Camera

    Inherited By: , ClippedCamera,

    Category: Core

    Camera node, displays from a point of view.

    Properties

    voidclear_current ( enable_next=true )
    Transform ( ) const
    bool ( int layer ) const
    get_frustum ( ) const
    is_position_behind ( world_point ) const
    voidmake_current ( )
    project_local_ray_normal ( screen_point ) const
    Vector3 ( Vector2 screen_point ) const
    project_ray_normal ( screen_point ) const
    Vector3 ( Vector2 screen_point ) const
    void ( int layer, enable )
    voidset_orthogonal ( size, float z_near, z_far )
    voidset_perspective ( fov, float z_near, z_far )
    Vector2 ( Vector3 world_point ) const

    Enumerations

    enum Projection:

    • PROJECTION_PERSPECTIVE = 0 — Perspective Projection (object’s size on the screen becomes smaller when far away).
    • PROJECTION_ORTHOGONAL = 1 — Orthogonal Projection (objects remain the same size on the screen no matter how far away they are; also known as orthographic projection).

    enum KeepAspect:

    • KEEP_WIDTH = 0 — Preserves the horizontal aspect ratio.
    • KEEP_HEIGHT = 1 — Preserves the vertical aspect ratio.

    enum DopplerTracking:

    • DOPPLER_TRACKING_DISABLED = 0 — Disable Doppler effect simulation (default).
    • DOPPLER_TRACKING_PHYSICS_STEP = 2 — Simulate Doppler effect by tracking positions of objects that are changed in _physics_process. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio’s pitch shift).

    Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides 3D display capabilities to a Viewport, and, without one, a scene registered in that (or higher viewports) can’t be displayed.

    Property Descriptions

    Setterset_cull_mask(value)
    Getterget_cull_mask()

    The culling mask that describes which 3D render layers are rendered by this camera.


    • current
    Setterset_current(value)
    Getteris_current()

    If , the ancestor Viewport is currently using this Camera. Default value: false.


    • doppler_tracking

    Setterset_environment(value)
    Getterget_environment()

    The to use for this Camera.


    Setterset_zfar(value)
    Getterget_zfar()

    The distance to the far culling boundary for this Camera relative to its local z-axis.


    • fov
    Setterset_fov(value)
    Getterget_fov()

    The camera’s field of view angle (in degrees). Only applicable in perspective mode. Since keep_aspect locks one axis, fov sets the other axis’ field of view angle.


    • h_offset

    The horizontal (X) offset of the Camera viewport.


    Setterset_keep_aspect_mode(value)
    Getterget_keep_aspect_mode()

    The axis to lock during /size adjustments. Can be either or KEEP_HEIGHT.


    • near
    Setterset_znear(value)
    Getterget_znear()

    The distance to the near culling boundary for this Camera relative to its local z-axis.


    Setterset_projection(value)
    Getterget_projection()

    The camera’s projection mode. In mode, objects’ z-distance from the camera’s local space scales their perceived size.


    The camera’s size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since locks on axis, sets the other axis’ size length.


    Setterset_v_offset(value)
    Getterget_v_offset()

    The vertical (Y) offset of the Camera viewport.

    • void clear_current ( bool enable_next=true )

    • get_camera_transform ( ) const

    Gets the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the Node transform.


    • get_cull_mask_bit ( int layer ) const

    • get_frustum ( ) const

    • bool is_position_behind ( world_point ) const

    Returns true if the given position is behind the Camera. Note that a position which returns may still be outside the Camera’s field of view.


    • void make_current ( )

    Makes this camera the current Camera for the Viewport (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it’s added.


    • project_local_ray_normal ( Vector2 screen_point ) const

    Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.


    • project_position ( Vector2 screen_point ) const

    Returns the 3D point in worldspace that maps to the given 2D coordinate in the rectangle.


    • Vector3 project_ray_normal ( screen_point ) const

    Returns a normal vector in worldspace, that is the result of projecting a point on the Viewport rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.


    • project_ray_origin ( Vector2 screen_point ) const

    Returns a 3D position in worldspace, that is the result of projecting a point on the rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.


    • void set_cull_mask_bit ( int layer, enable )

    • void set_orthogonal ( float size, z_near, float z_far )

    Sets the camera projection to orthogonal mode, by specifying a width and the near and far clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)


    Sets the camera projection to perspective mode, by specifying a FOV Y angle in degrees (FOV means Field of View), and the near and far clip planes in worldspace units.


    • unproject_position ( Vector3 world_point ) const