Camera3D

package
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Published: Feb 9, 2025 License: MIT Imports: 26 Imported by: 0

Documentation

Overview

Package Camera3D provides methods for working with Camera3D object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsCamera3D() Instance
}

type DopplerTracking

type DopplerTracking = gdclass.Camera3DDopplerTracking //gd:Camera3D.DopplerTracking
const (
	/*Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] simulation (default).*/
	DopplerTrackingDisabled DopplerTracking = 0
	/*Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] 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 [member AudioStreamPlayer3D.pitch_scale]).*/
	DopplerTrackingIdleStep DopplerTracking = 1
	/*Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] 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 [member AudioStreamPlayer3D.pitch_scale]).*/
	DopplerTrackingPhysicsStep DopplerTracking = 2
)

type Instance

type Instance [1]gdclass.Camera3D

[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.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsCamera3D

func (self Instance) AsCamera3D() Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) Attributes

func (self Instance) Attributes() [1]gdclass.CameraAttributes

func (Instance) ClearCurrent

func (self Instance) ClearCurrent()

If this is the current camera, remove it from being current. If [param enable_next] is [code]true[/code], request to make the next camera current, if any.

func (Instance) Compositor

func (self Instance) Compositor() [1]gdclass.Compositor

func (Instance) CullMask

func (self Instance) CullMask() int

func (Instance) Current

func (self Instance) Current() bool

func (Instance) DopplerTracking

func (self Instance) DopplerTracking() gdclass.Camera3DDopplerTracking

func (Instance) Environment

func (self Instance) Environment() [1]gdclass.Environment

func (Instance) Far

func (self Instance) Far() Float.X

func (Instance) Fov

func (self Instance) Fov() Float.X

func (Instance) FrustumOffset

func (self Instance) FrustumOffset() Vector2.XY

func (Instance) GetCameraProjection

func (self Instance) GetCameraProjection() Projection.XYZW

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.

func (Instance) GetCameraRid

func (self Instance) GetCameraRid() RID.Camera

Returns the camera's RID from the [RenderingServer].

func (Instance) GetCameraTransform

func (self Instance) GetCameraTransform() Transform3D.BasisOrigin

Returns the transform of the camera plus the vertical ([member v_offset]) and horizontal ([member h_offset]) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as [XRCamera3D].

func (Instance) GetCullMaskValue

func (self Instance) GetCullMaskValue(layer_number int) bool

Returns whether or not the specified layer of the [member cull_mask] is enabled, given a [param layer_number] between 1 and 20.

func (Instance) GetFrustum

func (self Instance) GetFrustum() []Plane.NormalD

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 [member frustum_offset].

func (Instance) GetPyramidShapeRid

func (self Instance) GetPyramidShapeRid() RID.Shape3D

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.

func (Instance) HOffset

func (self Instance) HOffset() Float.X

func (Instance) IsPositionBehind

func (self Instance) IsPositionBehind(world_point Vector3.XYZ) bool

Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods. [b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.

func (Instance) IsPositionInFrustum

func (self Instance) IsPositionInFrustum(world_point Vector3.XYZ) bool

Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.

func (Instance) KeepAspect

func (self Instance) KeepAspect() gdclass.Camera3DKeepAspect

func (Instance) MakeCurrent

func (self Instance) 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.

func (Instance) Near

func (self Instance) Near() Float.X

func (Instance) ProjectLocalRayNormal

func (self Instance) ProjectLocalRayNormal(screen_point Vector2.XY) Vector3.XYZ

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.

func (Instance) ProjectPosition

func (self Instance) ProjectPosition(screen_point Vector2.XY, z_depth Float.X) Vector3.XYZ

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 [param z_depth] distance into the scene away from the camera.

func (Instance) ProjectRayNormal

func (self Instance) ProjectRayNormal(screen_point Vector2.XY) Vector3.XYZ

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.

func (Instance) ProjectRayOrigin

func (self Instance) ProjectRayOrigin(screen_point Vector2.XY) Vector3.XYZ

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.

func (Instance) Projection

func (self Instance) Projection() gdclass.Camera3DProjectionType

func (Instance) SetAttributes

func (self Instance) SetAttributes(value [1]gdclass.CameraAttributes)

func (Instance) SetCompositor

func (self Instance) SetCompositor(value [1]gdclass.Compositor)

func (Instance) SetCullMask

func (self Instance) SetCullMask(value int)

func (Instance) SetCullMaskValue

func (self Instance) SetCullMaskValue(layer_number int, value bool)

Based on [param value], enables or disables the specified layer in the [member cull_mask], given a [param layer_number] between 1 and 20.

func (Instance) SetCurrent

func (self Instance) SetCurrent(value bool)

func (Instance) SetDopplerTracking

func (self Instance) SetDopplerTracking(value gdclass.Camera3DDopplerTracking)

func (Instance) SetEnvironment

func (self Instance) SetEnvironment(value [1]gdclass.Environment)

func (Instance) SetFar

func (self Instance) SetFar(value Float.X)

func (Instance) SetFov

func (self Instance) SetFov(value Float.X)

func (Instance) SetFrustum

func (self Instance) SetFrustum(size Float.X, offset Vector2.XY, z_near Float.X, z_far Float.X)

Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and the [param z_near] and [param z_far] clip planes in world space units. See also [member frustum_offset].

func (Instance) SetFrustumOffset

func (self Instance) SetFrustumOffset(value Vector2.XY)

func (Instance) SetHOffset

func (self Instance) SetHOffset(value Float.X)

func (Instance) SetKeepAspect

func (self Instance) SetKeepAspect(value gdclass.Camera3DKeepAspect)

func (Instance) SetNear

func (self Instance) SetNear(value Float.X)

func (Instance) SetOrthogonal

func (self Instance) SetOrthogonal(size Float.X, z_near Float.X, z_far Float.X)

Sets the camera projection to orthogonal mode (see [constant PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] and [param z_far] clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)

func (Instance) SetPerspective

func (self Instance) SetPerspective(fov Float.X, z_near Float.X, z_far Float.X)

Sets the camera projection to perspective mode (see [constant PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle in degrees, and the [param z_near] and [param z_far] clip planes in world space units.

func (Instance) SetProjection

func (self Instance) SetProjection(value gdclass.Camera3DProjectionType)

func (Instance) SetSize

func (self Instance) SetSize(value Float.X)

func (Instance) SetVOffset

func (self Instance) SetVOffset(value Float.X)

func (Instance) Size

func (self Instance) Size() Float.X

func (Instance) UnprojectPosition

func (self Instance) UnprojectPosition(world_point Vector3.XYZ) Vector2.XY

Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in world space. [b]Note:[/b] When using this to position GUI elements over a 3D viewport, use [method is_position_behind] to prevent them from appearing if the 3D point is behind the camera: [codeblock] # 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) [/codeblock]

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) VOffset

func (self Instance) VOffset() Float.X

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type KeepAspect

type KeepAspect = gdclass.Camera3DKeepAspect //gd:Camera3D.KeepAspect
const (
	/*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.*/
	KeepWidth KeepAspect = 0
	/*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.*/
	KeepHeight KeepAspect = 1
)

type ProjectionType

type ProjectionType = gdclass.Camera3DProjectionType //gd:Camera3D.ProjectionType
const (
	/*Perspective projection. Objects on the screen becomes smaller when they are far away.*/
	ProjectionPerspective ProjectionType = 0
	/*Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.*/
	ProjectionOrthogonal ProjectionType = 1
	/*Frustum projection. This mode allows adjusting [member frustum_offset] to create "tilted frustum" effects.*/
	ProjectionFrustum ProjectionType = 2
)

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