Camera3D
派生: XRCamera3D
Camera node, displays from a point of view.
描述
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.
属性
方法
void | clear_current ( enable_next: bool = true ) |
Projection | get_camera_projection ( ) const1 |
RID | get_camera_rid ( ) const1 |
Transform3D | get_camera_transform ( ) const1 |
bool | get_cull_mask_value ( layer_number: int ) const1 |
Array Plane | get_frustum ( ) const1 |
RID | get_pyramid_shape_rid ( ) |
bool | is_position_behind ( world_point: Vector3 ) const1 |
bool | is_position_in_frustum ( world_point: Vector3 ) const1 |
void | make_current ( ) |
Vector3 | project_local_ray_normal ( screen_point: Vector2 ) const1 |
Vector3 | project_position ( screen_point: Vector2 , z_depth: float ) const1 |
Vector3 | project_ray_normal ( screen_point: Vector2 ) const1 |
Vector3 | project_ray_origin ( screen_point: Vector2 ) const1 |
void | set_cull_mask_value ( layer_number: int , value: bool ) |
void | set_frustum ( size: float , offset: Vector2 , z_near: float , z_far: float ) |
void | set_orthogonal ( size: float , z_near: float , z_far: float ) |
void | set_perspective ( fov: float , z_near: float , z_far: float ) |
Vector2 | unproject_position ( world_point: Vector3 ) const1 |
枚举
enum ProjectionType:
ProjectionType PROJECTION_PERSPECTIVE = 0
Perspective projection. Objects on the screen becomes smaller when they are far away.
ProjectionType PROJECTION_ORTHOGONAL = 1
Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
ProjectionType PROJECTION_FRUSTUM = 2
Frustum projection. This mode allows adjusting frustum_offset
to create "tilted frustum" effects.
enum KeepAspect:
KeepAspect KEEP_WIDTH = 0
Preserves the horizontal aspect ratio; also known as Vert- scaling. This is usually the best option for projects running in portrait mode, as taller aspect ratios will benefit from a wider vertical FOV.
KeepAspect KEEP_HEIGHT = 1
Preserves the vertical aspect ratio; also known as Hor+ scaling. This is usually the best option for projects running in landscape mode, as wider aspect ratios will automatically benefit from a wider horizontal FOV.
enum DopplerTracking:
DopplerTracking DOPPLER_TRACKING_DISABLED = 0
Disables Doppler effect simulation (default).
DopplerTracking DOPPLER_TRACKING_IDLE_STEP = 1
Simulate Doppler effect by tracking positions of objects that are changed in _process
. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's AudioStreamPlayer3D.pitch_scale
).
DopplerTracking DOPPLER_TRACKING_PHYSICS_STEP = 2
Simulate Doppler effect by tracking positions of objects that are changed in _physics_process
. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's AudioStreamPlayer3D.pitch_scale
).
属性说明
CameraAttributes
attributes
void
set_attributes ( value:CameraAttributes
)CameraAttributes
get_attributes ( )
The CameraAttributes
to use for this camera.
Compositor
compositor
void
set_compositor ( value:Compositor
)Compositor
get_compositor ( )
The Compositor
to use for this camera.
int
cull_mask = 1048575
The culling mask that describes which VisualInstance3D.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 get_cull_mask_value
and 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 GeometryInstance3D.gi_mode
to GeometryInstance3D.GI_MODE_DISABLED
for meshes and Light3D.light_bake_mode
to Light3D.BAKE_DISABLED
for lights to exclude them from global illumination.
bool
current = false
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.
DopplerTracking doppler_tracking = 0
void
set_doppler_tracking ( value: DopplerTracking )- DopplerTracking get_doppler_tracking ( )
If not DOPPLER_TRACKING_DISABLED
, this camera will simulate the Doppler effect for objects changed in particular _process
methods. See DopplerTracking for possible values.
Environment
environment
void
set_environment ( value:Environment
)Environment
get_environment ( )
The Environment
to use for this camera.
float
far = 4000.0
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.
float
fov = 75.0
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
Vector2
frustum_offset = Vector2(0, 0)
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 PROJECTION_FRUSTUM
.
float
h_offset = 0.0
The horizontal (X) offset of the camera viewport.
KeepAspect keep_aspect = 1
void
set_keep_aspect_mode ( value: KeepAspect )- KeepAspect get_keep_aspect_mode ( )
The axis to lock during fov
/size
adjustments. Can be either KEEP_WIDTH
or KEEP_HEIGHT
.
float
near = 0.05
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.
ProjectionType projection = 0
void
set_projection ( value: ProjectionType )- ProjectionType get_projection ( )
The camera's projection mode. In PROJECTION_PERSPECTIVE
mode, objects' Z distance from the camera's local space scales their perceived size.
float
size = 1.0
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.
float
v_offset = 0.0
The vertical (Y) offset of the camera viewport.
方法说明
void
clear_current ( enable_next: bool
= true )
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.
Projection
get_camera_projection ( ) const1
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.
Returns the camera's RID from the RenderingServer
.
Transform3D
get_camera_transform ( ) const1
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
.
bool
get_cull_mask_value ( layer_number: int
) const1
Returns whether or not the specified layer of the cull_mask
is enabled, given a layer_number
between 1 and 20.
Array Plane
get_frustum ( ) const1
Returns the camera's frustum planes in world space units as an array of Plane
s in the following order: near, far, left, top, right, bottom. Not to be confused with frustum_offset
.
RID
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.
bool
is_position_behind ( world_point: Vector3
) const1
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_in_frustum ( world_point: Vector3
) const1
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.
void
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.
Vector3
project_local_ray_normal ( screen_point: Vector2
) const1
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_position ( screen_point: Vector2
, z_depth: float
) const1
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_ray_normal ( screen_point: Vector2
) const1
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_origin ( screen_point: Vector2
) const1
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.
void
set_cull_mask_value ( layer_number: int
, value: bool
)
Based on value
, enables or disables the specified layer in the cull_mask
, given a layer_number
between 1 and 20.
void
set_frustum ( size: float
, offset: Vector2
, z_near: float
, z_far: float
)
Sets the camera projection to frustum mode (see 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_orthogonal ( size: float
, z_near: float
, z_far: float
)
Sets the camera projection to orthogonal mode (see 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_perspective ( fov: float
, z_near: float
, z_far: float
)
Sets the camera projection to perspective mode (see 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.
Vector2
unproject_position ( world_point: Vector3
) const1
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 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)
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。