Camera node, displays from a point of view.
    public class Camera : Spatial

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.

Inheritance Chain

Derived Classes

Constructors

    public Camera()

Properties

    public uint CullMask { get; set; }

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

    public bool Current { get; set; }

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

    public DopplerTrackingEnum DopplerTracking { get; set; }

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

    public Environment Environment { get; set; }

The Environment to use for this camera.

    public float Far { get; set; }

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

    public float Fov { get; set; }

The camera’s field of view angle (in degrees). Only applicable in perspective mode. Since KeepAspect locks one axis, fov sets the other axis’ field of view angle.

    public Vector2 FrustumOffset { get; set; }

    public float HOffset { get; set; }

The horizontal (X) offset of the camera viewport.

    public KeepAspectEnum KeepAspect { get; set; }

The axis to lock during Fov/Size adjustments. Can be either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT].

    public float Near { get; set; }

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

    public ProjectionEnum Projection { get; set; }

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

    public float Size { get; set; }

The camera’s size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since KeepAspect locks on axis, size sets the other axis’ size length.

    public float VOffset { get; set; }

The vertical (Y) offset of the camera viewport.

Methods

    public void ClearCurrent(bool enableNext = true)

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

    public RID GetCameraRid()

Returns the camera’s RID from the VisualServer.

    public Transform GetCameraTransform()

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

    [Obsolete("GetCullMask is deprecated. Use the CullMask property instead.")]
    public uint GetCullMask()

    public bool GetCullMaskBit(int layer)

    [Obsolete("GetDopplerTracking is deprecated. Use the DopplerTracking property instead.")]
    public DopplerTrackingEnum GetDopplerTracking()

Getter for DopplerTracking

    [Obsolete("GetEnvironment is deprecated. Use the Environment property instead.")]
    public Environment GetEnvironment()

Getter for Environment

    [Obsolete("GetFov is deprecated. Use the Fov property instead.")]
    public float GetFov()

Getter for Fov

    public Godot.Collections.Array GetFrustum()

    [Obsolete("GetFrustumOffset is deprecated. Use the FrustumOffset property instead.")]
    public Vector2 GetFrustumOffset()

Getter for FrustumOffset

    [Obsolete("GetHOffset is deprecated. Use the HOffset property instead.")]
    public float GetHOffset()

Getter for HOffset

    [Obsolete("GetKeepAspectMode is deprecated. Use the KeepAspect property instead.")]
    public KeepAspectEnum GetKeepAspectMode()

Getter for KeepAspect

    [Obsolete("GetProjection is deprecated. Use the Projection property instead.")]
    public ProjectionEnum GetProjection()

Getter for Projection

    [Obsolete("GetSize is deprecated. Use the Size property instead.")]
    public float GetSize()

Getter for Size

    [Obsolete("GetVOffset is deprecated. Use the VOffset property instead.")]
    public float GetVOffset()

Getter for VOffset

    [Obsolete("GetZfar is deprecated. Use the Far property instead.")]
    public float GetZfar()

Getter for Far

    [Obsolete("GetZnear is deprecated. Use the Near property instead.")]
    public float GetZnear()

Getter for Near

    [Obsolete("IsCurrent is deprecated. Use the Current property instead.")]
    public bool IsCurrent()

Getter for Current

    public bool IsPositionBehind(Vector3 worldPoint)

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.

    public void MakeCurrent()

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.

    public Vector3 ProjectLocalRayNormal(Vector2 screenPoint)

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.

    public Vector3 ProjectPosition(Vector2 screenPoint, float zDepth = 0f)

Returns the 3D point in worldspace that maps to the given 2D coordinate in the Viewport rectangle on a plane that is the given distance into the scene away from the camera.

    public Vector3 ProjectRayNormal(Vector2 screenPoint)

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.

    public Vector3 ProjectRayOrigin(Vector2 screenPoint)

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.

    [Obsolete("SetCullMask is deprecated. Use the CullMask property instead.")]
    public void SetCullMask(uint mask)

    public void SetCullMaskBit(int layer, bool enable)

    [Obsolete("SetCurrent is deprecated. Use the Current property instead.")]
    public void SetCurrent(bool arg0)

Setter for Current

    [Obsolete("SetDopplerTracking is deprecated. Use the DopplerTracking property instead.")]
    public void SetDopplerTracking(DopplerTrackingEnum mode)

Setter for DopplerTracking

    [Obsolete("SetEnvironment is deprecated. Use the Environment property instead.")]
    public void SetEnvironment(Environment env)

Setter for Environment

    [Obsolete("SetFov is deprecated. Use the Fov property instead.")]
    public void SetFov(float arg0)

Setter for Fov

    public void SetFrustum(float size, Vector2 offset, float zNear, float zFar)

    [Obsolete("SetFrustumOffset is deprecated. Use the FrustumOffset property instead.")]
    public void SetFrustumOffset(Vector2 arg0)

Setter for FrustumOffset

    [Obsolete("SetHOffset is deprecated. Use the HOffset property instead.")]
    public void SetHOffset(float ofs)

Setter for HOffset

    [Obsolete("SetKeepAspectMode is deprecated. Use the KeepAspect property instead.")]
    public void SetKeepAspectMode(KeepAspectEnum mode)

Setter for KeepAspect

    public void SetOrthogonal(float size, float zNear, float zFar)

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)

    public void SetPerspective(float fov, float zNear, float zFar)

Sets the camera projection to perspective mode, by specifying a fov angle in degrees (FOV means Field of View), and the near and far clip planes in world-space units.

    [Obsolete("SetProjection is deprecated. Use the Projection property instead.")]
    public void SetProjection(ProjectionEnum arg0)

Setter for Projection

    [Obsolete("SetSize is deprecated. Use the Size property instead.")]
    public void SetSize(float arg0)

Setter for Size

    [Obsolete("SetVOffset is deprecated. Use the VOffset property instead.")]
    public void SetVOffset(float ofs)

Setter for VOffset

    [Obsolete("SetZfar is deprecated. Use the Far property instead.")]
    public void SetZfar(float arg0)

Setter for Far

    [Obsolete("SetZnear is deprecated. Use the Near property instead.")]
    public void SetZnear(float arg0)

Setter for Near

    public Vector2 UnprojectPosition(Vector3 worldPoint)

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

Inner Types

DopplerTrackingEnum

Name Value Description
Disabled 0 Disables Doppler effect simulation (default).
IdleStep 1 Simulate Doppler effect by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio’s [code]pitch shift[/code]).
PhysicsStep 2 Simulate Doppler effect by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio’s [code]pitch shift[/code]).

KeepAspectEnum

Name Value Description
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.
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.

ProjectionEnum

Name Value Description
Perspective 0 Perspective projection. Objects on the screen becomes smaller when they are far away.
Orthogonal 1 Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
Frustum 2 Frustum projection. This mode allows adjusting [member frustum_offset] to create “tilted frustum” effects.
Tags: