File: ShaderFlow/Modules/Camera.py
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ShaderFlow.Modules.Camera ¶
The Camera requires some prior knowledge of a fun piece of math called Quaternions.
They are 4D complex numbers that perfectly represents rotations in 3D space without the need of 3D rotation matrices (which are ugly!)*, and are pretty intuitive to use.
Great resources for understanding Quaternions:
• "Quaternions and 3d rotation, explained interactively" by @3blue1brown - https://www.youtube.com/watch?v=d4EgbgTm0Bg
• "Visualizing quaternions (4d numbers) with stereographic projection" by @3blue1brown - https://www.youtube.com/watch?v=zjMuIxRvygQ
• "Visualizing quaternion, an explorable video series" by Ben Eater and @3blue1brown - https://eater.net/quaternions
Useful resources on Linear Algebra and Coordinate Systems:
• "The Essence of Linear Algebra" by @3blue1brown - https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab
• "here, have a coordinate system chart~" by @FreyaHolmer - https://twitter.com/FreyaHolmer/status/1325556229410861056
GlobalBasis ¶
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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CameraProjection ¶
Bases: BrokenEnum
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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Perspective ¶
Perspective = 0
Project from a Plane A at the position to a Plane B at a distance of one - The plane is always perpendicular to the camera's direction - Plane A is multiplied by isometric, Plane B by Zoom
VirtualReality ¶
VirtualReality = 1
Two halves of the screen, one for each eye, with a separation between them
Equirectangular ¶
Equirectangular = 2
The 360° videos of platforms like YouTube, it's a simples sphere projected to the screen where X defines the azimuth and Y the inclination, ranging such that they sweep the sphere
CameraMode ¶
Bases: BrokenEnum
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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Algebra ¶
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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quaternion ¶
quaternion(axis: Vector3D, angle: Degrees) -> Quaternion
Builds a quaternion that represents an rotation around an axis for an angle
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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rotate_vector ¶
rotate_vector(vector: Vector3D, R: Quaternion) -> Vector3D
Applies a Quaternion rotation to a vector
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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angle ¶
Returns the angle between two vectors by the linear algebra formula: • Theta(A, B) = arccos( (A·B) / (|A|*|B|) ) • Safe for zero vector norm divisions • Clips the arccos domain to [-1, 1] to avoid NaNs
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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unit_vector ¶
Returns the unit vector of a given vector, safely
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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safe ¶
safe(
*vector: Union[numpy.ndarray, tuple[float], float, int],
dimensions: int = 3,
dtype: numpy.dtype = _dtype
) -> numpy.ndarray
Returns a safe numpy array from a given vector, with the correct dimensions and dtype
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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ShaderCamera ¶
Bases: ShaderModule
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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build ¶
build()
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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pipeline ¶
pipeline() -> Iterable[ShaderVariable]
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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includes ¶
includes() -> Iterable[str]
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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move ¶
move(*direction: Vector3D, absolute: bool = False) -> Self
Move the camera in a direction relative to the camera's position
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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rotate ¶
rotate(
direction: Vector3D = GlobalBasis.Null,
angle: Degrees = 0.0,
) -> Self
Adds a cumulative rotation to the camera. Use "look" for absolute rotation
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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rotate2d ¶
rotate2d(angle: Degrees = 0.0) -> Self
Aligns the UP vector rotated on FORWARD direction. Same math angle on a cartesian plane
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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align ¶
Rotate the camera as if we were to align these two vectors
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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look ¶
look(*target: Vector3D) -> Self
Rotate the camera to look at some target point
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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update ¶
update()
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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apply_zoom ¶
apply_zoom(value: float) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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handle ¶
handle(message: ShaderMessage)
Source code in Projects/ShaderFlow/ShaderFlow/Modules/Camera.py
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