1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606
|
import time
from typing import Any, Optional, Union
import glm
from glm import cos, radians, sin
from moderngl_window.context.base import BaseKeys
from moderngl_window.opengl.projection import Projection3D
from moderngl_window.utils.keymaps import QWERTY, KeyMapFactory
# Direction Definitions
RIGHT = 1
LEFT = 2
FORWARD = 3
BACKWARD = 4
UP = 5
DOWN = 6
# Movement Definitions
STILL = 0
POSITIVE = 1
NEGATIVE = 2
class Camera:
"""Simple camera class containing projection.
.. code:: python
# create a camera
camera = Camera(fov=60.0, aspect_ratio=1.0, near=1.0, far=100.0)
# Get the current camera matrix as numpy array
print(camera.matrix)
# Get projection matrix as numpy array
print(camera.projection.matrix)
"""
def __init__(
self, fov: float = 60.0, aspect_ratio: float = 1.0, near: float = 1.0, far: float = 100.0
):
"""Initialize camera using a specific projection
Keyword Args:
fov (float): Field of view
aspect_ratio (float): Aspect ratio
near (float): Near plane
far (float): Far plane
"""
self.position = glm.vec3(0.0, 0.0, 0.0)
# Default camera placement
self.up = glm.vec3(0.0, 1.0, 0.0)
self.right = glm.vec3(1.0, 0.0, 0.0)
self.dir = glm.vec3(0.0, 0.0, -1.0)
# Yaw and Pitch
self._yaw = -90.0
self._pitch = 0.0
# World up vector
self._up = glm.vec3(0.0, 1.0, 0.0)
# Projection
self._projection = Projection3D(aspect_ratio, fov, near, far)
@property
def projection(self) -> Projection3D:
""":py:class:`~moderngl_window.opengl.projection.Projection3D`: The 3D projection"""
return self._projection
def set_position(self, x: float, y: float, z: float) -> None:
"""Set the 3D position of the camera.
Args:
x (float): x position
y (float): y position
z (float): z position
"""
self.position = glm.vec3(x, y, z)
def set_rotation(self, yaw: float, pitch: float) -> None:
"""Set the rotation of the camera.
Args:
yaw (float): yaw rotation
pitch (float): pitch rotation
"""
self._pitch = pitch
self._yaw = yaw
self._update_yaw_and_pitch()
@property
def yaw(self) -> float:
"""float: The current yaw angle."""
return self._yaw
@yaw.setter
def yaw(self, value: float) -> None:
self._yaw = value
self._update_yaw_and_pitch()
@property
def pitch(self) -> float:
"""float: The current pitch angle."""
return self._pitch
@pitch.setter
def pitch(self, value: float) -> None:
self._pitch = value
self._update_yaw_and_pitch()
@property
def matrix(self) -> glm.mat4:
"""glm.mat4: The current view matrix for the camera"""
self._update_yaw_and_pitch()
return self._gl_look_at(self.position, self.position + self.dir, self._up)
def _update_yaw_and_pitch(self) -> None:
"""Updates the camera vectors based on the current yaw and pitch"""
front = glm.vec3(0.0, 0.0, 0.0)
front.x = cos(radians(self.yaw)) * cos(radians(self.pitch))
front.y = sin(radians(self.pitch))
front.z = sin(radians(self.yaw)) * cos(radians(self.pitch))
self.dir = glm.normalize(front)
self.right = glm.normalize(glm.cross(self.dir, self._up))
self.up = glm.normalize(glm.cross(self.right, self.dir))
def look_at(
self, vec: Optional[glm.vec3] = None, pos: Optional[tuple[float, float, float]] = None
) -> glm.mat4:
"""Look at a specific point
Either ``vec`` or ``pos`` needs to be supplied.
Keyword Args:
vec (glm.vec3): position
pos (tuple/list): list of tuple ``[x, y, x]`` / ``(x, y, x)``
Returns:
glm.mat4x4: Camera matrix
"""
if pos is not None:
vec = glm.vec3(pos)
if vec is None:
raise ValueError("vector or pos must be set")
return self._gl_look_at(self.position, vec, self._up)
def _gl_look_at(self, pos: glm.vec3, target: glm.vec3, up: glm.vec3) -> glm.mat4:
"""The standard lookAt method.
