Inherited By: InterpolatedCamera
Camera node, displays from a point of view.
- PROJECTION_PERSPECTIVE = 0 — Perspective Projection (object’s size on the screen becomes smaller when far away).
- PROJECTION_ORTHOGONAL = 1 — Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
- KEEP_WIDTH = 0
- KEEP_HEIGHT = 1
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.
Member Function Description¶
- void clear_current ( )
- Transform get_camera_transform ( ) const
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the Node transform.
- Environment get_environment ( ) const
- float get_fov ( ) const
- float get_h_offset ( ) const
- int get_keep_aspect_mode ( ) const
- int get_projection ( ) const
- float get_size ( ) const
- float get_v_offset ( ) const
- int get_visible_layers ( ) const
- float get_zfar ( ) const
- float get_znear ( ) const
- bool is_current ( ) const
Return whether the Camera is the current one in the Viewport, or plans to become current (if outside the scene tree).
- void make_current ( )
Make 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.
Return 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.
Return 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_environment ( Environment env )
- void set_h_offset ( float ofs )
- void set_keep_aspect_mode ( int mode )
Set 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)
Set 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.
- void set_v_offset ( float ofs )
- void set_visible_layers ( int mask )
Return how a 3D point in worldspace maps to a 2D coordinate in the Viewport rectangle.