Class Camera3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
public class Camera3D : Node3D, IDisposable
- Inheritance
-
Camera3D
- Implements
- Derived
- Inherited Members
Constructors
Camera3D()
public Camera3D()
Properties
Attributes
The CameraAttributes to use for this camera.
public CameraAttributes Attributes { get; set; }
Property Value
CullMask
The culling mask that describes which Layers are rendered by this camera. By default, all 20 user-visible layers are rendered.
Note: Since the CullMask 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 CullMask using a script allows you to toggle those reserved layers, which can be useful for editor plugins.
To adjust CullMask more easily using a script, use GetCullMaskValue(int) and SetCullMaskValue(int, bool).
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 GIMode to Disabled for meshes and LightBakeMode to Disabled for lights to exclude them from global illumination.
public uint CullMask { get; set; }
Property Value
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.
public bool Current { get; set; }
Property Value
DopplerTracking
If not Disabled, this camera will simulate the Doppler effect for objects changed in particular _process
methods. See Camera3D.DopplerTrackingEnum for possible values.
public Camera3D.DopplerTrackingEnum DopplerTracking { get; set; }
Property Value
Environment
The Environment to use for this camera.
public Environment Environment { get; set; }
Property Value
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.
public float Far { get; set; }
Property Value
Fov
The camera's field of view angle (in degrees). Only applicable in perspective mode. Since KeepAspect 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
public float Fov { get; set; }
Property Value
FrustumOffset
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 Frustum.
public Vector2 FrustumOffset { get; set; }
Property Value
HOffset
The horizontal (X) offset of the camera viewport.
public float HOffset { get; set; }
Property Value
KeepAspect
public Camera3D.KeepAspectEnum KeepAspect { get; set; }
Property Value
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.
public float Near { get; set; }
Property Value
Projection
The camera's projection mode. In Perspective mode, objects' Z distance from the camera's local space scales their perceived size.
public Camera3D.ProjectionType Projection { get; set; }
Property Value
Size
The camera's size in meters measured as the diameter of the width or height, depending on KeepAspect. Only applicable in orthogonal and frustum modes.
public float Size { get; set; }
Property Value
VOffset
The vertical (Y) offset of the camera viewport.
public float VOffset { get; set; }
Property Value
Methods
ClearCurrent(bool)
If this is the current camera, remove it from being current. If enableNext
is true
, request to make the next camera current, if any.
public void ClearCurrent(bool enableNext = true)
Parameters
enableNext
bool
GetCameraProjection()
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.
public Projection GetCameraProjection()
Returns
GetCameraRid()
Returns the camera's RID from the RenderingServer.
public Rid GetCameraRid()
Returns
GetCameraTransform()
Returns the transform of the camera plus the vertical (VOffset) and horizontal (HOffset) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as XRCamera3D.
public Transform3D GetCameraTransform()
Returns
GetCullMaskValue(int)
Returns whether or not the specified layer of the CullMask is enabled, given a layerNumber
between 1 and 20.
public bool GetCullMaskValue(int layerNumber)
Parameters
layerNumber
int
Returns
GetFrustum()
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 FrustumOffset.
public Array<Plane> GetFrustum()
Returns
GetPyramidShapeRid()
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.
public Rid GetPyramidShapeRid()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsPositionBehind(Vector3)
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.
public bool IsPositionBehind(Vector3 worldPoint)
Parameters
worldPoint
Vector3
Returns
IsPositionInFrustum(Vector3)
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.
public bool IsPositionInFrustum(Vector3 worldPoint)
Parameters
worldPoint
Vector3
Returns
MakeCurrent()
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.
public void MakeCurrent()
ProjectLocalRayNormal(Vector2)
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.
public Vector3 ProjectLocalRayNormal(Vector2 screenPoint)
Parameters
screenPoint
Vector2
Returns
ProjectPosition(Vector2, float)
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 zDepth
distance into the scene away from the camera.
public Vector3 ProjectPosition(Vector2 screenPoint, float zDepth)
Parameters
Returns
ProjectRayNormal(Vector2)
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.
public Vector3 ProjectRayNormal(Vector2 screenPoint)
Parameters
screenPoint
Vector2
Returns
ProjectRayOrigin(Vector2)
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.
public Vector3 ProjectRayOrigin(Vector2 screenPoint)
Parameters
screenPoint
Vector2
Returns
SetCullMaskValue(int, bool)
Based on value
, enables or disables the specified layer in the CullMask, given a layerNumber
between 1 and 20.
public void SetCullMaskValue(int layerNumber, bool value)
Parameters
SetFrustum(float, Vector2, float, float)
Sets the camera projection to frustum mode (see Frustum), by specifying a size
, an offset
, and the zNear
and zFar
clip planes in world space units. See also FrustumOffset.
public void SetFrustum(float size, Vector2 offset, float zNear, float zFar)
Parameters
SetOrthogonal(float, float, float)
Sets the camera projection to orthogonal mode (see Orthogonal), by specifying a size
, and the zNear
and zFar
clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
public void SetOrthogonal(float size, float zNear, float zFar)
Parameters
SetPerspective(float, float, float)
Sets the camera projection to perspective mode (see Perspective), by specifying a fov
(field of view) angle in degrees, and the zNear
and zFar
clip planes in world space units.
public void SetPerspective(float fov, float zNear, float zFar)
Parameters
UnprojectPosition(Vector3)
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 IsPositionBehind(Vector3) 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)
public Vector2 UnprojectPosition(Vector3 worldPoint)
Parameters
worldPoint
Vector3