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<section id="kx-camera-kx-gameobject">
<h1>KX_Camera(KX_GameObject)<a class="headerlink" href="#kx-camera-kx-gameobject" title="Link to this heading"></a></h1>
<p>base class — <a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
<dl class="py class">
<dt class="sig sig-object py" id="bge.types.KX_Camera">
<em class="property"><span class="pre">class</span><span class="w"> </span></em><span class="sig-prename descclassname"><span class="pre">bge.types.</span></span><span class="sig-name descname"><span class="pre">KX_Camera</span></span><a class="headerlink" href="#bge.types.KX_Camera" title="Link to this definition"></a></dt>
<dd><p>A Camera object.</p>
<dl class="py data">
<dt class="sig sig-object py" id="bge.types.KX_Camera.INSIDE">
<span class="sig-name descname"><span class="pre">INSIDE</span></span><a class="headerlink" href="#bge.types.KX_Camera.INSIDE" title="Link to this definition"></a></dt>
<dd><p>See <a class="reference internal" href="#bge.types.KX_Camera.sphereInsideFrustum" title="bge.types.KX_Camera.sphereInsideFrustum"><code class="xref py py-data docutils literal notranslate"><span class="pre">sphereInsideFrustum</span></code></a> and <a class="reference internal" href="#bge.types.KX_Camera.boxInsideFrustum" title="bge.types.KX_Camera.boxInsideFrustum"><code class="xref py py-data docutils literal notranslate"><span class="pre">boxInsideFrustum</span></code></a></p>
</dd></dl>
<dl class="py data">
<dt class="sig sig-object py" id="bge.types.KX_Camera.INTERSECT">
<span class="sig-name descname"><span class="pre">INTERSECT</span></span><a class="headerlink" href="#bge.types.KX_Camera.INTERSECT" title="Link to this definition"></a></dt>
<dd><p>See <a class="reference internal" href="#bge.types.KX_Camera.sphereInsideFrustum" title="bge.types.KX_Camera.sphereInsideFrustum"><code class="xref py py-data docutils literal notranslate"><span class="pre">sphereInsideFrustum</span></code></a> and <a class="reference internal" href="#bge.types.KX_Camera.boxInsideFrustum" title="bge.types.KX_Camera.boxInsideFrustum"><code class="xref py py-data docutils literal notranslate"><span class="pre">boxInsideFrustum</span></code></a></p>
</dd></dl>
<dl class="py data">
<dt class="sig sig-object py" id="bge.types.KX_Camera.OUTSIDE">
<span class="sig-name descname"><span class="pre">OUTSIDE</span></span><a class="headerlink" href="#bge.types.KX_Camera.OUTSIDE" title="Link to this definition"></a></dt>
<dd><p>See <a class="reference internal" href="#bge.types.KX_Camera.sphereInsideFrustum" title="bge.types.KX_Camera.sphereInsideFrustum"><code class="xref py py-data docutils literal notranslate"><span class="pre">sphereInsideFrustum</span></code></a> and <a class="reference internal" href="#bge.types.KX_Camera.boxInsideFrustum" title="bge.types.KX_Camera.boxInsideFrustum"><code class="xref py py-data docutils literal notranslate"><span class="pre">boxInsideFrustum</span></code></a></p>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.lens">
<span class="sig-name descname"><span class="pre">lens</span></span><a class="headerlink" href="#bge.types.KX_Camera.lens" title="Link to this definition"></a></dt>
<dd><p>The camera’s lens value.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.lodDistanceFactor">
<span class="sig-name descname"><span class="pre">lodDistanceFactor</span></span><a class="headerlink" href="#bge.types.KX_Camera.lodDistanceFactor" title="Link to this definition"></a></dt>
<dd><p>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.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.fov">
<span class="sig-name descname"><span class="pre">fov</span></span><a class="headerlink" href="#bge.types.KX_Camera.fov" title="Link to this definition"></a></dt>
<dd><p>The camera’s field of view value.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.ortho_scale">
<span class="sig-name descname"><span class="pre">ortho_scale</span></span><a class="headerlink" href="#bge.types.KX_Camera.ortho_scale" title="Link to this definition"></a></dt>
<dd><p>The camera’s view scale when in orthographic mode.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.near">
<span class="sig-name descname"><span class="pre">near</span></span><a class="headerlink" href="#bge.types.KX_Camera.near" title="Link to this definition"></a></dt>
<dd><p>The camera’s near clip distance.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.far">
<span class="sig-name descname"><span class="pre">far</span></span><a class="headerlink" href="#bge.types.KX_Camera.far" title="Link to this definition"></a></dt>
<dd><p>The camera’s far clip distance.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.shift_x">
<span class="sig-name descname"><span class="pre">shift_x</span></span><a class="headerlink" href="#bge.types.KX_Camera.shift_x" title="Link to this definition"></a></dt>
<dd><p>The camera’s horizontal shift.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.shift_y">
<span class="sig-name descname"><span class="pre">shift_y</span></span><a class="headerlink" href="#bge.types.KX_Camera.shift_y" title="Link to this definition"></a></dt>
<dd><p>The camera’s vertical shift.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>float</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.perspective">
