mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-05 14:10:19 +03:00
202 lines
8.2 KiB
ReStructuredText
202 lines
8.2 KiB
ReStructuredText
:github_url: hide
|
||
|
||
.. DO NOT EDIT THIS FILE!!!
|
||
.. Generated automatically from Godot engine sources.
|
||
.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
|
||
.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpringArm3D.xml.
|
||
|
||
.. _class_SpringArm3D:
|
||
|
||
SpringArm3D
|
||
===========
|
||
|
||
**继承:** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
|
||
|
||
能够动态地将子节点朝碰撞点移动的 3D 射线投射。
|
||
|
||
.. rst-class:: classref-introduction-group
|
||
|
||
描述
|
||
----
|
||
|
||
**SpringArm3D** 会朝它的 Z 轴投射射线或形状,并将所有直接子节点朝碰撞点移动,可以保留一定的边距。可用于第三人称相机,让其在狭窄空间中朝玩家移动(你可能需要在 **SpringArm3D** 的碰撞检查中排除玩家的碰撞体)。
|
||
|
||
.. rst-class:: classref-reftable-group
|
||
|
||
属性
|
||
----
|
||
|
||
.. table::
|
||
:widths: auto
|
||
|
||
+-------------------------------+------------------------------------------------------------------+----------+
|
||
| :ref:`int<class_int>` | :ref:`collision_mask<class_SpringArm3D_property_collision_mask>` | ``1`` |
|
||
+-------------------------------+------------------------------------------------------------------+----------+
|
||
| :ref:`float<class_float>` | :ref:`margin<class_SpringArm3D_property_margin>` | ``0.01`` |
|
||
+-------------------------------+------------------------------------------------------------------+----------+
|
||
| :ref:`Shape3D<class_Shape3D>` | :ref:`shape<class_SpringArm3D_property_shape>` | |
|
||
+-------------------------------+------------------------------------------------------------------+----------+
|
||
| :ref:`float<class_float>` | :ref:`spring_length<class_SpringArm3D_property_spring_length>` | ``1.0`` |
|
||
+-------------------------------+------------------------------------------------------------------+----------+
|
||
|
||
.. rst-class:: classref-reftable-group
|
||
|
||
方法
|
||
----
|
||
|
||
.. table::
|
||
:widths: auto
|
||
|
||
+---------------------------+-------------------------------------------------------------------------------------------------------------------+
|
||
| |void| | :ref:`add_excluded_object<class_SpringArm3D_method_add_excluded_object>`\ (\ RID\: :ref:`RID<class_RID>`\ ) |
|
||
+---------------------------+-------------------------------------------------------------------------------------------------------------------+
|
||
| |void| | :ref:`clear_excluded_objects<class_SpringArm3D_method_clear_excluded_objects>`\ (\ ) |
|
||
+---------------------------+-------------------------------------------------------------------------------------------------------------------+
|
||
| :ref:`float<class_float>` | :ref:`get_hit_length<class_SpringArm3D_method_get_hit_length>`\ (\ ) |
|
||
+---------------------------+-------------------------------------------------------------------------------------------------------------------+
|
||
| :ref:`bool<class_bool>` | :ref:`remove_excluded_object<class_SpringArm3D_method_remove_excluded_object>`\ (\ RID\: :ref:`RID<class_RID>`\ ) |
|
||
+---------------------------+-------------------------------------------------------------------------------------------------------------------+
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
属性说明
|
||
--------
|
||
|
||
.. _class_SpringArm3D_property_collision_mask:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`int<class_int>` **collision_mask** = ``1`` :ref:`🔗<class_SpringArm3D_property_collision_mask>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_collision_mask**\ (\ value\: :ref:`int<class_int>`\ )
|
||
- :ref:`int<class_int>` **get_collision_mask**\ (\ )
|
||
|
||
碰撞检测的目标层。更多信息请参阅文档中的\ `《碰撞层与遮罩》 <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_SpringArm3D_property_margin:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **margin** = ``0.01`` :ref:`🔗<class_SpringArm3D_property_margin>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_margin**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_margin**\ (\ )
|
||
|
||
进行碰撞检测时,会给出 SpringArm3D 的一个候选长度。
|
||
|
||
然后将边距减去该长度,并将该平移应用于该 SpringArm3D 的子对象。
|
||
|
||
当 SpringArm3D 有一个 :ref:`Camera3D<class_Camera3D>` 作为子节点时,该边距很有用:如果没有边距,该 :ref:`Camera3D<class_Camera3D>` 将被放置在准确的碰撞点上;而有边距时,该 :ref:`Camera3D<class_Camera3D>` 将被放置在靠近碰撞点的地方。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_SpringArm3D_property_shape:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Shape3D<class_Shape3D>` **shape** :ref:`🔗<class_SpringArm3D_property_shape>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_shape**\ (\ value\: :ref:`Shape3D<class_Shape3D>`\ )
|
||
- :ref:`Shape3D<class_Shape3D>` **get_shape**\ (\ )
|
||
|
||
用于该 SpringArm3D 的 :ref:`Shape3D<class_Shape3D>`\ 。
|
||
|
||
当该形状被设置后,SpringArm3D 将在其 z 轴上投射该 :ref:`Shape3D<class_Shape3D>`\ ,而不是执行一个射线投射。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_SpringArm3D_property_spring_length:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **spring_length** = ``1.0`` :ref:`🔗<class_SpringArm3D_property_spring_length>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_length**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_length**\ (\ )
|
||
|
||
SpringArm3D 的最大范围。这用作内部使用的射线和形状投射的长度,以计算 SpringArm3D 子节点的所需位置。
|
||
|
||
要了解有关如何执行形状投射或射线投射的更多信息,请参阅 :ref:`PhysicsDirectSpaceState3D<class_PhysicsDirectSpaceState3D>` 文档。
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
方法说明
|
||
--------
|
||
|
||
.. _class_SpringArm3D_method_add_excluded_object:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **add_excluded_object**\ (\ RID\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_SpringArm3D_method_add_excluded_object>`
|
||
|
||
将具有给定 :ref:`RID<class_RID>` 的 :ref:`PhysicsBody3D<class_PhysicsBody3D>` 对象,添加到从碰撞检查中排除的 :ref:`PhysicsBody3D<class_PhysicsBody3D>` 对象列表中。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_SpringArm3D_method_clear_excluded_objects:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **clear_excluded_objects**\ (\ ) :ref:`🔗<class_SpringArm3D_method_clear_excluded_objects>`
|
||
|
||
清空碰撞检测排除 :ref:`PhysicsBody3D<class_PhysicsBody3D>` 对象的列表。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_SpringArm3D_method_get_hit_length:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`float<class_float>` **get_hit_length**\ (\ ) :ref:`🔗<class_SpringArm3D_method_get_hit_length>`
|
||
|
||
返回弹簧臂的当前长度。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_SpringArm3D_method_remove_excluded_object:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`bool<class_bool>` **remove_excluded_object**\ (\ RID\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_SpringArm3D_method_remove_excluded_object>`
|
||
|
||
从碰撞检测排除 :ref:`PhysicsBody3D<class_PhysicsBody3D>` 对象的列表中移除给定的 :ref:`RID<class_RID>`\ 。
|
||
|
||
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
|
||
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
|
||
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
|
||
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
|
||
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
|
||
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
|
||
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
|
||
.. |void| replace:: :abbr:`void (无返回值。)`
|