Class Camera3D
Camera node, displays from a point of view.
- Inheritance
-
Camera3D
- Derived
Remarks
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.
See Also
Properties
attributes
The CameraAttributes to use for this camera.
var attributes : CameraAttributes
Property Value
Remarks
- void set_attributes(CameraAttributes value)
- CameraAttributes get_attributes
compositor
The Compositor to use for this camera.
var compositor : Compositor
Property Value
Remarks
- void set_compositor(Compositor value)
- Compositor get_compositor
cull_mask
The culling mask that describes which 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 Camera3D.get_cull_mask_value and Camera3D.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 gi_mode to GeometryInstance3D.GI_MODE_DISABLED for meshes and light_bake_mode to Light3D.BAKE_DISABLED for lights to exclude them from global illumination.
var cull_mask : int = 1048575
Property Value
Remarks
current
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.
var current : bool = false
Property Value
Remarks
doppler_tracking
If not Camera3D.DOPPLER_TRACKING_DISABLED, this camera will simulate the Doppler effect for objects changed in particular _process
methods. See DopplerTracking for possible values.
var doppler_tracking : int = 0
Property Value
Remarks
environment
The Environment to use for this camera.
var environment : Environment
Property Value
Remarks
- void set_environment(Environment value)
- Environment get_environment
far
The distance to the far culling boundary for this camera relative to its local Z axis. Higher values allow the camera to see further away, while decreasing far can improve performance if it results in objects being partially or fully culled.
var far : float = 4000.0
Property Value
Remarks
fov
The camera's field of view angle (in degrees). Only applicable in perspective mode. Since keep_aspect locks one axis, fov sets the other axis' field of view angle.
For reference, the default vertical field of view value (75.0
) is equivalent to a horizontal FOV of:
~91.31 degrees in a 4:3 viewport
~101.67 degrees in a 16:10 viewport
~107.51 degrees in a 16:9 viewport
~121.63 degrees in a 21:9 viewport
var fov : float = 75.0
Property Value
Remarks
frustum_offset
The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as Y-shearing.
Note: Only effective if projection is Camera3D.PROJECTION_FRUSTUM.
var frustum_offset : Vector2 = Vector2(0, 0)
Property Value
Remarks
h_offset
The horizontal (X) offset of the camera viewport.
var h_offset : float = 0.0
Property Value
Remarks
keep_aspect
The axis to lock during fov/size adjustments. Can be either Camera3D.KEEP_WIDTH or Camera3D.KEEP_HEIGHT.
var keep_aspect : int = 1
Property Value
Remarks
near
The distance to the near culling boundary for this camera relative to its local Z axis. Lower values allow the camera to see objects more up close to its origin, at the cost of lower precision across the entire range. Values lower than the default can lead to increased Z-fighting.
var near : float = 0.05
Property Value
Remarks
projection
The camera's projection mode. In Camera3D.PROJECTION_PERSPECTIVE mode, objects' Z distance from the camera's local space scales their perceived size.
var projection : int = 0
Property Value
Remarks
size
The camera's size in meters measured as the diameter of the width or height, depending on keep_aspect. Only applicable in orthogonal and frustum modes.
var size : float = 1.0
Property Value
Remarks
v_offset
The vertical (Y) offset of the camera viewport.
var v_offset : float = 0.0
Property Value
Remarks
Methods
clear_current(bool)
If this is the current camera, remove it from being current. If enable_next
is true
, request to make the next camera current, if any.
void clear_current(bool enable_next)
Parameters
enable_next
bool
get_camera_projection
Qualifiers: const
Returns the projection matrix that this camera uses to render to its associated viewport. The camera must be part of the scene tree to function.
Projection get_camera_projection
get_camera_rid
Qualifiers: const
Returns the camera's RID from the RenderingServer.
RID get_camera_rid
get_camera_transform
Qualifiers: const
Returns the transform of the camera plus the vertical (v_offset) and horizontal (h_offset) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as XRCamera3D.
