.

Parameters:
  • left (integer) – left pixel coordinate of this viewport
  • bottom (integer) – bottom pixel coordinate of this viewport
  • right (integer) – right pixel coordinate of this viewport
  • top (integer) – top pixel coordinate of this viewport
getScreenPosition(object)

Gets the position of an object projected on screen space.

# For an object in the middle of the screen, coord = [0.5, 0.5]
coord = camera.getScreenPosition(object)
Parameters:object (KX_GameObject or 3D Vector) – object name or list [x, y, z]
Returns:the object’s position in screen coordinates.
Return type:list [x, y]
getScreenVect(x, y)

Gets the vector from the camera position in the screen coordinate direction.

Parameters:
Return type:

3D Vector

Returns:

The vector from screen coordinate.

# Gets the vector of the camera front direction:
m_vect = camera.getScreenVect(0.5, 0.5)
getScreenRay(x, y, dist=inf, property=None)

Look towards a screen coordinate (x, y) and find first object hit within dist that matches prop. The ray is similar to KX_GameObject->rayCastTo.

Parameters:
  • x (float) – X Axis
  • y (float) – Y Axis
  • dist (float) – max distance to look (can be negative => look behind); 0 or omitted => detect up to other
  • property (string) – property name that object must have; can be omitted => detect any object
Return type:

KX_GameObject

Returns:

the first object hit or None if no object or object does not match prop

# Gets an object with a property "wall" in front of the camera within a distance of 100:
target = camera.getScreenRay(0.5, 0.5, 100, "wall")