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. (readonly).
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. (readonly).
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. (readonly).
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 cameratoworld transform.
Returns: the cameratoworld transform matrix. Return type: matrix (4x4 list)

getWorldToCamera
()¶ Returns the worldtocamera transform.
This returns the inverse matrix of getCameraToWorld().
Returns: the worldtocamera 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")
