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camera.py
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# -*- coding: utf-8 -*-
#
"""Module for cameras."""
# import time
from math import sin
from math import cos
from math import pi
from numpy import matrix
from numpy import linalg
import data
import script
class FPSCamera(script.Controllable):
"""Class for first person shooter camera."""
def __init__(
self,
x_pos=0.0,
y_pos=0.0,
z_pos=0.0,
gravity=False):
# gravity attributes
self.gravity = gravity
# falling
self.falling = False
self.falling_start = None
self.falling_mp = 0.0004
self.falling_max_speed = 2.5
self.jump_step_height = 0.17
self.jump_steps = 16
self.falling_counter = 0
self.jump_counter = 0
# camera position
self.x_pos = x_pos
self.y_pos = y_pos
self.z_pos = z_pos
self.position = data.Point(self.x_pos, self.y_pos, self.z_pos)
# camera horizontal and vertical angles in radians
self.h_angle = 0.0
self.v_angle = 0.0
# camera rotating sensitivity multipliers
self.h_multiplier = 0.005
self.v_multiplier = 0.01
self.inverse_horizontal = False
self.inverse_vertical = False
# camera min and max vertical angles
self.v_angle_min = - pi / 3
self.v_angle_max = pi / 3
self.step = 0.045
self.sprint_mp = 1.8
self.side_step = self.step
self.back_step = 0.2
self.fly_step = 1.0
self.helper_step = 0.1
def get_position(self):
"""Return camera position as a Point.
Return:
Point: the camera position
"""
self.position.set_position(self.x_pos, self.y_pos, self.z_pos)
return self.position
def get_position_inverse_z(self):
"""Return camera position as a Point.
Return:
Point: the camera position with inverse z axis
"""
position = self.get_position()
position.z = - position.z
return position
def next_fw_x_point(self, offset=0.0):
"""Return next forward x axis Point."""
pos_vec = self.get_position_vec()
trans_matrix = self.fw_coll_matrix(offset)
result = trans_matrix * pos_vec
pos_list = result.tolist()
next_x = pos_list[0][0]
return data.Point(next_x, self.y_pos, self.z_pos)
def next_fw_z_point(self, offset=0.0):
"""Return next forward z axis Point."""
pos_vec = self.get_position_vec()
trans_matrix = self.fw_coll_matrix(offset)
result = trans_matrix * pos_vec
pos_list = result.tolist()
next_z = pos_list[2][0]
return data.Point(self.x_pos, self.y_pos, next_z)
def next_bw_x_point(self, offset=0.0):
"""Return next backward x axis Point."""
pos_vec = self.get_position_vec()
trans_matrix = linalg.inv(self.fw_coll_matrix(offset))
result = trans_matrix * pos_vec
pos_list = result.tolist()
next_x = pos_list[0][0]
return data.Point(next_x, self.y_pos, self.z_pos)
def next_bw_z_point(self, offset=0.0):
"""Return next backward z axis Point."""
pos_vec = self.get_position_vec()
trans_matrix = linalg.inv(self.fw_coll_matrix(offset))
result = trans_matrix * pos_vec
pos_list = result.tolist()
next_z = pos_list[2][0]
return data.Point(self.x_pos, self.y_pos, next_z)
def next_left_x_point(self, offset=0.0):
"""Return next left x axis Point."""
rot_m = self.rot_y_matrix(- pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step + offset) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
next_x = pos_list[0][0]
return data.Point(next_x, self.y_pos, self.z_pos)
def next_left_z_point(self, offset=0.0):
"""Return next left z axis Point."""
rot_m = self.rot_y_matrix(- pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step + offset) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
next_z = pos_list[2][0]
return data.Point(self.x_pos, self.y_pos, next_z)
def next_right_x_point(self, offset=0.0):
"""Return next right x axis Point."""
rot_m = self.rot_y_matrix(pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step + offset) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
next_x = pos_list[0][0]
return data.Point(next_x, self.y_pos, self.z_pos)
def next_right_z_point(self, offset=0.0):
"""Return next right z axis Point."""
rot_m = self.rot_y_matrix(pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step + offset) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
next_z = pos_list[2][0]
return data.Point(self.x_pos, self.y_pos, next_z)
def jump(self):
"""Simulate camera jumping."""
if self.jump_counter == 0:
self.jump_counter = 1
self.y_pos += self.jump_step_height
def fall(self):
"""Simulate camera falling."""
