Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
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¶
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods¶
void |
clear_current ( bool enable_next=true ) |
get_camera_projection ( ) const |
|
get_camera_rid ( ) const |
|
get_camera_transform ( ) const |
|
get_cull_mask_value ( int layer_number ) const |
|
get_frustum ( ) const |
|
is_position_behind ( Vector3 world_point ) const |
|
is_position_in_frustum ( Vector3 world_point ) const |
|
void |
make_current ( ) |
project_local_ray_normal ( Vector2 screen_point ) const |
|
project_position ( Vector2 screen_point, float z_depth ) const |
|
project_ray_normal ( Vector2 screen_point ) const |
|
project_ray_origin ( Vector2 screen_point ) const |
|
void |
set_cull_mask_value ( int layer_number, |