Camera¶
Inherits: Spatial < Node < Object
Inherited By: ARVRCamera, ClippedCamera, InterpolatedCamera
Camera node, displays from a point of view.
Description¶
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 Viewport, and, without one, a scene registered in that Viewport (or higher viewports) can't be displayed.
Tutorials¶
Properties¶
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Methods¶
void |
clear_current ( bool enable_next=true ) |
get_camera_rid ( ) const |
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get_camera_transform ( ) const |
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get_cull_mask_bit ( int layer ) const |
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get_frustum ( ) const |
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is_position_behind ( Vector3 world_point ) const |
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void |
make_current ( ) |
project_local_ray_normal ( Vector2 screen_point ) const |
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project_position ( Vector2 screen_point, float z_depth ) const |
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project_ray_normal ( Vector2 screen_point ) const |
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project_ray_origin ( Vector2 screen_point ) const |
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void |
set_cull_mask_bit ( int layer, bool enable ) |
void |
set_frustum ( float size, Vector2 offset, float z_near, float z_far ) |
void |
set_orthogonal ( float size, float z_near, float z_far ) |
void |
set_perspective ( float fov, float z_near, float z_far ) |
unproject_position ( Vector3 world_point ) const |
Enumerations¶
enum Projection:
Projection PROJECTION_PERSPECTIVE = 0
Perspective projection. Objects on the screen becomes smaller when they are far away.
Projection 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 PROJECTION_FRUSTUM = 2
Frustum projection. This mode allows adjusting frustum_offset to create "tilted frustum" effects.
enum KeepAspect:
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.
KeepAspect 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:
DopplerTracking DOPPLER_TRACKING_DISABLED = 0
Disables Doppler effect simulation (default).
DopplerTracking DOPPLER_TRACKING_IDLE_STEP = 1
Simulate Doppler effect by tracking positions of objects that are changed in _process
. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's AudioStreamPlayer3D.pitch_scale).
DopplerTracking 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 AudioStreamPlayer3D.pitch_scale).
Property Descriptions¶
bool affect_lod = true
If true
, the camera will be used to calculate the level of detail in LOD nodes.
Objects further from the camera will select lower levels of detail than those closer to the camera.
Note: This property has no effect if projection is set to PROJECTION_ORTHOGONAL.
int cull_mask = 1048575
The culling mask that describes which 3D render layers are rendered by this camera.
bool current = false
If true
, the ancestor Viewport is currently using this camera.
If multiple cameras are in the scene, one will always be made current. For example, if two Camera nodes are present in the scene and only one is current, setting one camera's current to false
will cause the other camera to be made current.
DopplerTracking doppler_tracking = 0
void set_doppler_tracking ( DopplerTracking value )
DopplerTracking get_doppler_tracking ( )
If not DOPPLER_TRACKING_DISABLED, this camera will simulate the Doppler effect for objects changed in particular _process
methods. The Doppler effect is only simulated for AudioStreamPlayer3D nodes that have AudioStreamPlayer3D.doppler_tracking set to a value other than AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED.
Note: To toggle the Doppler effect preview in the editor, use the Perspective menu in the top-left corner of the 3D viewport and toggle Enable Doppler.
Environment environment
void set_environment ( Environment value )
Environment get_environment ( )
The Environment to use for this camera.
float far = 100.0
The distance to the far culling boundary for this camera relative to its local Z axis.
float fov = 70.0
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.
For reference, the default vertical field of view value (70.0
) is equivalent to a horizontal FOV of:
~86.07 degrees in a 4:3 viewport
~96.50 degrees in a 16:10 viewport
~102.45 degrees in a 16:9 viewport
~117.06 degrees in a 21:9 viewport
Vector2 frustum_offset = Vector2( 0, 0 )
The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as Y-shearing.
Note: Only effective if projection is PROJECTION_FRUSTUM.
float h_offset = 0.0
The horizontal (X) offset of the camera viewport.
KeepAspect keep_aspect = 1
void set_keep_aspect_mode ( KeepAspect value )
KeepAspect get_keep_aspect_mode ( )
The axis to lock during fov/size adjustments. Can be either KEEP_WIDTH or KEEP_HEIGHT.
float near = 0.05
The distance to the near culling boundary for this camera relative to its local Z axis.
Projection projection = 0
void set_projection ( Projection value )
Projection get_projection ( )
The camera's projection mode. In PROJECTION_PERSPECTIVE mode, objects' Z distance from the camera's local space scales their perceived size.
float size = 1.0
The camera's size in meters measured as the diameter of the width or height, depending on keep_aspect. Only applicable in orthogonal and frustum modes.
float v_offset = 0.0
The vertical (Y) offset of the camera viewport.
Method Descriptions¶
void clear_current ( bool enable_next=true )
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.
RID get_camera_rid ( ) const
Returns the camera's RID from the VisualServer.
Transform get_camera_transform ( ) const
Returns the transform of the camera plus the vertical (v_offset) and horizontal (h_offset) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as ClippedCamera, InterpolatedCamera and ARVRCamera.
bool get_cull_mask_bit ( int layer ) const
Returns true
if the given layer
in the cull_mask is enabled, false
otherwise.
Array get_frustum ( ) const
Returns the camera's frustum planes in world space units as an array of Planes in the following order: near, far, left, top, right, bottom. Not to be confused with frustum_offset.
bool is_position_behind ( Vector3 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.
Vector3 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.
Vector3 project_position ( Vector2 screen_point, float z_depth ) const
Returns the 3D point in world space 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.
Vector3 project_ray_normal ( Vector2 screen_point ) const
Returns a normal vector in world space, that is the result of projecting a point on the Viewport rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
Vector3 project_ray_origin ( Vector2 screen_point ) const
Returns a 3D position in world space, that is the result of projecting a point on the Viewport rectangle by the inverse 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, bool enable )
Enables or disables the given layer
in the cull_mask.
void set_frustum ( float size, Vector2 offset, float z_near, float 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. See also frustum_offset.
void set_orthogonal ( float size, float z_near, float 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 ( float fov, float z_near, float 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.
Vector2 unproject_position ( Vector3 world_point ) const
Returns the 2D coordinate in the Viewport rectangle that maps to the given 3D point in world space.
Note: When using this to position GUI elements over a 3D viewport, use is_position_behind to prevent them from appearing if the 3D point is behind the camera:
# This code block is part of a script that inherits from Spatial.
# `control` is a reference to a node inheriting from Control.
control.visible = not get_viewport().get_camera().is_position_behind(global_transform.origin)
control.rect_position = get_viewport().get_camera().unproject_position(global_transform.origin)