KX_Camera(KX_GameObject)
base class — KX_GameObject
- class bge.types.KX_Camera
A Camera object.
- INSIDE
See
sphereInsideFrustum
andboxInsideFrustum
- INTERSECT
See
sphereInsideFrustum
andboxInsideFrustum
- OUTSIDE
See
sphereInsideFrustum
andboxInsideFrustum
- lens
The camera’s lens value.
- Type:
float
- lodDistanceFactor
The factor to multiply distance to camera to adjust levels of detail. A float < 1.0f will make the distance to camera used to compute levels of detail decrease.
- 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
- 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
- activityCulling
True if this camera is used to compute object distance for object activity culling.
- 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:
- 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:
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
andbge.render.getWindowWidth
to calculate values relative to the entire display.import bge scene = bge.logic.getCurrentScene() cam1 = scene.objects["cam1"] cam2 = scene.objects["cam2"] cam1.useViewport = True cam2.useViewport = True width = bge.render.getWindowWidth() height = bge.render.getWindowHeight() # Try to do a vertical split of the view (setViewport(left, bottom, right, top)) cam1.setViewport(0, 0, int(width / 2), height) cam2.setViewport(int(width / 2), 0, width, height)
- 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:
x (float) – X Axis
y (float) – Y Axis
- 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:
- 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")