Camera

    Inherited By: , ClippedCamera,

    Camera node, displays from a point of view.

    Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest Viewport 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 , and, without one, a scene registered in that Viewport (or higher viewports) can’t be displayed.

    Tutorials

    Methods

    voidclear_current ( enable_next=true )
    RID ( ) const
    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, z_depth ) const
    Vector3 ( Vector2 screen_point ) const
    project_ray_origin ( screen_point ) const
    voidset_cull_mask_bit ( layer, bool enable )
    void ( float size, offset, float z_near, z_far )
    voidset_orthogonal ( size, float z_near, z_far )
    voidset_perspective ( fov, float z_near, z_far )
    Vector2 ( Vector3 world_point ) const

    enum Projection:

    • PROJECTION_PERSPECTIVE = 0 —- Perspective projection. Objects on the screen becomes smaller when they are far away.
    • PROJECTION_ORTHOGONAL = 1 —- Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
    • PROJECTION_FRUSTUM = 2 —- Frustum projection. This mode allows adjusting to create “tilted frustum” effects.

    enum KeepAspect:

    • KEEP_WIDTH = 0 —- Preserves the horizontal aspect ratio; also known as Vert- scaling. This is usually the best option for projects running in portrait mode, as taller aspect ratios will benefit from a wider vertical FOV.
    • KEEP_HEIGHT = 1 —- Preserves the vertical aspect ratio; also known as Hor+ scaling. This is usually the best option for projects running in landscape mode, as wider aspect ratios will automatically benefit from a wider horizontal FOV.

    enum DopplerTracking:

    • DOPPLER_TRACKING_DISABLED = 0 —- Disables Doppler effect simulation (default).
    • DOPPLER_TRACKING_PHYSICS_STEP = 2 —- Simulate 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).

    Property Descriptions

    Default1048575
    Setterset_cull_mask(value)
    Getterget_cull_mask()

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


    • current
    Default
    Setterset_current(value)
    Getteris_current()

    If true, the ancestor Viewport is currently using this camera.


    • doppler_tracking
    Default0
    Setterset_doppler_tracking(value)
    Getterget_doppler_tracking()

    If not DOPPLER_TRACKING_DISABLED, this camera will simulate the for objects changed in particular _process methods. See DopplerTracking for possible values.


    • environment

    The Environment to use for this camera.


    • far
    Default100.0
    Setterset_zfar(value)
    Getterget_zfar()

    The distance to the far culling boundary for this camera relative to its local Z axis.


    Default70.0
    Setterset_fov(value)
    Getterget_fov()

    • frustum_offset
    DefaultVector2( 0, 0 )
    Setterset_frustum_offset(value)
    Getterget_frustum_offset()

    The camera’s frustum offset. This can be changed from the default to create “tilted frustum” effects such as Y-shearing.


    • h_offset
    Default0.0
    Setterset_h_offset(value)
    Getterget_h_offset()

    The horizontal (X) offset of the camera viewport.


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


    • near
    Default0.05
    Setterset_znear(value)
    Getterget_znear()

    The distance to the near culling boundary for this camera relative to its local Z axis.


    Default0
    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.


    Default1.0
    Setterset_size(value)
    Getterget_size()

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


    Default0.0
    Setterset_v_offset(value)
    Getterget_v_offset()

    The vertical (Y) offset of the camera viewport.

    If this is the current camera, remove it from being current. If enable_next is true, request to make the next camera current, if any.


    • get_camera_rid ( ) const

    Returns the camera’s RID from the VisualServer.


    • get_camera_transform ( ) const

    Gets the camera transform. Subclassed cameras such as InterpolatedCamera may provide different transforms than the transform.


    • bool get_cull_mask_bit ( layer ) const

    Returns if the given layer in the cull_mask is enabled, false otherwise.


    • get_frustum ( ) const

    • bool is_position_behind ( world_point ) const

    Returns true if the given position is behind the camera.

    Note: A position which returns false 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, z_depth ) const

    Returns the 3D point in worldspace that maps to the given 2D coordinate in the Viewport rectangle on a plane that is the given z_depth distance into the scene away from the camera.


    • project_ray_normal ( Vector2 screen_point ) const

    Returns a normal vector 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.


    • Vector3 project_ray_origin ( screen_point ) const

    Returns a 3D position 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.


    • void set_cull_mask_bit ( layer, bool enable )

    Enables or disables the given layer in the .


    • void set_frustum ( float size, offset, float z_near, z_far )

    Sets the camera projection to frustum mode (see PROJECTION_FRUSTUM), by specifying a size, an offset, and the z_near and z_far clip planes in world-space units.


    • void set_orthogonal ( size, float z_near, z_far )

    Sets the camera projection to orthogonal mode (see PROJECTION_ORTHOGONAL), by specifying a size, and the z_near and z_far clip planes in world-space units. (As a hint, 2D games often use this projection, with values specified in pixels.)


    • void set_perspective ( fov, float z_near, z_far )

    Sets the camera projection to perspective mode (see PROJECTION_PERSPECTIVE), by specifying a fov (field of view) angle in degrees, and the z_near and z_far clip planes in world-space units.


    Note: When using this to position GUI elements over a 3D viewport, use to prevent them from appearing if the 3D point is behind the camera: