Camera node, displays from a point of view.
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 [i]3D[/i] display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
If this is the current Camera, remove it from being current. If it is inside the node tree, request to make the next Camera current, if any.
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform.
Returns the culling mask, describing which 3D render layers are rendered by this Camera.
Returns the [Environment] used by this Camera.
Returns the [i]FOV[/i] Y angle in degrees (FOV means Field of View).
Returns the horizontal (X) offset of the Camera viewport.
Returns the current mode for keeping the aspect ratio. See [code]KEEP_*[/code] constants.
Returns the Camera's projection. See PROJECTION_* constants.
Returns the vertical (Y) offset of the Camera viewport.
Returns the far clip plane in world space units.
Returns the near clip plane in world space units.
Returns [code]true[/code] if the Camera is the current one in the [Viewport], or plans to become current (if outside the scene tree).
Returns [code]true[/code] if the given position is behind the Camera.
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.
Returns how a 2D coordinate in the Viewport rectangle maps to a 3D point in worldspace.
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.
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.
Sets the cull mask, describing which 3D render layers are rendered by this Camera.
Changes Doppler effect tracking. See [code]DOPPLER_*[/code] constants.
Sets the [Environment] to use for this Camera.
Sets the horizontal (X) offset of the Camera viewport.
Sets the mode for keeping the aspect ratio. See [code]KEEP_*[/code] constants.
Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] 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 [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units.
Sets the vertical (Y) offset of the Camera viewport.
Returns how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle.
Perspective Projection (object's size on the screen becomes smaller when far away).
Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
Try to keep the aspect ratio when scaling the Camera's viewport to the screen. If not possible, preserve the viewport's width by changing the height. Height is [code]sizey[/code] for orthographic projection, [code]fovy[/code] for perspective projection.
Try to keep the aspect ratio when scaling the Camera's viewport to the screen. If not possible, preserve the viewport's height by changing the width. Width is [code]sizex[/code] for orthographic projection, [code]fovx[/code] for perspective projection.
Disable Doppler effect simulation (default).
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]).
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]).