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Diffstat (limited to 'source/gameengine/PyDoc/KX_Camera.py')
-rw-r--r-- | source/gameengine/PyDoc/KX_Camera.py | 212 |
1 files changed, 0 insertions, 212 deletions
diff --git a/source/gameengine/PyDoc/KX_Camera.py b/source/gameengine/PyDoc/KX_Camera.py deleted file mode 100644 index 5c54935192a..00000000000 --- a/source/gameengine/PyDoc/KX_Camera.py +++ /dev/null @@ -1,212 +0,0 @@ -# $Id$ -# Documentation for Camera game objects. -from KX_GameObject import * - -class KX_Camera(KX_GameObject): - """ - A Camera object. - - @group Constants: INSIDE, INTERSECT, OUTSIDE - @ivar INSIDE: see sphereInsideFrustum() and boxInsideFrustum() - @ivar INTERSECT: see sphereInsideFrustum() and boxInsideFrustum() - @ivar OUTSIDE: see sphereInsideFrustum() and boxInsideFrustum() - - @ivar lens: The camera's lens value. - @type lens: float - @ivar near: The camera's near clip distance. - @type near: float - @ivar far: The camera's far clip distance. - @type far: float - @ivar perspective: True if this camera has a perspective transform. - - If perspective is False, this camera has an orthographic transform. - - Note that the orthographic transform is faked by multiplying the lens attribute - by 100.0 and translating the camera 100.0 along the z axis. - - This is the same as Blender. If you want a true orthographic transform, see L{setProjectionMatrix}. - @type perspective: boolean - @ivar frustum_culling: True if this camera is frustum culling. - @type frustum_culling: boolean - @ivar projection_matrix: This camera's 4x4 projection matrix. - @type projection_matrix: 4x4 Matrix [[float]] - @ivar modelview_matrix: This camera's 4x4 model view matrix. (read only) - Regenerated every frame from the camera's position and orientation. - @type modelview_matrix: 4x4 Matrix [[float]] - @ivar camera_to_world: This camera's camera to world transform. (read only) - Regenerated every frame from the camera's position and orientation. - @type camera_to_world: 4x4 Matrix [[float]] - @ivar world_to_camera: This camera's world to camera transform. (read only) - Regenerated every frame from the camera's position and orientation. - This is camera_to_world inverted. - @type world_to_camera: 4x4 Matrix [[float]] - - @group Deprecated: enableViewport - """ - - def sphereInsideFrustum(centre, radius): - """ - Tests the given sphere against the view frustum. - - @param centre: The centre of the sphere (in world coordinates.) - @type centre: list [x, y, z] - @param radius: the radius of the sphere - @type radius: float - @return: INSIDE, OUTSIDE or INTERSECT - - Example:: - import GameLogic - co = GameLogic.getCurrentController() - cam = co.GetOwner() - - # 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 - """ - def boxInsideFrustum(box): - """ - Tests the given box against the view frustum. - - Example:: - import GameLogic - co = GameLogic.getCurrentController() - cam = co.GetOwner() - - # 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 ! - - @return: INSIDE, OUTSIDE or INTERSECT - @type box: list - @param box: Eight (8) corner points of the box (in world coordinates.) - """ - def pointInsideFrustum(point): - """ - Tests the given point against the view frustum. - - Example:: - import GameLogic - co = GameLogic.getCurrentController() - cam = co.GetOwner() - - # 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 ! - - @rtype: boolean - @return: True if the given point is inside this camera's viewing frustum. - @type point: [x, y, z] - @param point: The point to test (in world coordinates.) - """ - def getCameraToWorld(): - """ - Returns the camera-to-world transform. - - @rtype: matrix (4x4 list) - @return: the camera-to-world transform matrix. - """ - def getWorldToCamera(): - """ - Returns the world-to-camera transform. - - This returns the inverse matrix of getCameraToWorld(). - - @rtype: matrix (4x4 list) - @return: the world-to-camera transform matrix. - """ - def getProjectionMatrix(): - """ - Returns the camera's projection matrix. - - @rtype: matrix (4x4 list) - @return: the camera's projection matrix. - """ - def setProjectionMatrix(matrix): - """ - Sets the camera's projection matrix. - - You should use normalised device coordinates for the clipping planes: - left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = cam.near, far = cam.far - - Example:: - import GameLogic - - def Scale(matrix, size): - for y in range(4): - for x in range(4): - matrix[y][x] = matrix[y][x] * size[y] - return matrix - - # Generate a perspective projection matrix - def Perspective(cam): - return [[cam.near, 0.0 , 0.0 , 0.0 ], - [0.0 , cam.near, 0.0 , 0.0 ], - [0.0 , 0.0 , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)], - [0.0 , 0.0 , -1.0 , 0.0 ]] - - # Generate an orthographic projection matrix - # You will need to scale the camera - def Orthographic(cam): - return [[1.0/cam.scaling[0], 0.0 , 0.0 , 0.0 ], - [0.0 , 1.0/cam.scaling[1], 0.0 , 0.0 ], - [0.0 , 0.0 , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)], - [0.0 , 0.0 , 0.0 , 1.0 ]] - - # Generate an isometric projection matrix - def Isometric(cam): - return Scale([[0.707, 0.0 , 0.707, 0.0], - [0.408, 0.816,-0.408, 0.0], - [0.0 , 0.0 , 0.0 , 0.0], - [0.0 , 0.0 , 0.0 , 1.0]], - [1.0/cam.scaling[0], 1.0/cam.scaling[1], 1.0/cam.scaling[2], 1.0]) - - co = GameLogic.getCurrentController() - cam = co.getOwner() - cam.setProjectionMatrix(Perspective(cam))) - - @type matrix: 4x4 matrix. - @param matrix: The new projection matrix for this camera. - """ - - def enableViewport(viewport): - """ - DEPRECATED: use the isViewport property - Use this camera to draw a viewport on the screen (for split screen games or overlay scenes). The viewport region is defined with L{setViewport}. - - @type viewport: bool - @param viewport: the new viewport status - """ - def setOnTop(): - """ - Set this cameras viewport ontop of all other viewport. - """ - def setViewport(left, bottom, right, top): - """ - Sets the region of this viewport on the screen in pixels. - - Use L{Rasterizer.getWindowHeight} L{Rasterizer.getWindowWidth} to calculate values relative to the entire display. - - @type left: int - @type bottom: int - @type right: int - @type top: int - """ |