# now = time.time()
if not self.falling:
# self.falling_start = now
self.falling = True
self.falling_counter = 0
else:
pass
if 0 < self.jump_counter < self.jump_steps:
self.y_pos += self.jump_step_height
self.jump_counter += 1
# falling_step = self.falling_mp * 5 * pow(now - self.falling_start, 2)
falling_step = self.falling_mp * 5 * pow(self.falling_counter, 2)
# print(falling_step)
if falling_step > self.falling_max_speed:
falling_step = self.falling_max_speed
self.y_pos -= falling_step
self.falling_counter += 1
def stop_falling(self):
"""Stop camera falling."""
self.falling = False
def h_angle_deg(self):
"""Return camera horizontal angle in degrees."""
return (self.h_angle * 180) / pi
def v_angle_deg(self):
"""Return camera vertical angle in degrees."""
return (self.v_angle * 180) / pi
def add_h_angle(self, delta):
"""Add delta value to horizontal angle.
Args:
delta (float): delta value
"""
self.h_angle += self.h_multiplier * delta
def add_v_angle(self, delta):
"""Add delta value to vertical angle.
Args:
delta (float): delta value
"""
if self.inverse_horizontal:
self.v_angle += self.v_multiplier * delta
else:
self.v_angle -= self.v_multiplier * delta
if self.v_angle < self.v_angle_min:
self.v_angle = self.v_angle_min
elif self.v_angle > self.v_angle_max:
self.v_angle = self.v_angle_max
def get_position_vec(self):
"""Return position vector.
Return:
matrix: position vector
"""
pos_vec = matrix([
[self.x_pos],
[self.y_pos],
[self.z_pos],
[1.0]
])
return pos_vec
def get_position_matrix(self):
"""Return position matrix.
Return:
matrix: translation position matrix
"""
pos_matrix = matrix([
[1.0, 0, 0, self.x_pos],
[0, 1.0, 0, self.y_pos],
[0, 0, 1.0, self.z_pos],
[0, 0, 0, 1.0]
])
return pos_matrix
def set_position_vec(self, position):
pos_list = position.tolist()
self.x_pos = pos_list[0][0]
self.y_pos = pos_list[1][0]
self.z_pos = pos_list[2][0]
def set_position(self, point):
"""Set new camera position.
Args:
point (Point): new camera position
"""
self.x_pos = point.x
self.y_pos = point.y
self.z_pos = point.z
def fw_matrix(self, sprint=False):
if sprint:
# use sprint multiplier
trans_matrix = matrix([
[1.0, 0, 0, (self.step * self.sprint_mp) * sin(self.h_angle)],
[0, 1.0, 0, 0],
[0, 0, 1.0, (self.step * self.sprint_mp) * cos(self.h_angle)],
[0, 0, 0, 1.0]
])
else:
trans_matrix = matrix([
[1.0, 0, 0, self.step * sin(self.h_angle)],
[0, 1.0, 0, 0],
[0, 0, 1.0, self.step * cos(self.h_angle)],
[0, 0, 0, 1.0]
])
return trans_matrix
def fw_coll_matrix(self, offset=0.0):
trans_matrix = matrix([
[1.0, 0, 0, (self.step + offset) * sin(self.h_angle)],
[0, 1.0, 0, 0],
[0, 0, 1.0, (self.step + offset) * cos(self.h_angle)],
[0, 0, 0, 1.0]
])
return trans_matrix
def right_matrix(self):
trans_matrix = matrix([
[1.0, 0, 0, self.step * sin(self.h_angle + pi / 2)],
[0, 1.0, 0, 0],
[0, 0, 1.0, self.step * cos(self.h_angle + pi / 2)],
[0, 0, 0, 1.0]
])
return trans_matrix
@staticmethod
def rot_y_matrix(angle):
trans_matrix = matrix([
[cos(angle), 0, sin(angle), 0],
[0, 1, 0, 0],
[- sin(angle), 0, cos(angle), 0],
[0, 0, 0, 1]
])
return trans_matrix
@staticmethod
def scale_matrix(ratio):
trans_matrix = matrix([
[ratio, 0, 0, 0],
[0, ratio, 0, 0],
[0, 0, ratio, 0],
[0, 0, 0, 1]
])
return trans_matrix
def view_vec(self):
"""Return view vector."""