Args:
pos: current position
target: target position to look at
up: direction up
Returns:
glm.mat4: The matrix
"""
z = glm.normalize(pos - target)
x = glm.normalize(glm.cross(glm.normalize(up), z))
y = glm.cross(z, x)
translate = glm.mat4()
translate[3][0] = -pos.x
translate[3][1] = -pos.y
translate[3][2] = -pos.z
rotate = glm.mat4()
rotate[0][0] = x[0] # -- X
rotate[1][0] = x[1]
rotate[2][0] = x[2]
rotate[0][1] = y[0] # -- Y
rotate[1][1] = y[1]
rotate[2][1] = y[2]
rotate[0][2] = z[0] # -- Z
rotate[1][2] = z[1]
rotate[2][2] = z[2]
return rotate * translate
class KeyboardCamera(Camera):
"""Camera controlled by mouse and keyboard.
The class interacts with the key constants in the
built in window types.
Creating a keyboard camera:
.. code:: python
camera = KeyboardCamera(
self.wnd.keys,
fov=75.0,
aspect_ratio=self.wnd.aspect_ratio,
near=0.1,
far=1000.0,
)
We can also interact with the belonging
:py:class:`~moderngl_window.opengl.projection.Projection3D` instance.
.. code:: python
# Update aspect ratio
camera.projection.update(aspect_ratio=1.0)
# Get projection matrix in bytes (f4)
camera.projection.tobytes()
"""
def __init__(
self,
keys: BaseKeys,
keymap: KeyMapFactory = QWERTY,
fov: float = 60.0,
aspect_ratio: float = 1.0,
near: float = 1.0,
far: float = 100.0,
):
"""Initialize the camera
Args:
keys (BaseKeys): The key constants for the current window type
Keyword Args:
keymap (KeyMapFactory) : The keymap to use. By default QWERTY.
fov (float): Field of view
aspect_ratio (float): Aspect ratio
near (float): near plane
far (float): far plane
"""
# Position movement states
self.keys = keys
self.keymap = keymap(keys)
self._xdir = STILL
self._zdir = STILL
self._ydir = STILL
self._last_time = 0.0
self._last_rot_time = 0.0
# Velocity in axis units per second
self._velocity = 10.0
self._mouse_sensitivity = 0.5
super().__init__(fov=fov, aspect_ratio=aspect_ratio, near=near, far=far)
@property
def mouse_sensitivity(self) -> float:
"""float: Mouse sensitivity (rotation speed).
This property can also be set::
camera.mouse_sensitivity = 2.5
"""
return self._mouse_sensitivity
@mouse_sensitivity.setter
def mouse_sensitivity(self, value: float) -> None:
self._mouse_sensitivity = value
@property
def velocity(self) -> float:
"""float: The speed this camera move based on key inputs
The property can also be modified::
camera.velocity = 5.0
"""
return self._velocity
@velocity.setter
def velocity(self, value: float) -> None:
self._velocity = value
def key_input(self, key: str, action: str, modifiers: Any) -> None:
"""Process key inputs and move camera
Args:
key: The key
action: key action release/press
modifiers: key modifier states such as ctrl or shit
"""
# Right
if key == self.keymap.RIGHT:
if action == self.keys.ACTION_PRESS:
self.move_right(True)
elif action == self.keys.ACTION_RELEASE:
self.move_right(False)
# Left
elif key == self.keymap.LEFT:
if action == self.keys.ACTION_PRESS:
self.move_left(True)
elif action == self.keys.ACTION_RELEASE:
self.move_left(False)
# Forward
elif key == self.keymap.FORWARD:
if action == self.keys.ACTION_PRESS:
self.move_forward(True)
if action == self.keys.ACTION_RELEASE:
self.move_forward(False)
# Backwards
elif key == self.keymap.BACKWARD:
if action == self.keys.ACTION_PRESS:
self.move_backward(True)
if action == self.keys.ACTION_RELEASE:
self.move_backward(False)
# DOWN
elif key == self.keymap.DOWN:
if action == self.keys.ACTION_PRESS:
self.move_down(True)
if action == self.keys.ACTION_RELEASE:
self.move_down(False)
# UP
elif key == self.keymap.UP:
if action == self.keys.ACTION_PRESS:
self.move_up(True)
if action == self.keys.ACTION_RELEASE:
self.move_up(False)
def move_left(self, activate: bool) -> None:
"""The camera should be continiously moving to the left.
