Trees | Indices | Help |
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PyObjectPlus --+ | CValue --+ | SCA_IObject --+ | KX_GameObject --+ | KX_Camera
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boolean |
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matrix (4x4 list) |
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matrix (4x4 list) |
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list [x, y] |
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3d vector |
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KX_GameObject |
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Deprecated | |||
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matrix (4x4 list) |
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Property Access | |||
Inherited from KX_GameObject | |||
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list [vx, vy, vz] |
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3d vector. |
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float |
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list [vx, vy, vz] |
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list [fx, fy, fz] |
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3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z)) |
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list [vx, vy, vz] |
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3-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz)) or 4-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), KX_PolyProxy) |
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KX_GameObject |
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boolean |
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CListValue of KX_GameObject |
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CListValue of KX_GameObject |
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float |
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KX_MeshProxy |
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3x3 rotation matrix |
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KX_GameObject |
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list [x, y, z] |
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int |
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boolean |
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list |
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boolean |
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Inherited from CValue | |||
string |
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Inherited from PyObjectPlus | |||
bool |
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4x4 Matrix [[float]] |
camera_to_world This camera's camera to world transform. |
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float |
far The camera's far clip distance. |
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boolean |
frustum_culling True if this camera is frustum culling. |
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float |
lens The camera's lens value. |
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4x4 Matrix [[float]] |
modelview_matrix This camera's 4x4 model view matrix. |
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float |
near The camera's near clip distance. |
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boolean |
perspective True if this camera has a perspective transform, False for an orthographic projection. |
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4x4 Matrix [[float]] |
projection_matrix This camera's 4x4 projection matrix. |
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bool |
useViewport True when the camera is used as a viewport, set True to enable a viewport for this camera. |
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4x4 Matrix [[float]] |
world_to_camera This camera's world to camera transform. |
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Constants | |||
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INSIDE see sphereInsideFrustum() and boxInsideFrustum() |
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INTERSECT see sphereInsideFrustum() and boxInsideFrustum() |
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OUTSIDE see sphereInsideFrustum() and boxInsideFrustum() |
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Property Access | |||
Inherited from KX_GameObject | |||
list |
actuators a list of SCA_IActuator with string/index lookups and iterator support. |
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CListValue of KX_GameObject's |
children direct children of this object, (read-only). |
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CListValue of KX_GameObject's |
childrenRecursive all children of this object including childrens children, (read-only). |
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list of SCA_ISensor. |
controllers a sequence of SCA_IController objects with string/index lookups and iterator support. |
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float |
linVelocityMax Clamp the maximum linear velocity to prevent objects moving beyond a set speed. |
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float |
linVelocityMin Enforces the object keeps moving at a minimum velocity. |
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list [ix, iy, iz] |
localInertia the object's inertia vector in local coordinates. |
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3x3 Matrix [[float]] |
localOrientation The object's local orientation. |
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list [x, y, z] |
localPosition The object's local position. |
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list [sx, sy, sz] |
localScale The object's local scaling factor. |
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float |
mass The object's mass |
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list of KX_MeshProxy |
meshes a list meshes for this object. |
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string |
name The name of this CValue derived object (read-only). |
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boolean |
occlusion occlusion capability flag. |
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3x3 Matrix [[float]] On write: local orientation, on read: world orientation |
orientation The object's orientation. |
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KX_GameObject or None |
parent The object's parent object. |
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list [x, y, z] On write: local position, on read: world position |
position The object's position. |
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list [sx, sy, sz] On write: local scaling, on read: world scaling |
scaling The object's scaling factor. |
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list |
sensors a sequence of SCA_ISensor objects with string/index lookups and iterator support. |
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int |
state the game object's state bitmask, using the first 30 bits, one bit must always be set. |
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float |
timeOffset adjust the slowparent delay at runtime. |
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boolean |
visible visibility flag. |
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3x3 Matrix [[float]] |
worldOrientation The object's world orientation. |
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list [x, y, z] |
worldPosition The object's world position. |
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list [sx, sy, sz] |
worldScale The object's world scaling factor. |
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dict |
attrDict get the objects internal python attribute dictionary for direct (faster) access. |
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Inherited from PyObjectPlus | |||
bool |
invalid Test if the object has been freed by the game engine and is no longer valid. |
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Note: when the camera is first initialized the result will be invalid because the projection matrix has not been set. |
Tests the given box against the view frustum. Example:import GameLogic co = GameLogic.getCurrentController() cam = co.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 !
Note: when the camera is first initialized the result will be invalid because the projection matrix has not been set. |
Tests the given point against the view frustum. Example:import GameLogic co = GameLogic.getCurrentController() cam = co.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 !
Note: when the camera is first initialized the result will be invalid because the projection matrix has not been set. |
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Returns the world-to-camera transform. This returns the inverse matrix of getCameraToWorld().
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Deprecated: Use the projection_matrix attribute instead. |
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.owner cam.setProjectionMatrix(Perspective(cam)))
Deprecated: Use the projection_matrix attribute instead. |
Deprecated: Use the useViewport attribute instead. |
Sets the region of this viewport on the screen in pixels. Use Rasterizer.getWindowHeight Rasterizer.getWindowWidth to calculate values relative to the entire display. |
Gets the position of an object projected on screen space. Example: # For an object in the middle of the screen, coord = [0.5,0.5] coord = camera.getScreenPosition(object)
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Gets the vector from the camera position in the screen coordinate direction. Example: # Gets the vector of the camera front direction: m_vect = camera.getScreenVect(0.5,0.5)
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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. Example: # 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")
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camera_to_worldThis camera's camera to world transform. (read-only) Regenerated every frame from the camera's position and orientation.
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modelview_matrixThis camera's 4x4 model view matrix. (read-only) Regenerated every frame from the camera's position and orientation.
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world_to_cameraThis camera's world to camera transform. (read-only) Regenerated every frame from the camera's position and orientation. This is camera_to_world inverted.
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Generated by Epydoc 3.0beta1 on Wed Aug 26 12:07:40 2009 | http://epydoc.sourceforge.net |