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reduz edited this page Feb 23, 2014 · 12 revisions

Camera

Inherits: Spatial\n\n

Brief Description

Camera node, displays from a point of view.

Member Functions

Numeric Constants

  • 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).

Description

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.

Member Function Description

  • Vector3 project_ray_normal ( Vector2 screen_point ) const \ 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.
  • Vector3 project_ray_origin ( Vector2 screen_point ) const \ 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.
  • void set_perspective ( real fov, real z_near, real z_far ) \ 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.
  • void set_orthogonal ( real size, real z_near, real z_far ) \ 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.
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