<span class="sig-name descname"><span class="pre">perspective</span></span><a class="headerlink" href="#bge.types.KX_Camera.perspective" title="Link to this definition"></a></dt>
<dd><p>True if this camera has a perspective transform, False for an orthographic projection.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.projection_matrix">
<span class="sig-name descname"><span class="pre">projection_matrix</span></span><a class="headerlink" href="#bge.types.KX_Camera.projection_matrix" title="Link to this definition"></a></dt>
<dd><p>This camera’s 4x4 projection matrix.</p>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>This is the identity matrix prior to rendering the first frame (any Python done on frame 1).</p>
</div>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>4x4 Matrix [[float]]</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.modelview_matrix">
<span class="sig-name descname"><span class="pre">modelview_matrix</span></span><a class="headerlink" href="#bge.types.KX_Camera.modelview_matrix" title="Link to this definition"></a></dt>
<dd><p>This camera’s 4x4 model view matrix. (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>4x4 Matrix [[float]]</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>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).</p>
</div>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.camera_to_world">
<span class="sig-name descname"><span class="pre">camera_to_world</span></span><a class="headerlink" href="#bge.types.KX_Camera.camera_to_world" title="Link to this definition"></a></dt>
<dd><p>This camera’s camera to world transform. (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>4x4 Matrix [[float]]</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>This matrix is regenerated every frame from the camera’s position and orientation.</p>
</div>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.world_to_camera">
<span class="sig-name descname"><span class="pre">world_to_camera</span></span><a class="headerlink" href="#bge.types.KX_Camera.world_to_camera" title="Link to this definition"></a></dt>
<dd><p>This camera’s world to camera transform. (read-only).</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>4x4 Matrix [[float]]</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>Regenerated every frame from the camera’s position and orientation.</p>
</div>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>This is camera_to_world inverted.</p>
</div>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.useViewport">
<span class="sig-name descname"><span class="pre">useViewport</span></span><a class="headerlink" href="#bge.types.KX_Camera.useViewport" title="Link to this definition"></a></dt>
<dd><p>True when the camera is used as a viewport, set True to enable a viewport for this camera.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</dd></dl>
<dl class="py attribute">
<dt class="sig sig-object py" id="bge.types.KX_Camera.activityCulling">
<span class="sig-name descname"><span class="pre">activityCulling</span></span><a class="headerlink" href="#bge.types.KX_Camera.activityCulling" title="Link to this definition"></a></dt>
<dd><p>True if this camera is used to compute object distance for object activity culling.</p>
<dl class="field-list simple">
<dt class="field-odd">Type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.sphereInsideFrustum">
<span class="sig-name descname"><span class="pre">sphereInsideFrustum</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">centre</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">radius</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.sphereInsideFrustum" title="Link to this definition"></a></dt>
<dd><p>Tests the given sphere against the view frustum.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>centre</strong> (<em>list</em><em> [</em><em>x</em><em>, </em><em>y</em><em>, </em><em>z</em><em>]</em>) – The centre of the sphere (in world coordinates.)</p></li>
<li><p><strong>radius</strong> (<em>float</em>) – the radius of the sphere</p></li>
</ul>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p><a class="reference internal" href="#bge.types.KX_Camera.INSIDE" title="bge.types.KX_Camera.INSIDE"><code class="xref py py-data docutils literal notranslate"><span class="pre">INSIDE</span></code></a>, <a class="reference internal" href="#bge.types.KX_Camera.OUTSIDE" title="bge.types.KX_Camera.OUTSIDE"><code class="xref py py-data docutils literal notranslate"><span class="pre">OUTSIDE</span></code></a> or <a class="reference internal" href="#bge.types.KX_Camera.INTERSECT" title="bge.types.KX_Camera.INTERSECT"><code class="xref py py-data docutils literal notranslate"><span class="pre">INTERSECT</span></code></a></p>
</dd>
<dt class="field-odd">Return type<span class="colon">:</span></dt>
<dd class="field-odd"><p>integer</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>When the camera is first initialized the result will be invalid because the projection matrix has not been set.</p>
</div>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">bge</span> <span class="kn">import</span> <span class="n">logic</span>
<span class="n">cont</span> <span class="o">=</span> <span class="n">logic</span><span class="o">.</span><span class="n">getCurrentController</span><span class="p">()</span>
