forked from bartvdbraak/blender
a96955efc2
This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc. Missing: Actuator & Controller reference.
187 lines
5.0 KiB
Python
187 lines
5.0 KiB
Python
# Documentation for Camera game objects.
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from KX_GameObject import *
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class KX_Camera(KX_GameObject):
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"""
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A Camera object.
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@cvar INSIDE: see sphereInsideFrustum and boxInsideFrustum
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@cvar INTERSECT: see sphereInsideFrustum and boxInsideFrustum
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@cvar OUTSIDE: see sphereInsideFrustum and boxInsideFrustum
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Attributes:
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@cvar lens: The camera's lens value. float
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@cvar near: The camera's near clip distance. float
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@cvar far: The camera's far clip distance. float
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@cvar frustum_culling: True if this camera is frustum culling. boolean
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@cvar projection_matrix: This camera's 4x4 projection matrix. [[float]]
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@cvar modelview_matrix: This camera's 4x4 model view matrix. [[float]] (read only)
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Regenerated every frame from the camera's position and orientation.
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@cvar camera_to_world: This camera's camera to world transform. [[float]] (read only)
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Regenerated every frame from the camera's position and orientation.
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@cvar world_to_camera: This camera's world to camera transform. [[float]] (read only)
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Regenerated every frame from the camera's position and orientation.
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This is camera_to_world inverted.
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"""
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def sphereInsideFrustum(centre, radius):
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"""
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Tests the given sphere against the view frustum.
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@return: INSIDE, OUTSIDE or INTERSECT
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@type centre: list
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@param centre: The centre of the sphere (in world coordinates.)
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@type radius: float
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@param radius: the radius of the sphere
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Example:
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import GameLogic
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co = GameLogic.getCurrentController()
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cam = co.GetOwner()
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# A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
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if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
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# Sphere is inside frustum !
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# Do something useful !
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else:
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# Sphere is outside frustum
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"""
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def boxInsideFrustum(box):
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"""
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Tests the given box against the view frustum.
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@return: INSIDE, OUTSIDE or INTERSECT
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@type box: list
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@param box: Eight (8) corner points of the box (in world coordinates.)
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Example:
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@verbatim{
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import GameLogic
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co = GameLogic.getCurrentController()
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cam = co.GetOwner()
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# Box to test...
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box = []
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box.append([-1.0, -1.0, -1.0])
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box.append([-1.0, -1.0, 1.0])
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box.append([-1.0, 1.0, -1.0])
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box.append([-1.0, 1.0, 1.0])
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box.append([ 1.0, -1.0, -1.0])
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box.append([ 1.0, -1.0, 1.0])
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box.append([ 1.0, 1.0, -1.0])
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box.append([ 1.0, 1.0, 1.0])
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if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
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# Box is inside/intersects frustum !
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# Do something useful !
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else:
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# Box is outside the frustum !
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}
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"""
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def pointInsideFrustum(point):
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"""
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Tests the given point against the view frustum.
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@rtype: boolean
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@return: True if the given point is inside this camera's viewing frustum.
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@type point: [x, y, z]
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@param point: The point to test (in world coordinates.)
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Example:
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@verbatim{
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import GameLogic
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co = GameLogic.getCurrentController()
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cam = co.GetOwner()
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# Test point [0.0, 0.0, 0.0]"
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if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
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# Point is inside frustum !
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# Do something useful !
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else:
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# Box is outside the frustum !
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}
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"""
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def getCameraToWorld():
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"""
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Returns the camera-to-world transform.
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@rtype: matrix (4x4 list)
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@return: the camera-to-world transform matrix.
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"""
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def getWorldToCamera():
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"""
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Returns the world-to-camera transform.
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This returns the inverse matrix of getCameraToWorld().
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@rtype: matrix (4x4 list)
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@return: the world-to-camera transform matrix.
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"""
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def getProjectionMatrix():
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"""
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Returns the camera's projection matrix.
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@rtype: matrix (4x4 list)
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@return: the camera's projection matrix.
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"""
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def setProjectionMatrix(matrix):
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"""
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Sets the camera's projection matrix.
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You should use normalised device coordinates for the clipping planes:
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left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = 0.0, far = 1.0
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@type matrix: 4x4 matrix.
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@param matrix: The new projection matrix for this camera.
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Example:
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@verbatim{
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import GameLogic
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# Scale a matrix
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def Scale(matrix, scalar):
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for row in matrix:
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for col in row:
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col = col * scalar
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# Generate an identiy matrix.
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def Identity():
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return [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]
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# Generate a perspective projection matrix
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def Perspective():
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m = Identity()
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m[0][0] = m[0][2] = 2.0
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m[1][1] = m[1][2] = 2.0
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m[2][2] = m[2][3] = -1.0
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m[3][2] = -1.0
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m[3][3] = 0.0
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return m
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# Generate an orthographic projection matrix
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# You will need to Scale this matrix.
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def Orthographic():
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m = Identity()
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m[0][0] = 2.0
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m[0][3] = 0.0
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m[1][1] = 2.0
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m[1][3] = 0.0
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m[2][2] = 1.0
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m[2][3] = 1.0
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m[3][3] = 1.0
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return m
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# Generate an isometric projection matrix
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def Isometric():
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m = Identity()
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m[0][0] = m[0][2] = m[1][1] = 0.8660254037844386
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m[1][0] = 0.25
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m[1][2] = -0.25
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m[3][3] = 1.0
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return m
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co = GameLogic.getCurrentController()
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cam = co.getOwner()
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cam.setProjectionMatrix(Perspective()))
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"""
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