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class_camera
Inherits: Spatial\n\n
Camera node, displays from a point of view.
- Vector3 project_ray_normal ( Vector2 screen_point ) const
- Vector3 project_local_ray_normal ( Vector2 screen_point ) const
- Vector3 project_ray_origin ( Vector2 screen_point ) const
- Vector2 unproject_position ( Vector3 world_point ) const
- Vector3 project_position ( Vector2 screen_point ) const
- void set_perspective ( real fov, real z_near, real z_far )
- void set_orthogonal ( real size, real z_near, real z_far )
- void make_current ( )
- void clear_current ( )
- bool is_current ( ) const
- Transform get_camera_transform ( ) const
- real get_fov ( ) const
- real get_size ( ) const
- real get_zfar ( ) const
- real get_znear ( ) const
- int get_projection ( ) const
- void set_visible_layers ( int mask )
- int get_visible_layers ( ) const
- void look_at ( Vector3 target, Vector3 up )
- void look_at_from_pos ( Vector3 pos, Vector3 target, Vector3 up )
- void set_environment ( Environment env )
- Environment get_environment ( ) const
- void set_use_vertical_aspect ( bool enable )
- bool is_using_vertical_aspect ( ) const
- PROJECTION_PERSPECTIVE = 0 - Perspective Projection (object's size on the screen becomes smaller when far away).
- PROJECTION_ORTHOGONAL = 1 - Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
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 //3D// display capabilities to a viewport, and, without one, a [Scene] registered in that viewport (or higher viewports) can't be displayed.
Return a normal vector in worldspace, that is the result of projecting a point on the viewport rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
Return a 3D position in worldspace, that is the result of projecting a point on the viewport rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
Return how a 3D point in worldpsace maps to a 2D coordinate in the viewport rectangle.
Set the camera projection to perspective mode, by specifying a //FOV// Y angle in degrees (FOV means Field of View), and the //near// and //far// clip planes in worldspace units.
Set the camera projection to orthogonal mode, by specifying a"#10;"#9;"#9;"#9;width and the //near// and //far// clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
- void make_current ( )
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"apos;s added.
- bool is_current ( ) const
Return wether the Camera is the current one in the viewport, or plans to become current (if outside the scene tree).
- Transform get_camera_transform ( ) const
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the node transform.