<span class="n">cam</span> <span class="o">=</span> <span class="n">cont</span><span class="o">.</span><span class="n">owner</span>
<span class="c1"># A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]</span>
<span class="k">if</span> <span class="p">(</span><span class="n">cam</span><span class="o">.</span><span class="n">sphereInsideFrustum</span><span class="p">([</span><span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">],</span> <span class="mi">4</span><span class="p">)</span> <span class="o">!=</span> <span class="n">cam</span><span class="o">.</span><span class="n">OUTSIDE</span><span class="p">):</span>
<span class="c1"># Sphere is inside frustum !</span>
<span class="c1"># Do something useful !</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># Sphere is outside frustum</span>
</pre></div>
</div>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.boxInsideFrustum">
<span class="sig-name descname"><span class="pre">boxInsideFrustum</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">box</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.boxInsideFrustum" title="Link to this definition"></a></dt>
<dd><p>Tests the given box against the view frustum.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>box</strong> (<em>list</em><em> of </em><em>lists</em>) – Eight (8) corner points of the box (in world coordinates.)</p>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p><a class="reference internal" href="#bge.types.KX_Camera.INSIDE" title="bge.types.KX_Camera.INSIDE"><code class="xref py py-data docutils literal notranslate"><span class="pre">INSIDE</span></code></a>, <a class="reference internal" href="#bge.types.KX_Camera.OUTSIDE" title="bge.types.KX_Camera.OUTSIDE"><code class="xref py py-data docutils literal notranslate"><span class="pre">OUTSIDE</span></code></a> or <a class="reference internal" href="#bge.types.KX_Camera.INTERSECT" title="bge.types.KX_Camera.INTERSECT"><code class="xref py py-data docutils literal notranslate"><span class="pre">INTERSECT</span></code></a></p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>When the camera is first initialized the result will be invalid because the projection matrix has not been set.</p>
</div>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">bge</span> <span class="kn">import</span> <span class="n">logic</span>
<span class="n">cont</span> <span class="o">=</span> <span class="n">logic</span><span class="o">.</span><span class="n">getCurrentController</span><span class="p">()</span>
<span class="n">cam</span> <span class="o">=</span> <span class="n">cont</span><span class="o">.</span><span class="n">owner</span>
<span class="c1"># Box to test...</span>
<span class="n">box</span> <span class="o">=</span> <span class="p">[]</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span><span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span><span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span><span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span><span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span> <span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span> <span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span> <span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.0</span><span class="p">])</span>
<span class="n">box</span><span class="o">.</span><span class="n">append</span><span class="p">([</span> <span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">,</span> <span class="mf">1.0</span><span class="p">])</span>
<span class="k">if</span> <span class="p">(</span><span class="n">cam</span><span class="o">.</span><span class="n">boxInsideFrustum</span><span class="p">(</span><span class="n">box</span><span class="p">)</span> <span class="o">!=</span> <span class="n">cam</span><span class="o">.</span><span class="n">OUTSIDE</span><span class="p">):</span>
<span class="c1"># Box is inside/intersects frustum !</span>
<span class="c1"># Do something useful !</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># Box is outside the frustum !</span>
</pre></div>
</div>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.pointInsideFrustum">
<span class="sig-name descname"><span class="pre">pointInsideFrustum</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">point</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.pointInsideFrustum" title="Link to this definition"></a></dt>
<dd><p>Tests the given point against the view frustum.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>point</strong> (<em>3D Vector</em>) – The point to test (in world coordinates.)</p>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p>True if the given point is inside this camera’s viewing frustum.</p>
</dd>
<dt class="field-odd">Return type<span class="colon">:</span></dt>
<dd class="field-odd"><p>boolean</p>
</dd>
</dl>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>When the camera is first initialized the result will be invalid because the projection matrix has not been set.</p>
</div>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">bge</span> <span class="kn">import</span> <span class="n">logic</span>
<span class="n">cont</span> <span class="o">=</span> <span class="n">logic</span><span class="o">.</span><span class="n">getCurrentController</span><span class="p">()</span>
<span class="n">cam</span> <span class="o">=</span> <span class="n">cont</span><span class="o">.</span><span class="n">owner</span>
