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/Godot 3.1

Camera

Inherits: Spatial < Node < Object

Inherited By: ARVRCamera, ClippedCamera, InterpolatedCamera

Category: Core

Brief Description

Camera node, displays from a point of view.

Properties

int cull_mask
bool current
DopplerTracking doppler_tracking
Environment environment
float far
float fov
float h_offset
KeepAspect keep_aspect
float near
Projection projection
float size
float v_offset

Methods

void clear_current ( bool enable_next=true )
Transform get_camera_transform ( ) const
bool get_cull_mask_bit ( int layer ) const
Array get_frustum ( ) const
bool is_position_behind ( Vector3 world_point ) const
void make_current ( )
Vector3 project_local_ray_normal ( Vector2 screen_point ) const
Vector3 project_position ( Vector2 screen_point ) const
Vector3 project_ray_normal ( Vector2 screen_point ) const
Vector3 project_ray_origin ( Vector2 screen_point ) const
void set_cull_mask_bit ( int layer, bool enable )
void set_orthogonal ( float size, float z_near, float z_far )
void set_perspective ( float fov, float z_near, float z_far )
Vector2 unproject_position ( 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_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 pitch shift).
  • 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).

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.

Property Descriptions

int cull_mask

Setter set_cull_mask(value)
Getter get_cull_mask()

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

bool current

Setter set_current(value)
Getter is_current()

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

DopplerTracking doppler_tracking

Setter set_doppler_tracking(value)
Getter get_doppler_tracking()

If not DOPPLER_TRACKING_DISABLED this Camera will simulate the Doppler effect for objects changed in particular _process methods. Default value: DOPPLER_TRACKING_DISABLED.

Environment environment

Setter set_environment(value)
Getter get_environment()

The Environment to use for this Camera.

float far

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

Setter set_fov(value)
Getter get_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.

float h_offset

Setter set_h_offset(value)
Getter get_h_offset()

The horizontal (X) offset of the Camera viewport.

KeepAspect keep_aspect

Setter set_keep_aspect_mode(value)
Getter get_keep_aspect_mode()

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

float near

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

Setter set_projection(value)
Getter 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

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 keep_aspect locks on axis, size sets the other axis’ size length.

float v_offset

Setter set_v_offset(value)
Getter get_v_offset()

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.

Transform get_camera_transform ( ) const

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

bool get_cull_mask_bit ( int layer ) const

Array get_frustum ( ) const

bool is_position_behind ( Vector3 world_point ) const

Returns true if the given position is behind the Camera. Note that 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 ) const

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

Vector3 project_ray_normal ( Vector2 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.

Vector3 project_ray_origin ( Vector2 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 ( int layer, bool enable )

void set_orthogonal ( float size, float 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)

void set_perspective ( float fov, float z_near, float z_far )

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.

Vector2 unproject_position ( Vector3 world_point ) const

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

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_camera.html