CameraNode(position, zoom, viewport, rotation, fov, view_distance, layer)
Node that defines the perspective the scene is drawn at. There can be multiple but this will impact performance if rendering the same scene twice. To make other nodes not move when the camera moves, make the other nodes children of the camera.
Parameters:
position
[value: Vector3, type: Vector3]
zoom
[value: any (scales all nodes by this factor, 1.0 by default), type: float]
viewport
[value: Rectangle (not used currently, TODO), type: Rectangle]
rotation
[value: Vector3, type: Vector3]
fov
[value: any (sets the field fo view for rendering some nodes, not all nodes use this), type: float]
view_distance
[value: any (sets the view distance for some nodes, not all nodes use this), type: float]
layer
[value: 0 ~ 127, type: int]
Attributes:
add_child(child)
[returns: None
]
get_child(index)
[returns: Node
]
get_child_count()
[returns: 0 or positive integer
]
mark_destroy()
[returns: None
]
mark_destroy_all()
[returns: None
]
mark_destroy_children()
[returns: None
]
remove_child(child)
[returns: None
]
tick(self, dt)
[returns: None
]
position
[value: Vector3, type: Vector3]
rotation
[value: Vector3, type: Vector3]
zoom
[value: any (scales all nodes by this factor, 1.0 by default), type: float]
viewport
[value: Rectangle (not used currently, TODO), type: Rectangle]
fov
[value: any (sets the field fo view for rendering some nodes, not all nodes use this), type: float]
view_distance
[value: any (sets the view distance for some nodes, not all nodes use this), type: float]
layer
[value: 0 ~ 127, type: int]
Overrides:
tick(self, dt)
[returns: None
] [value: function, type: function]
file: src/nodes/3D/camera_node.c
landing