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1c1524a651
Can't stop, won't stop, they said, huh?
61 lines
3.4 KiB
XML
61 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpringArm3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A helper node, mostly used in 3rd person cameras.
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</brief_description>
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<description>
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The SpringArm3D node is a node that casts a ray (or collision shape) along its z axis and moves all its direct children to the collision point, minus a margin.
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The most common use case for this is to make a 3rd person camera that reacts to collisions in the environment.
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The SpringArm3D will either cast a ray, or if a shape is given, it will cast the shape in the direction of its z axis.
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If you use the SpringArm3D as a camera controller for your player, you might need to exclude the player's collider from the SpringArm3D's collision check.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_excluded_object">
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<return type="void" />
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<param index="0" name="RID" type="RID" />
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<description>
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Adds the [PhysicsBody3D] object with the given [RID] to the list of [PhysicsBody3D] objects excluded from the collision check.
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</description>
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</method>
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<method name="clear_excluded_objects">
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<return type="void" />
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<description>
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Clears the list of [PhysicsBody3D] objects excluded from the collision check.
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</description>
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</method>
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<method name="get_hit_length">
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<return type="float" />
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<description>
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Returns the spring arm's current length.
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</description>
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</method>
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<method name="remove_excluded_object">
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<return type="bool" />
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<param index="0" name="RID" type="RID" />
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<description>
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Removes the given [RID] from the list of [PhysicsBody3D] objects excluded from the collision check.
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</description>
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</method>
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</methods>
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<members>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The layers against which the collision check shall be done. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01">
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When the collision check is made, a candidate length for the SpringArm3D is given.
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The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm3D.
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This margin is useful for when the SpringArm3D has a [Camera3D] as a child node: without the margin, the [Camera3D] would be placed on the exact point of collision, while with the margin the [Camera3D] would be placed close to the point of collision.
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</member>
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<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
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The [Shape3D] to use for the SpringArm3D.
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When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis instead of performing a ray cast.
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</member>
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<member name="spring_length" type="float" setter="set_length" getter="get_length" default="1.0">
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The maximum extent of the SpringArm3D. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm3D's child nodes.
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To know more about how to perform a shape cast or a ray cast, please consult the [PhysicsDirectSpaceState3D] documentation.
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</member>
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</members>
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</class>
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