188 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			188 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # $Id$
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| # Documentation for Camera game objects.
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| from KX_GameObject import *
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| 
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| class KX_Camera(KX_GameObject):
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| 	"""
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| 	A Camera object.
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| 	
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| 	@group Constants: INSIDE, INTERSECT, OUTSIDE
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| 	@ivar INSIDE: see sphereInsideFrustum() and boxInsideFrustum()
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| 	@ivar INTERSECT: see sphereInsideFrustum() and boxInsideFrustum()
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| 	@ivar OUTSIDE: see sphereInsideFrustum() and boxInsideFrustum()
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| 	
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| 	@ivar lens: The camera's lens value. 
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| 	@type lens: float
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| 	@ivar near: The camera's near clip distance. 
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| 	@type near: float
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| 	@ivar far: The camera's far clip distance.
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| 	@type far: float
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| 	@ivar perspective: True if this camera has a perspective transform. 
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| 	
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| 		If perspective is False, this camera has an orthographic transform.
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| 		
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| 		Note that the orthographic transform is faked by multiplying the lens attribute
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| 		by 100.0 and translating the camera 100.0 along the z axis.
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| 		
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| 		This is the same as Blender.  If you want a true orthographic transform, see L{setProjectionMatrix}.
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| 	@type perspective: boolean
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| 	@ivar frustum_culling: True if this camera is frustum culling. 
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| 	@type frustum_culling: boolean
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| 	@ivar projection_matrix: This camera's 4x4 projection matrix.
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| 	@type projection_matrix: 4x4 Matrix [[float]]
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| 	@ivar modelview_matrix: This camera's 4x4 model view matrix. (read only)
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| 	                        Regenerated every frame from the camera's position and orientation.
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| 	@type modelview_matrix: 4x4 Matrix [[float]] 
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| 	@ivar camera_to_world: This camera's camera to world transform. (read only)
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| 	                       Regenerated every frame from the camera's position and orientation.
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| 	@type camera_to_world: 4x4 Matrix [[float]]
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| 	@ivar world_to_camera: This camera's world to camera transform. (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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| 	@type world_to_camera: 4x4 Matrix [[float]]
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| 	"""
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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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| 		
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| 		@param centre: The centre of the sphere (in world coordinates.)
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| 		@type centre: list [x, y, z]
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| 		@param radius: the radius of the sphere
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| 		@type radius: float
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| 		@return: INSIDE, OUTSIDE or INTERSECT
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| 		
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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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| 			
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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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| 		
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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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| 			
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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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| 			
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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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| 		@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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| 		"""
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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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| 		
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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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| 	
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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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| 		@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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| 		"""
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| 	def getCameraToWorld():
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| 		"""
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| 		Returns the camera-to-world transform.
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| 		
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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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| 		
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| 		This returns the inverse matrix of getCameraToWorld().
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| 		
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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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| 		
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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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| 		
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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 = cam.near, far = cam.far
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| 		
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| 		Example::
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| 			import GameLogic
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| 
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| 			def Scale(matrix, size):
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| 				for y in range(4):
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| 					for x in range(4):
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| 						matrix[y][x] = matrix[y][x] * size[y]
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| 				return matrix
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| 			
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| 			# Generate a perspective projection matrix
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| 			def Perspective(cam):
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| 				return [[cam.near, 0.0     ,  0.0                                  ,  0.0                                      ],
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| 					[0.0     , cam.near,  0.0                                  ,  0.0                                      ],
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| 					[0.0     , 0.0     , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)],
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| 					[0.0     , 0.0     , -1.0                                  ,  0.0                                      ]]
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| 			
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| 			# Generate an orthographic projection matrix
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| 			# You will need to scale the camera
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| 			def Orthographic(cam):
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| 				return [[1.0/cam.scaling[0], 0.0               ,  0.0                   ,  0.0                                  ],
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| 					[0.0               , 1.0/cam.scaling[1],  0.0                   ,  0.0                                  ],
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| 					[0.0               , 0.0               , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)],
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| 					[0.0               , 0.0               ,  0.0                   ,  1.0                                  ]]
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| 			
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| 			# Generate an isometric projection matrix
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| 			def Isometric(cam):
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| 				return Scale([[0.707, 0.0  , 0.707, 0.0],
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| 					      [0.408, 0.816,-0.408, 0.0],
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| 					      [0.0  , 0.0  , 0.0  , 0.0],
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| 					      [0.0  , 0.0  , 0.0  , 1.0]],
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| 					      [1.0/cam.scaling[0], 1.0/cam.scaling[1], 1.0/cam.scaling[2], 1.0])
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| 			
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| 			co = GameLogic.getCurrentController()
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| 			cam = co.getOwner()
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| 			cam.setProjectionMatrix(Perspective(cam)))
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| 		
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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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| 		"""
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| 
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