Transform3D get_camera_transform
get_cull_mask_value(int)
Qualifiers: const
Returns whether or not the specified layer of the cull_mask is enabled, given a layer_number
between 1 and 20.
bool get_cull_mask_value(int layer_number)
Parameters
layer_number
int
get_frustum
Qualifiers: const
Returns the camera's frustum planes in world space units as an array of Planes in the following order: near, far, left, top, right, bottom. Not to be confused with frustum_offset.
Plane[] get_frustum
get_pyramid_shape_rid
Returns the RID of a pyramid shape encompassing the camera's view frustum, ignoring the camera's near plane. The tip of the pyramid represents the position of the camera.
RID get_pyramid_shape_rid
is_position_behind(Vector3)
Qualifiers: const
Returns true
if the given position is behind the camera (the blue part of the linked diagram). See this diagram for an overview of position query methods.
Note: A position which returns false
may still be outside the camera's field of view.
bool is_position_behind(Vector3 world_point)
Parameters
world_point
Vector3
is_position_in_frustum(Vector3)
Qualifiers: const
Returns true
if the given position is inside the camera's frustum (the green part of the linked diagram). See this diagram for an overview of position query methods.
bool is_position_in_frustum(Vector3 world_point)
Parameters
world_point
Vector3
make_current
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.
void make_current
project_local_ray_normal(Vector2)
Qualifiers: const
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.
Vector3 project_local_ray_normal(Vector2 screen_point)
Parameters
screen_point
Vector2
project_position(Vector2, float)
Qualifiers: const
Returns the 3D point in world space that maps to the given 2D coordinate in the Viewport rectangle on a plane that is the given z_depth
distance into the scene away from the camera.
Vector3 project_position(Vector2 screen_point, float z_depth)
Parameters
project_ray_normal(Vector2)
Qualifiers: const
Returns a normal vector in world space, that is the result of projecting a point on the Viewport rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
Vector3 project_ray_normal(Vector2 screen_point)
Parameters
screen_point
Vector2
project_ray_origin(Vector2)
Qualifiers: const
Returns a 3D position in world space, that is the result of projecting a point on the Viewport rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
Vector3 project_ray_origin(Vector2 screen_point)
Parameters
screen_point
Vector2
set_cull_mask_value(int, bool)
Based on value
, enables or disables the specified layer in the cull_mask, given a layer_number
between 1 and 20.
void set_cull_mask_value(int layer_number, bool value)
Parameters
set_frustum(float, Vector2, float, float)
Sets the camera projection to frustum mode (see Camera3D.PROJECTION_FRUSTUM), by specifying a size
, an offset
, and the z_near
and z_far
clip planes in world space units. See also frustum_offset.
void set_frustum(float size, Vector2 offset, float z_near, float z_far)
Parameters
set_orthogonal(float, float, float)
Sets the camera projection to orthogonal mode (see Camera3D.PROJECTION_ORTHOGONAL), by specifying a size
, and the z_near
and z_far
clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
void set_orthogonal(float size, float z_near, float z_far)
Parameters
set_perspective(float, float, float)
Sets the camera projection to perspective mode (see Camera3D.PROJECTION_PERSPECTIVE), by specifying a fov
(field of view) angle in degrees, and the z_near
and z_far
clip planes in world space units.
void set_perspective(float fov, float z_near, float z_far)
Parameters
unproject_position(Vector3)
Qualifiers: const
Returns the 2D coordinate in the Viewport rectangle that maps to the given 3D point in world space.
Note: When using this to position GUI elements over a 3D viewport, use Camera3D.is_position_behind to prevent them from appearing if the 3D point is behind the camera:
# This code block is part of a script that inherits from Node3D.
# `control` is a reference to a node inheriting from Control.
control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin)
control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
Vector2 unproject_position(Vector3 world_point)
Parameters
world_point
Vector3