Args:
activate (bool): Activate or deactivate this state
"""
self.move_state(LEFT, activate)
def move_right(self, activate: bool) -> None:
"""The camera should be continiously moving to the right.
Args:
activate (bool): Activate or deactivate this state
"""
self.move_state(RIGHT, activate)
def move_forward(self, activate: bool) -> None:
"""The camera should be continiously moving forward.
Args:
activate (bool): Activate or deactivate this state
"""
self.move_state(FORWARD, activate)
def move_backward(self, activate: bool) -> None:
"""The camera should be continiously moving backwards.
Args:
activate (bool): Activate or deactivate this state
"""
self.move_state(BACKWARD, activate)
def move_up(self, activate: bool) -> None:
"""The camera should be continiously moving up.
Args:
activate (bool): Activate or deactivate this state
"""
self.move_state(UP, activate)
def move_down(self, activate: bool) -> None:
"""The camera should be continiously moving down.
Args:
activate (bool): Activate or deactivate this state
"""
self.move_state(DOWN, activate)
def move_state(self, direction: int, activate: bool) -> None:
"""Set the camera position move state.
Args:
direction: What direction to update
activate: Start or stop moving in the direction
"""
if direction == RIGHT:
self._xdir = POSITIVE if activate else STILL
elif direction == LEFT:
self._xdir = NEGATIVE if activate else STILL
elif direction == FORWARD:
self._zdir = NEGATIVE if activate else STILL
elif direction == BACKWARD:
self._zdir = POSITIVE if activate else STILL
elif direction == UP:
self._ydir = POSITIVE if activate else STILL
elif direction == DOWN:
self._ydir = NEGATIVE if activate else STILL
def rot_state(self, dx: float, dy: float) -> None:
"""Update the rotation of the camera.
This is done by passing in the relative
mouse movement change on x and y (delta x, delta y).
In the past this method took the viewport position
of the mouse. This does not work well when
mouse exclusivity mode is enabled.
Args:
dx: Relative mouse position change on x
dy: Relative mouse position change on y
"""
now = time.time()
delta = now - self._last_rot_time
self._last_rot_time = now
# Greatly decrease the chance of camera popping.
# This can happen when the mouse enters and leaves the window
# or when getting focus again.
if delta > 0.1 and max(abs(dx), abs(dy)) > 2:
return
dx *= self._mouse_sensitivity
dy *= self._mouse_sensitivity
self._yaw -= dx
self._pitch += dy
if self.pitch > 85.0:
self.pitch = 85.0
if self.pitch < -85.0:
self.pitch = -85.0
self._update_yaw_and_pitch()
@property
def matrix(self) -> glm.mat4:
"""glm.mat4x4: The current view matrix for the camera"""
# Use separate time in camera so we can move it when the demo is paused
now = time.time()
# If the camera has been inactive for a while, a large time delta
# can suddenly move the camera far away from the scene
t = max(now - self._last_time, 0)
self._last_time = now
# X Movement
if self._xdir == POSITIVE:
self.position += self.right * self._velocity * t
elif self._xdir == NEGATIVE:
self.position -= self.right * self._velocity * t
# Z Movement
if self._zdir == NEGATIVE:
self.position += self.dir * self._velocity * t
elif self._zdir == POSITIVE:
self.position -= self.dir * self._velocity * t
# Y Movement
if self._ydir == POSITIVE:
self.position += self.up * self._velocity * t
elif self._ydir == NEGATIVE:
self.position -= self.up * self._velocity * t
return self._gl_look_at(self.position, self.position + self.dir, self._up)
class OrbitCamera(Camera):
"""Camera controlled by the mouse to pan around the target.
