Camera3D

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Published: Sep 16, 2025 License: MIT Imports: 32 Imported by: 0

Documentation

Overview

graphics.gd/classdb/Camera3D is a special node that displays what is visible from its current location. Cameras register themselves in the nearest graphics.gd/classdb/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 graphics.gd/classdb/Viewport, and, without one, a scene registered in that graphics.gd/classdb/Viewport (or higher viewports) can't be displayed.

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 int //gd:Camera3D.DopplerTracking
const (
	// Disables [Doppler effect] simulation (default).
	//
	// [Doppler effect]: https://en.wikipedia.org/wiki/Doppler_effect
	DopplerTrackingDisabled DopplerTracking = 0
	// 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 [graphics.gd/classdb/AudioStreamPlayer3D.Instance.PitchScale]).
	//
	// [Doppler effect]: https://en.wikipedia.org/wiki/Doppler_effect
	DopplerTrackingIdleStep DopplerTracking = 1
	// 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 [graphics.gd/classdb/AudioStreamPlayer3D.Instance.PitchScale]).
	//
	// [Doppler effect]: https://en.wikipedia.org/wiki/Doppler_effect
	DopplerTrackingPhysicsStep DopplerTracking = 2
)

type Expanded

type Expanded [1]gdclass.Camera3D

func (Expanded) ClearCurrent

func (self Expanded) ClearCurrent(enable_next bool)

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.

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsCamera3D

func (self *Extension[T]) AsCamera3D() Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode3D

func (self *Extension[T]) AsNode3D() Node3D.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.Camera3D

Instance of the class with convieniently typed arguments and results.

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() CameraAttributes.Instance

func (Instance) ClearCurrent

func (self Instance) ClearCurrent()

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.

func (Instance) Compositor

func (self Instance) Compositor() Compositor.Instance

func (Instance) CullMask

func (self Instance) CullMask() int

func (Instance) Current

func (self Instance) Current() bool

func (Instance) DopplerTracking

func (self Instance) DopplerTracking() DopplerTracking

func (Instance) Environment

func (self Instance) Environment() Environment.Instance

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 graphics.gd/classdb/RenderingServer.

func (Instance) GetCameraTransform

func (self Instance) GetCameraTransform() Transform3D.BasisOrigin

Returns the transform of the camera plus the vertical (Instance.VOffset) and horizontal (Instance.HOffset) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as graphics.gd/classdb/XRCamera3D.

func (Instance) GetCullMaskValue

func (self Instance) GetCullMaskValue(layer_number int) bool

Returns whether or not the specified layer of the Instance.CullMask is enabled, given a '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.NormalD]s in the following order: near, far, left, top, right, bottom. Not to be confused with Instance.FrustumOffset.

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) ID

func (self Instance) ID() ID

func (Instance) IsPositionBehind

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

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.

func (Instance) IsPositionInFrustum

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

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.

func (Instance) KeepAspect

func (self Instance) KeepAspect() KeepAspect

func (Instance) MakeCurrent

func (self Instance) MakeCurrent()

Makes this camera the current camera for the graphics.gd/classdb/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 graphics.gd/classdb/Viewport rectangle on a plane that is the given '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 graphics.gd/classdb/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 graphics.gd/classdb/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() ProjectionType

func (Instance) SetAttributes

func (self Instance) SetAttributes(value CameraAttributes.Instance)

func (Instance) SetCompositor

func (self Instance) SetCompositor(value Compositor.Instance)

func (Instance) SetCullMask

func (self Instance) SetCullMask(value int)

func (Instance) SetCullMaskValue

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

Based on 'value', enables or disables the specified layer in the Instance.CullMask, given a 'layer_number' between 1 and 20.

func (Instance) SetCurrent

func (self Instance) SetCurrent(value bool)

func (Instance) SetDopplerTracking

func (self Instance) SetDopplerTracking(value DopplerTracking)

func (Instance) SetEnvironment

func (self Instance) SetEnvironment(value Environment.Instance)

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 ProjectionFrustum), by specifying a 'size', an 'offset', and the 'z_near' and 'z_far' clip planes in world space units. See also Instance.FrustumOffset.

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 KeepAspect)

func (Instance) SetNear

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

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

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 ProjectionOrthogonal), by specifying a 'size', and the 'z_near' and 'z_far' clip planes in world space units.

As a hint, 3D games that look 2D often use this projection, with 'size' 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 ProjectionPerspective), by specifying a 'fov' (field of view) angle in degrees, and the 'z_near' and 'z_far' clip planes in world space units.

func (Instance) SetProjection

func (self Instance) SetProjection(value ProjectionType)

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 graphics.gd/classdb/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 Instance.IsPositionBehind 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.AsCanvasItem().SetVisible(!Viewport.Get(node3d.AsNode()).GetCamera3d().IsPositionBehind(node3d.GlobalTransform().Origin))
control.SetPosition(Viewport.Get(node3d.AsNode()).GetCamera3d().UnprojectPosition(node3d.GlobalTransform().Origin))

func (Instance) VOffset

func (self Instance) VOffset() Float.X

func (Instance) Virtual

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

type KeepAspect

type KeepAspect int //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 int //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 [Instance.FrustumOffset] to create "tilted frustum" effects.
	ProjectionFrustum ProjectionType = 2
)

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