Camera node, displays from a point of view.
|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|
_process. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio’s
_physics_process. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio’s
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.
The culling mask that describes which 3D render layers are rendered by this camera.
true, the ancestor Viewport is currently using this Camera. Default value:
The Environment to use for this Camera.
The distance to the far culling boundary for this Camera relative to its local z-axis.
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.
The horizontal (X) offset of the Camera viewport.
The distance to the near culling boundary for this Camera relative to its local z-axis.
The camera’s projection mode. In PROJECTION_PERSPECTIVE 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 keep_aspect locks on axis,
size sets the other axis’ size length.
The vertical (Y) offset of the Camera viewport.
If this is the current Camera, remove it from being current. If
true, request to make the next Camera current, if any.
Gets the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the Node transform.
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.
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.
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.
Returns the 3D point in worldspace that maps to the given 2D coordinate in the Viewport rectangle.
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.
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.
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.
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.