1
2
3 from KX_GameObject import *
4
6 """
7 A Camera object.
8
9 @group Constants: INSIDE, INTERSECT, OUTSIDE
10 @ivar INSIDE: see sphereInsideFrustum() and boxInsideFrustum()
11 @ivar INTERSECT: see sphereInsideFrustum() and boxInsideFrustum()
12 @ivar OUTSIDE: see sphereInsideFrustum() and boxInsideFrustum()
13
14 @ivar lens: The camera's lens value.
15 @type lens: float
16 @ivar near: The camera's near clip distance.
17 @type near: float
18 @ivar far: The camera's far clip distance.
19 @type far: float
20 @ivar perspective: True if this camera has a perspective transform.
21
22 If perspective is False, this camera has an orthographic transform.
23
24 Note that the orthographic transform is faked by multiplying the lens attribute
25 by 100.0 and translating the camera 100.0 along the z axis.
26
27 This is the same as Blender. If you want a true orthographic transform, see L{setProjectionMatrix}.
28 @type perspective: boolean
29 @ivar frustum_culling: True if this camera is frustum culling.
30 @type frustum_culling: boolean
31 @ivar projection_matrix: This camera's 4x4 projection matrix.
32 @type projection_matrix: 4x4 Matrix [[float]]
33 @ivar modelview_matrix: This camera's 4x4 model view matrix. (read only)
34 Regenerated every frame from the camera's position and orientation.
35 @type modelview_matrix: 4x4 Matrix [[float]]
36 @ivar camera_to_world: This camera's camera to world transform. (read only)
37 Regenerated every frame from the camera's position and orientation.
38 @type camera_to_world: 4x4 Matrix [[float]]
39 @ivar world_to_camera: This camera's world to camera transform. (read only)
40 Regenerated every frame from the camera's position and orientation.
41 This is camera_to_world inverted.
42 @type world_to_camera: 4x4 Matrix [[float]]
43 """
44
46 """
47 Tests the given sphere against the view frustum.
48
49 @param centre: The centre of the sphere (in world coordinates.)
50 @type centre: list [x, y, z]
51 @param radius: the radius of the sphere
52 @type radius: float
53 @return: INSIDE, OUTSIDE or INTERSECT
54
55 Example::
56 import GameLogic
57 co = GameLogic.getCurrentController()
58 cam = co.GetOwner()
59
60 # A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
61 if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
62 # Sphere is inside frustum !
63 # Do something useful !
64 else:
65 # Sphere is outside frustum
66 """
68 """
69 Tests the given box against the view frustum.
70
71 Example::
72 import GameLogic
73 co = GameLogic.getCurrentController()
74 cam = co.GetOwner()
75
76 # Box to test...
77 box = []
78 box.append([-1.0, -1.0, -1.0])
79 box.append([-1.0, -1.0, 1.0])
80 box.append([-1.0, 1.0, -1.0])
81 box.append([-1.0, 1.0, 1.0])
82 box.append([ 1.0, -1.0, -1.0])
83 box.append([ 1.0, -1.0, 1.0])
84 box.append([ 1.0, 1.0, -1.0])
85 box.append([ 1.0, 1.0, 1.0])
86
87 if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
88 # Box is inside/intersects frustum !
89 # Do something useful !
90 else:
91 # Box is outside the frustum !
92
93 @return: INSIDE, OUTSIDE or INTERSECT
94 @type box: list
95 @param box: Eight (8) corner points of the box (in world coordinates.)
96 """
98 """
99 Tests the given point against the view frustum.
100
101 Example::
102 import GameLogic
103 co = GameLogic.getCurrentController()
104 cam = co.GetOwner()
105
106 # Test point [0.0, 0.0, 0.0]
107 if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
108 # Point is inside frustum !
109 # Do something useful !
110 else:
111 # Box is outside the frustum !
112
113 @rtype: boolean
114 @return: True if the given point is inside this camera's viewing frustum.
115 @type point: [x, y, z]
116 @param point: The point to test (in world coordinates.)
117 """
119 """
120 Returns the camera-to-world transform.
121
122 @rtype: matrix (4x4 list)
123 @return: the camera-to-world transform matrix.
124 """
126 """
127 Returns the world-to-camera transform.
128
129 This returns the inverse matrix of getCameraToWorld().
130
131 @rtype: matrix (4x4 list)
132 @return: the world-to-camera transform matrix.
133 """
135 """
136 Returns the camera's projection matrix.
137
138 @rtype: matrix (4x4 list)
139 @return: the camera's projection matrix.
140 """
142 """
143 Sets the camera's projection matrix.
144
145 You should use normalised device coordinates for the clipping planes:
146 left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = cam.near, far = cam.far
147
148 Example::
149 import GameLogic
150
151 def Scale(matrix, size):
152 for y in range(4):
153 for x in range(4):
154 matrix[y][x] = matrix[y][x] * size[y]
155 return matrix
156
157 # Generate a perspective projection matrix
158 def Perspective(cam):
159 return [[cam.near, 0.0 , 0.0 , 0.0 ],
160 [0.0 , cam.near, 0.0 , 0.0 ],
161 [0.0 , 0.0 , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)],
162 [0.0 , 0.0 , -1.0 , 0.0 ]]
163
164 # Generate an orthographic projection matrix
165 # You will need to scale the camera
166 def Orthographic(cam):
167 return [[1.0/cam.scaling[0], 0.0 , 0.0 , 0.0 ],
168 [0.0 , 1.0/cam.scaling[1], 0.0 , 0.0 ],
169 [0.0 , 0.0 , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)],
170 [0.0 , 0.0 , 0.0 , 1.0 ]]
171
172 # Generate an isometric projection matrix
173 def Isometric(cam):
174 return Scale([[0.707, 0.0 , 0.707, 0.0],
175 [0.408, 0.816,-0.408, 0.0],
176 [0.0 , 0.0 , 0.0 , 0.0],
177 [0.0 , 0.0 , 0.0 , 1.0]],
178 [1.0/cam.scaling[0], 1.0/cam.scaling[1], 1.0/cam.scaling[2], 1.0])
179
180 co = GameLogic.getCurrentController()
181 cam = co.getOwner()
182 cam.setProjectionMatrix(Perspective(cam)))
183
184 @type matrix: 4x4 matrix.
185 @param matrix: The new projection matrix for this camera.
186 """
187