<span class="c1"># Test point [0.0, 0.0, 0.0]</span>
<span class="k">if</span> <span class="p">(</span><span class="n">cam</span><span class="o">.</span><span class="n">pointInsideFrustum</span><span class="p">([</span><span class="mf">0.0</span><span class="p">,</span> <span class="mf">0.0</span><span class="p">,</span> <span class="mf">0.0</span><span class="p">])):</span>
<span class="c1"># Point is inside frustum !</span>
<span class="c1"># Do something useful !</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># Box is outside the frustum !</span>
</pre></div>
</div>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.getCameraToWorld">
<span class="sig-name descname"><span class="pre">getCameraToWorld</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.getCameraToWorld" title="Link to this definition"></a></dt>
<dd><p>Returns the camera-to-world transform.</p>
<dl class="field-list simple">
<dt class="field-odd">Returns<span class="colon">:</span></dt>
<dd class="field-odd"><p>the camera-to-world transform matrix.</p>
</dd>
<dt class="field-even">Return type<span class="colon">:</span></dt>
<dd class="field-even"><p>matrix (4x4 list)</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.getWorldToCamera">
<span class="sig-name descname"><span class="pre">getWorldToCamera</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.getWorldToCamera" title="Link to this definition"></a></dt>
<dd><p>Returns the world-to-camera transform.</p>
<p>This returns the inverse matrix of getCameraToWorld().</p>
<dl class="field-list simple">
<dt class="field-odd">Returns<span class="colon">:</span></dt>
<dd class="field-odd"><p>the world-to-camera transform matrix.</p>
</dd>
<dt class="field-even">Return type<span class="colon">:</span></dt>
<dd class="field-even"><p>matrix (4x4 list)</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.setOnTop">
<span class="sig-name descname"><span class="pre">setOnTop</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.setOnTop" title="Link to this definition"></a></dt>
<dd><p>Set this cameras viewport ontop of all other viewport.</p>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.setViewport">
<span class="sig-name descname"><span class="pre">setViewport</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">left</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">bottom</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">right</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">top</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.setViewport" title="Link to this definition"></a></dt>
<dd><p>Sets the region of this viewport on the screen in pixels.</p>
<p>Use <a class="reference internal" href="bge.render.html#bge.render.getWindowHeight" title="bge.render.getWindowHeight"><code class="xref py py-data docutils literal notranslate"><span class="pre">bge.render.getWindowHeight</span></code></a> and <a class="reference internal" href="bge.render.html#bge.render.getWindowWidth" title="bge.render.getWindowWidth"><code class="xref py py-data docutils literal notranslate"><span class="pre">bge.render.getWindowWidth</span></code></a> to calculate values relative to the entire display.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">bge</span>
<span class="n">scene</span> <span class="o">=</span> <span class="n">bge</span><span class="o">.</span><span class="n">logic</span><span class="o">.</span><span class="n">getCurrentScene</span><span class="p">()</span>
<span class="n">cam1</span> <span class="o">=</span> <span class="n">scene</span><span class="o">.</span><span class="n">objects</span><span class="p">[</span><span class="s2">"cam1"</span><span class="p">]</span>
<span class="n">cam2</span> <span class="o">=</span> <span class="n">scene</span><span class="o">.</span><span class="n">objects</span><span class="p">[</span><span class="s2">"cam2"</span><span class="p">]</span>
<span class="n">cam1</span><span class="o">.</span><span class="n">useViewport</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">cam2</span><span class="o">.</span><span class="n">useViewport</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">width</span> <span class="o">=</span> <span class="n">bge</span><span class="o">.</span><span class="n">render</span><span class="o">.</span><span class="n">getWindowWidth</span><span class="p">()</span>
<span class="n">height</span> <span class="o">=</span> <span class="n">bge</span><span class="o">.</span><span class="n">render</span><span class="o">.</span><span class="n">getWindowHeight</span><span class="p">()</span>
<span class="c1"># Try to do a vertical split of the view (setViewport(left, bottom, right, top))</span>
<span class="n">cam1</span><span class="o">.</span><span class="n">setViewport</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="nb">int</span><span class="p">(</span><span class="n">width</span> <span class="o">/</span> <span class="mi">2</span><span class="p">),</span> <span class="n">height</span><span class="p">)</span>
<span class="n">cam2</span><span class="o">.</span><span class="n">setViewport</span><span class="p">(</span><span class="nb">int</span><span class="p">(</span><span class="n">width</span> <span class="o">/</span> <span class="mi">2</span><span class="p">),</span> <span class="mi">0</span><span class="p">,</span> <span class="n">width</span><span class="p">,</span> <span class="n">height</span><span class="p">)</span>
