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.
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Camera3D¶
Inherits: Node3D < Node < Object
Inherited By: XRCamera3D
Camera node, displays from a point of view.
Description¶
Camera3D 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¶
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Methods¶
void |
clear_current ( bool enable_next=true ) |
get_camera_projection ( ) const |
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get_camera_rid ( ) const |
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get_camera_transform ( ) const |
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get_cull_mask_value ( int layer_number ) const |
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get_frustum ( ) const |
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is_position_behind ( Vector3 world_point ) const |
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is_position_in_frustum ( Vector3 world_point ) const |
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void |
make_current ( ) |
project_local_ray_normal ( Vector2 screen_point ) const |
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project_position ( Vector2 screen_point, float z_depth ) const |
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project_ray_normal ( Vector2 screen_point ) const |
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project_ray_origin ( Vector2 screen_point ) const |
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void |
set_cull_mask_value ( int layer_number, bool value ) |
void |
set_frustum ( float size, Vector2 offset, float z_near, float z_far ) |
void |
set_orthogonal ( float size, float z_near, float z_far ) |
void |
set_perspective ( float fov, float z_near, float z_far ) |
unproject_position ( Vector3 world_point ) const |
Enumerations¶
enum ProjectionType:
ProjectionType PROJECTION_PERSPECTIVE = 0
Perspective projection. Objects on the screen becomes smaller when they are far away.
ProjectionType 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.
ProjectionType PROJECTION_FRUSTUM = 2
Frustum projection. This mode allows adjusting frustum_offset to create "tilted frustum" effects.
enum KeepAspect:
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.
KeepAspect 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:
DopplerTracking DOPPLER_TRACKING_DISABLED = 0
Disables Doppler effect simulation (default).
DopplerTracking 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).
DopplerTracking 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¶
CameraAttributes attributes
void set_attributes ( CameraAttributes value )
CameraAttributes get_attributes ( )
The CameraAttributes to use for this camera.
int cull_mask = 1048575
The culling mask that describes which VisualInstance3D.layers are rendered by this camera. By default, all 20 user-visible layers are rendered.
Note: Since the cull_mask allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting cull_mask using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
To adjust cull_mask more easily using a script, use get_cull_mask_value and set_cull_mask_value.
Note: VoxelGI, SDFGI and LightmapGI will always take all layers into account to determine what contributes to global illumination. If this is an issue, set GeometryInstance3D.gi_mode to GeometryInstance3D.GI_MODE_DISABLED for meshes and Light3D.light_bake_mode to Light3D.BAKE_DISABLED for lights to exclude them from global illumination.
bool current = false
If true
, the ancestor Viewport is currently using this camera.
If multiple cameras are in the scene, one will always be made current. For example, if two Camera3D 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 = 0
void set_doppler_tracking ( DopplerTrackin