Camera

    Inherited By: ARVRCamera, , InterpolatedCamera

    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

    ( bool enable_next=true )

    get_camera_rid ( ) const

    get_camera_transform ( ) const

    get_cull_mask_bit ( layer ) const

    Array

    ( ) const

    bool

    ( Vector3 world_point ) const

    void

    ( )

    Vector3

    ( Vector2 screen_point ) const

    project_position ( screen_point, float z_depth ) const

    project_ray_normal ( screen_point ) const

    Vector3

    ( Vector2 screen_point ) const

    void

    ( int layer, enable )

    set_frustum ( size, Vector2 offset, z_near, float z_far )

    void

    ( float size, z_near, float z_far )

    void

    ( float fov, z_near, float z_far )

    unproject_position ( 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_IDLE_STEP = 1 —- Simulate 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).

    Property Descriptions

    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

    false

    Setter

    set_current(value)

    Getter

    is_current()

    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 nodes are present in the scene and only one is current, setting one camera’s to false will cause the other camera to be made current.


    Default

    0

    Setter

    set_doppler_tracking(value)

    Getter

    get_doppler_tracking()

    If not , this camera will simulate the Doppler effect for objects changed in particular _process methods. The Doppler effect is only simulated for nodes that have AudioStreamPlayer3D.doppler_tracking set to a value other than .

    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.


    The to use for this camera.


    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.


    • fov

    Default

    70.0

    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.

    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


    • frustum_offset

    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.


    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.


    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.


    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 and frustum modes. Since keep_aspect locks on axis, size sets the other axis’ size length.


    • v_offset

    Default

    0.0

    Setter

    set_v_offset(value)

    Getter

    get_v_offset()

    The vertical (Y) offset of the camera viewport.

    • void clear_current ( enable_next=true )

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


    • RID get_camera_rid ( ) const

    Returns the camera’s RID from the .


    Returns the transform of the camera plus the vertical () and horizontal (h_offset) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as , InterpolatedCamera and .


    • bool get_cull_mask_bit ( layer ) const

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


    • 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 .


    • 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 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.


    • project_ray_normal ( Vector2 screen_point ) const

    Returns a normal vector in world space, that is the result of projecting a point on the 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 ( 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 ( 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.)


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


    • Vector2 unproject_position ( world_point ) const

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