# TODO: implementation
raise NotImplementedError
def horizontal_view_vec(self):
"""Return horizontal view vector.
Return:
matrix: view vector
"""
vec = matrix([
[sin(self.h_angle)],
[0],
[cos(self.h_angle)],
[1]
])
return vec
def forward(self, sprint=False):
"""Move camera forward."""
pos_vec = self.get_position_vec()
trans_matrix = self.fw_matrix(sprint)
result = trans_matrix * pos_vec
self.set_position_vec(result)
def forward_x(self):
pos_vec = self.get_position_vec()
trans_matrix = self.fw_matrix()
result = trans_matrix * pos_vec
pos_list = result.tolist()
x_pos = pos_list[0][0]
self.set_position(data.Point(x_pos, self.y_pos, self.z_pos))
def forward_z(self):
pos_vec = self.get_position_vec()
trans_matrix = self.fw_matrix()
result = trans_matrix * pos_vec
pos_list = result.tolist()
z_pos = pos_list[2][0]
self.set_position(data.Point(self.x_pos, self.y_pos, z_pos))
def sprint(self):
self.forward(sprint=True)
def backward(self):
"""Move camera backward."""
pos_vec = self.get_position_vec()
trans_matrix = linalg.inv(self.fw_matrix())
result = trans_matrix * pos_vec
self.set_position_vec(result)
def backward_x(self):
pos_vec = self.get_position_vec()
trans_matrix = linalg.inv(self.fw_matrix())
result = trans_matrix * pos_vec
pos_list = result.tolist()
x_pos = pos_list[0][0]
self.set_position(data.Point(x_pos, self.y_pos, self.z_pos))
def backward_z(self):
pos_vec = self.get_position_vec()
trans_matrix = linalg.inv(self.fw_matrix())
result = trans_matrix * pos_vec
pos_list = result.tolist()
z_pos = pos_list[2][0]
self.set_position(data.Point(self.x_pos, self.y_pos, z_pos))
def left(self):
"""Move camera left."""
# pos_vec = self.get_position_vec()
# trans_matrix = linalg.inv(self.right_matrix())
#
# result = trans_matrix * pos_vec
# self.set_position_vec(result)
rot_m = self.rot_y_matrix(- pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step) * new_vec
result = self.get_position_matrix() * new_vec
self.set_position_vec(result)
def left_x(self):
rot_m = self.rot_y_matrix(- pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
x_pos = pos_list[0][0]
self.set_position(data.Point(x_pos, self.y_pos, self.z_pos))
def left_z(self):
rot_m = self.rot_y_matrix(- pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
z_pos = pos_list[2][0]
self.set_position(data.Point(self.x_pos, self.y_pos, z_pos))
def right(self):
"""Move camera right."""
pos_vec = self.get_position_vec()
trans_matrix = self.right_matrix()
result = trans_matrix * pos_vec
self.set_position_vec(result)
def right_x(self):
"""Move camera right in x axis."""
rot_m = self.rot_y_matrix(pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
x_pos = pos_list[0][0]
self.set_position(data.Point(x_pos, self.y_pos, self.z_pos))
def right_z(self):
"""Move camera right in z axis."""
rot_m = self.rot_y_matrix(pi / 2)
new_vec = rot_m * self.horizontal_view_vec()
new_vec = self.scale_matrix(self.side_step) * new_vec
result = self.get_position_matrix() * new_vec
pos_list = result.tolist()
z_pos = pos_list[2][0]
self.set_position(data.Point(self.x_pos, self.y_pos, z_pos))
def up(self):
"""Move camera up."""
self.y_pos += self.fly_step
def down(self):
"""Move camera down."""
self.y_pos -= self.fly_step
def collision_helper(self):
"""Help camera with in-block collisions."""
self.y_pos += self.helper_step
def set_gravity(self, gravity):
"""Set camera gravitation.
Args:
gravity (bool): enable gravity
"""
self.gravity = gravity