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
void | clear_current ( enable_next=true ) |
RID | ( ) const |
Transform | ( ) const |
bool | ( int layer ) const |
get_frustum ( ) const | |
is_position_behind ( world_point ) const | |
void | make_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 | |
void | set_cull_mask_bit ( layer, bool enable ) |
void | ( float size, offset, float z_near, z_far ) |
void | set_orthogonal ( size, float z_near, z_far ) |
void | set_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’spitch shift
).
Property Descriptions
- int cull_mask
Default | 1048575 |
Setter | set_cull_mask(value) |
Getter | get_cull_mask() |
The culling mask that describes which 3D render layers are rendered by this camera.
- current
Default | |
Setter | set_current(value) |
Getter | is_current() |
If true
, the ancestor Viewport is currently using this camera.
- doppler_tracking
Default | 0 |
Setter | set_doppler_tracking(value) |
Getter | get_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
Default | 100.0 |
Setter | set_zfar(value) |
Getter | get_zfar() |
The distance to the far culling boundary for this camera relative to its local Z axis.
- float fov
Default | 70.0 |
Setter | set_fov(value) |
Getter | get_fov() |
- frustum_offset
Default | Vector2( 0, 0 ) |
Setter | set_frustum_offset(value) |
Getter | get_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
Default | 0.0 |
Setter | set_h_offset(value) |
Getter | get_h_offset() |
The horizontal (X) offset of the camera viewport.
- KeepAspect keep_aspect
The axis to lock during /size adjustments. Can be either or KEEP_HEIGHT.
- near
Default | 0.05 |
Setter | set_znear(value) |
Getter | get_znear() |
The distance to the near culling boundary for this camera relative to its local Z axis.
- Projection projection
Default | 0 |
Setter | set_projection(value) |
Getter | get_projection() |
The camera’s projection mode. In mode, objects’ Z distance from the camera’s local space scales their perceived size.
- float size
Default | 1.0 |
Setter | set_size(value) |
Getter | get_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.
- float v_offset
Default | 0.0 |
Setter | set_v_offset(value) |
Getter | get_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 .
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: