KX_Camera(KX_GameObject)¶
base class — KX_GameObject
- class KX_Camera(KX_GameObject)¶
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
- frustum_culling¶
True if this camera is frustum culling.
- Type
boolean
- activityCulling¶
True if this camera is used to compute object distance for object activity 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
orINTERSECT
- 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
orINTERSECT
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.- 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")