</pre></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>left</strong> (<em>integer</em>) – left pixel coordinate of this viewport</p></li>
<li><p><strong>bottom</strong> (<em>integer</em>) – bottom pixel coordinate of this viewport</p></li>
<li><p><strong>right</strong> (<em>integer</em>) – right pixel coordinate of this viewport</p></li>
<li><p><strong>top</strong> (<em>integer</em>) – top pixel coordinate of this viewport</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.getScreenPosition">
<span class="sig-name descname"><span class="pre">getScreenPosition</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">object</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.getScreenPosition" title="Link to this definition"></a></dt>
<dd><p>Gets the position of an object projected on screen space.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># For an object in the middle of the screen, coord = [0.5, 0.5]</span>
<span class="n">coord</span> <span class="o">=</span> <span class="n">camera</span><span class="o">.</span><span class="n">getScreenPosition</span><span class="p">(</span><span class="nb">object</span><span class="p">)</span>
</pre></div>
</div>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><p><strong>object</strong> (<a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a> or 3D Vector) – object name or list [x, y, z]</p>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><p>the object’s position in screen coordinates.</p>
</dd>
<dt class="field-odd">Return type<span class="colon">:</span></dt>
<dd class="field-odd"><p>list [x, y]</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.getScreenVect">
<span class="sig-name descname"><span class="pre">getScreenVect</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">x</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">y</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.getScreenVect" title="Link to this definition"></a></dt>
<dd><p>Gets the vector from the camera position in the screen coordinate direction.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>x</strong> (<em>float</em>) – X Axis</p></li>
<li><p><strong>y</strong> (<em>float</em>) – Y Axis</p></li>
</ul>
</dd>
<dt class="field-even">Return type<span class="colon">:</span></dt>
<dd class="field-even"><p>3D Vector</p>
</dd>
<dt class="field-odd">Returns<span class="colon">:</span></dt>
<dd class="field-odd"><p>The vector from screen coordinate.</p>
</dd>
</dl>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># Gets the vector of the camera front direction:</span>
<span class="n">m_vect</span> <span class="o">=</span> <span class="n">camera</span><span class="o">.</span><span class="n">getScreenVect</span><span class="p">(</span><span class="mf">0.5</span><span class="p">,</span> <span class="mf">0.5</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py method">
<dt class="sig sig-object py" id="bge.types.KX_Camera.getScreenRay">
<span class="sig-name descname"><span class="pre">getScreenRay</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">x</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">y</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">dist</span></span><span class="o"><span class="pre">=</span></span><span class="default_value"><span class="pre">inf</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">property</span></span><span class="o"><span class="pre">=</span></span><span class="default_value"><span class="pre">None</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#bge.types.KX_Camera.getScreenRay" title="Link to this definition"></a></dt>
<dd><p>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.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>x</strong> (<em>float</em>) – X Axis</p></li>
<li><p><strong>y</strong> (<em>float</em>) – Y Axis</p></li>
<li><p><strong>dist</strong> (<em>float</em>) – max distance to look (can be negative => look behind); 0 or omitted => detect up to other</p></li>
<li><p><strong>property</strong> (<em>string</em>) – property name that object must have; can be omitted => detect any object</p></li>
</ul>
</dd>
<dt class="field-even">Return type<span class="colon">:</span></dt>
<dd class="field-even"><p><a class="reference internal" href="bge.types.KX_GameObject.html#bge.types.KX_GameObject" title="bge.types.KX_GameObject"><code class="xref py py-class docutils literal notranslate"><span class="pre">KX_GameObject</span></code></a></p>
</dd>
<dt class="field-odd">Returns<span class="colon">:</span></dt>
<dd class="field-odd"><p>the first object hit or None if no object or object does not match prop</p>
</dd>
</dl>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># Gets an object with a property "wall" in front of the camera within a distance of 100:</span>
<span class="n">target</span> <span class="o">=</span> <span class="n">camera</span><span class="o">.</span><span class="n">getScreenRay</span><span class="p">(</span><span class="mf">0.5</span><span class="p">,</span> <span class="mf">0.5</span><span class="p">,</span> <span class="mi">100</span><span class="p">,</span> <span class="s2">"wall"</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
</dd></dl>
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