The TargetCamera class always looks at a specified point and aligns its local up direction to the scene up direction.
target is the point that the camera will always look at.
fov is the field of view in degrees (in vertical direction), i.e. the angle between the bottom and the top of the screen.
roll is an angle in degrees that the camera is rotated about its local z axis.
up is the vector that is considered to be the ‘up’ direction. If None is passed, the global ‘up’ direction from the scene is used.
focallength is the focal length of the camera and fstop the aperture number that determines the lens diameter. These values are used to turn on depth of field. Depth of field is activated if both attributes are set to a value different from 0 (note however, that not every renderer supports depth of field). The focal distance is set so that the target point will always be in focus.
auto_nearfar specifies whether the near and far plane distances are automatically determined or if fixed values are used. If set to False, the nearplane and farplane arguments are used, otherwise the values are computed from the objects in the scene. In the latter case, the nearplane value still serves as minimum value for the near plane distance which is used when the camera is located within the scene bounds.
The TargetCamera has the following slots (in addition to the slots of the WorldObject base class):
Slot | Type | Access | Description |
---|---|---|---|
target_slot | vec3 | rw | Target point |
fov_slot | float | rw | Field of view in degrees |
roll_slot | float | rw | Rotation about local z axis (in degrees) |
up_slot | vec3 | rw | Up direction |
focallength_slot | float | rw | Focal length of the camera |
fstop_slot | float | rw | Aperture number |
autonearfar_slot | bool | rw | Automatically compute near/far values? |
nearplane_slot | float | rw | (Minimal) near plane distance |
farplane_slot | float | rw | Far plane distance |
Returns the projection matrix for a viewport with the given width and height (actually only the ratio width/height is relevant). The near and far clipping planes are set to near and far.
Returns the view transformation for this camera.
Return a ray whose origin is at the eye position and that goes through a given point on the image plane. The point on the plane is given by (x0, y0) which each ranges from 0 to 1. (0,0) is at the upper left and (1,1) at the lower right corner. The arguments width and height determine the ratio of the image plane (the absolute values of width and height are irrelevant). The return value is a 2-tuple (p, u) where p is the ray origin and u the normalized direction. Both vectors are given in world space.
Return a 2-tuple (near, far) with the distances to the near and far clipping planes. If automatic computation is disabled, the method just returns the stored values, otherwise the values are computed from the bounding box of the scene (which is converted to a bounding sphere and the clipping planes are set as tangent planes to the sphere).