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

intcull_mask1048575
boolcurrentfalse
DopplerTrackingdoppler_tracking0
Environmentenvironment 
floatfar100.0
floatfov70.0
Vector2frustum_offsetVector2( 0, 0 )
floath_offset0.0
KeepAspectkeep_aspect1
floatnear0.05
Projectionprojection0
floatsize1.0
floatv_offset0.0

Methods

voidclear_current ( bool enable_next=true )
RIDget_camera_rid ( ) const
Transformget_camera_transform ( ) const
boolget_cull_mask_bit ( int layer ) const
Arrayget_frustum ( ) const
boolis_position_behind ( Vector3 world_point ) const
voidmake_current ( )
Vector3project_local_ray_normal ( Vector2 screen_point ) const
Vector3project_position ( Vector2 screen_point, float z_depth ) const
Vector3project_ray_normal ( Vector2 screen_point ) const
Vector3project_ray_origin ( Vector2 screen_point ) const
voidset_cull_mask_bit ( int layer, bool enable )
voidset_frustum ( float size, Vector2 offset, float z_near, float z_far )
voidset_orthogonal ( float size, float z_near, float z_far )
voidset_perspective ( float fov, float z_near, float z_far )
Vector2unproject_position ( Vector3 world_point ) const

Enumerations

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 frustum_offset 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 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).

Property Descriptions

Default1048575
Setterset_cull_mask(value)
Getterget_cull_mask()

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


Defaultfalse
Setterset_current(value)
Getteris_current()

If true, the ancestor Viewport is currently using this camera.


Default0
Setterset_doppler_tracking(value)
Getterget_doppler_tracking()

If not DOPPLER_TRACKING_DISABLED, this camera will simulate the Doppler effect for objects changed in particular _process methods. See DopplerTracking for possible values.


Setterset_environment(value)
Getterget_environment()

The Environment to use for this camera.


Default100.0
Setterset_zfar(value)
Getterget_zfar()

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


Default70.0
Setterset_fov(value)
Getterget_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.


DefaultVector2( 0, 0 )
Setterset_frustum_offset(value)
Getterget_frustum_offset()

The camera’s frustum offset. This can be changed from the default to create “tilted frustum” effects such as Y-shearing.


Default0.0
Setterset_h_offset(value)
Getterget_h_offset()

The horizontal (X) offset of the camera viewport.


Default1
Setterset_keep_aspect_mode(value)
Getterget_keep_aspect_mode()

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


Default0.05
Setterset_znear(value)
Getterget_znear()

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


Default0
Setterset_projection(value)
Getterget_projection()

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


Default1.0
Setterset_size(value)
Getterget_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.


Default0.0
Setterset_v_offset(value)
Getterget_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.


  • RID get_camera_rid ( ) const

Returns the camera’s RID from the VisualServer.


Gets the camera transform. Subclassed cameras such as InterpolatedCamera may provide different transforms than the Node transform.


  • 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.


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.


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 on a plane that is the given z_depth distance into the scene away from the camera.


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.


  • void set_cull_mask_bit ( int layer, bool enable )

Enables or disables the given layer in the cull_mask.


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.


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 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.


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

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.
  2. # `control` is a reference to a node inheriting from Control.
  3. control.visible = not get_viewport().get_camera().is_position_behind(global_transform.origin)
  4. control.rect_position = get_viewport().get_camera().unproject_position(global_transform.origin)