The functions :py:function:`~camera.OrbitCamera.rot_state` and
:py:function:`~camera.OrbitCamera.rot_state` are used to update the rotation and zoom.
Creating a orbit camera:
.. code:: python
camera = OrbitCamera(
target=(0., 0., 0.),
radius=2.0
fov=75.0,
aspect_ratio=self.wnd.aspect_ratio,
near=0.1,
far=1000.0,
)
We can also interact with the belonging
:py:class:`~moderngl_window.opengl.projection.Projection3D` instance.
.. code:: python
# Update aspect ratio
camera.projection.update(aspect_ratio=1.0)
# Get projection matrix in bytes (f4)
camera.projection.tobytes()
"""
def __init__(
self,
target: Union[glm.vec3, tuple[float, float, float]] = (0.0, 0.0, 0.0),
radius: float = 2.0,
angles: tuple[float, float] = (45.0, -45.0),
**kwargs: Any,
):
"""Initialize the camera
Keyword Args:
target (float, float, float): Target point
radius (float): Radius
angles (float, float): angle_x and angle_y in degrees
fov (float): Field of view
aspect_ratio (float): Aspect ratio
near (float): near plane
far (float): far plane
"""
# values for orbit camera
self.radius = radius # radius in base units
self.angle_x, self.angle_y = angles # angles in degrees
self.target = glm.vec3(target) # camera target in base units
self.up = glm.vec3(0.0, 1.0, 0.0) # camera up vector
self._mouse_sensitivity = 1.0
self._zoom_sensitivity = 1.0
super().__init__(**kwargs)
@property
def matrix(self) -> glm.mat4:
"""glm.mat4: The current view matrix for the camera"""
# Compute camera (eye) position, calculated from angles and radius.
position = (
cos(radians(self.angle_x)) * sin(radians(self.angle_y)) * self.radius + self.target[0],
cos(radians(self.angle_y)) * self.radius + self.target[1],
sin(radians(self.angle_x)) * sin(radians(self.angle_y)) * self.radius + self.target[2],
)
self.set_position(*position)
return glm.lookAt(
position,
self.target, # what to look at
self.up, # camera up direction (change for rolling the camera)
)
@property
def angle_x(self) -> float:
"""float: camera angle x in degrees.
This property can also be set::
camera.angle_x = 45.
"""
return self._angle_x
@angle_x.setter
def angle_x(self, value: float) -> None:
"""Set camera rotation_x in degrees."""
self._angle_x = value
@property
def angle_y(self) -> float:
"""float: camera angle y in degrees.
This property can also be set::
camera.angle_y = 45.
"""
return self._angle_y
@angle_y.setter
def angle_y(self, value: float) -> None:
"""Set camera rotation_y in degrees."""
self._angle_y = value
@property
def mouse_sensitivity(self) -> float:
"""float: Mouse sensitivity (rotation speed).
This property can also be set::
camera.mouse_sensitivity = 2.5
"""
return self._mouse_sensitivity
@mouse_sensitivity.setter
def mouse_sensitivity(self, value: float) -> None:
self._mouse_sensitivity = value
@property
def zoom_sensitivity(self) -> float:
"""float: Mousewheel zooming sensitivity (zoom speed).
This property can also be set::
camera.zoom_sensitivity = 2.5
"""
return self._zoom_sensitivity
@zoom_sensitivity.setter
def zoom_sensitivity(self, value: float) -> None:
self._zoom_sensitivity = value
def rot_state(self, dx: float, dy: float) -> None:
"""Update the rotation of the camera around the target point.
This is done by passing relative mouse change in the x and y axis (delta x, delta y)
Args:
dx: Relative mouse position change on x axis
dy: Relative mouse position change on y axis
"""
self.angle_x += dx * self.mouse_sensitivity / 10.0
self.angle_y += dy * self.mouse_sensitivity / 10.0
# clamp the y angle to avoid weird rotations
self.angle_y = max(min(self.angle_y, -5.0), -175.0)
def zoom_state(self, y_offset: float) -> None:
# allow zooming in/out
self.radius -= y_offset * self._zoom_sensitivity
self.radius = max(1.0, self.radius)
|