Camera

Inherits: Spatial < Node < Object Inherited By: ARVRCamera, ClippedCamera, InterpolatedCamera Camera node, displays from a point of view.

Description

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

  • Third Person Shooter Demo

    Properties

    Methods

    Enumerations

    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 frustum_offset to create “tilted frustum” effects.

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.

DopplerTracking:

  • DOPPLER_TRACKING_DISABLED = 0 —- Disables 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 AudioStreamPlayer3D.pitch_scale).
  • 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

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

  • bool current true, the ancestor Viewport is currently using this camera. 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 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 Environment to use for this camera.

  • float far The distance to the far culling boundary for this camera relative to its local Z axis.

  • float fov keep_aspect locks one axis, fov sets the other axis’ field of view angle. 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 Y-shearing.

  • float h_offset The horizontal (X) offset of the camera viewport.

  • KeepAspect keep_aspect fov/size adjustments. Can be either KEEP_WIDTH or KEEP_HEIGHT.

  • float near The distance to the near culling boundary for this camera relative to its local Z axis.

  • Projection projection PROJECTION_PERSPECTIVE mode, objects’ Z distance from the camera’s local space scales their perceived size.

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

  • float v_offset The vertical (Y) offset of the camera viewport.

    Method Descriptions

  • clear_current ( bool enable_next=true ) enable_next is true, request to make the next camera current, if any.

  • RID get_camera_rid ( ) const VisualServer.

  • Transform get_camera_transform ( ) const 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 true if the given layer in the cull_mask is enabled, false otherwise.

  • Array get_frustum ( ) const 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 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.

  • make_current ( ) 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 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 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 Viewport rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.

  • set_cull_mask_bit ( int layer, bool enable ) layer in the cull_mask.

  • set_frustum ( float size, Vector2 offset, float z_near, float z_far ) PROJECTION_FRUSTUM), by specifying a size, an offset, and the z_near and z_far clip planes in world space units.

  • set_orthogonal ( float size, float z_near, float z_far ) 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.)

  • set_perspective ( float fov, float z_near, float z_far ) 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 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:
    1. # 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)