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 [i]3D[/i] display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
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's added.
Returns a normal vector in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
Returns a 3D position in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
</description>
</method>
<methodname="set_perspective">
<returntype="void">
</return>
<argumentindex="0"name="fov"type="float">
</argument>
<argumentindex="1"name="z_near"type="float">
</argument>
<argumentindex="2"name="z_far"type="float">
</argument>
<description>
Set the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units.
Try to keep the aspect ratio when scaling the Camera's viewport to the screen. If not possible, preserve the viewport's width by changing the height. Height is [code]sizey[/code] for orthographic projection, [code]fovy[/code] for perspective projection.
Try to keep the aspect ratio when scaling the Camera's viewport to the screen. If not possible, preserve the viewport's height by changing the width. Width is [code]sizex[/code] for orthographic projection, [code]fovx[/code] for perspective projection.
Simulate Doppler effect 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 [code]pitch shift[/code]).
Simulate Doppler effect 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 [code]pitch shift[/code]).