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 int 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. Default value: false.

    public DopplerTrackingEnum DopplerTracking { get; set; }

If not DOPPLER_TRACKING_DISABLED this Camera will simulate the Doppler effect for objects changed in particular _process methods. Default value: DOPPLER_TRACKING_DISABLED.

    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 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 KEEP_WIDTH or 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 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 Transform GetCameraTransform()

Gets the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the Node transform.

    public int GetCullMask()

Getter for CullMask

    public bool GetCullMaskBit(int layer)

    public DopplerTrackingEnum GetDopplerTracking()

Getter for DopplerTracking

    public Environment GetEnvironment()

Getter for Environment

    public float GetFov()

Getter for Fov

    public Godot.Collections.Array GetFrustum()

    public float GetHOffset()

Getter for HOffset

    public KeepAspectEnum GetKeepAspectMode()

Getter for KeepAspect

    public ProjectionEnum GetProjection()

Getter for Projection

    public float GetSize()

Getter for Size

    public float GetVOffset()

Getter for VOffset

    public float GetZfar()

Getter for Far

    public float GetZnear()

Getter for Near

    public bool IsCurrent()

Getter for Current

    public bool IsPositionBehind(Vector3 worldPoint)

Returns 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.

    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)

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

    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.

    public void SetCullMask(int mask)

Setter for CullMask

    public void SetCullMaskBit(int layer, bool enable)

    public void SetCurrent(bool arg0)

Setter for Current

    public void SetDopplerTracking(DopplerTrackingEnum mode)

Setter for DopplerTracking

    public void SetEnvironment(Environment env)

Setter for Environment

    public void SetFov(float arg0)

Setter for Fov

    public void SetHOffset(float ofs)

Setter for HOffset

    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 Y angle in degrees (FOV means Field of View), and the near and far clip planes in worldspace units.

    public void SetProjection(ProjectionEnum arg0)

Setter for Projection

    public void SetSize(float arg0)

Setter for Size

    public void SetVOffset(float ofs)

Setter for VOffset

    public void SetZfar(float arg0)

Setter for Far

    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 Disable 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.
Height 1 Preserves the vertical aspect ratio.

ProjectionEnum

Name Value Description
Perspective 0 Perspective Projection (object’s size on the screen becomes smaller when far away).
Orthogonal 1 Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
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