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 [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 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.
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.
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.
Returns how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle.
The culling mask that describes which 3D render layers are rendered by this camera.
If [code]true[/code] the ancestor [Viewport] is currently using this Camera. Default value: [code]false[/code].
If not [code]DOPPLER_TRACKING_DISABLED[/code] this Camera will simulate the Doppler effect for objects changed in particular [code]_process[/code] methods. Default value: [code]DOPPLER_TRACKING_DISABLED[/code].
Set the [Environment] to use for this Camera.
The distance to the far culling boundary for this Camera relative to its local z-axis.
The camera's field of view angle (in degrees). Only applicable in perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/code] sets the other axis' field of view angle.
The horizontal (X) offset of the Camear viewport.
The axis to lock during [member fov]/[member size] adjustments.
The distance to the near culling boundary for this Camera relative to its local z-axis.
The camera's projection mode. In [code]PROJECTION_PERSPECTIVE[/code] mode, objects' z-distance from the camera's local space scales their perceived size.
The camera's size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length.
The horizontal (Y) offset of the Camear viewport.
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).
Preserves the horizontal aspect ratio.
Preserves the vertical aspect ratio.
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]).