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classes/class_springarm3d.rst
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classes/class_springarm3d.rst
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:github_url: hide
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the SpringArm3D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_SpringArm3D:
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SpringArm3D
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===========
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**Inherits:** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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A helper node, mostly used in 3rd person cameras.
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Description
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-----------
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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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Properties
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----------
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+-------------------------------+------------------------------------------------------------------+----------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_SpringArm3D_property_collision_mask>` | ``1`` |
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+-------------------------------+------------------------------------------------------------------+----------+
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| :ref:`float<class_float>` | :ref:`margin<class_SpringArm3D_property_margin>` | ``0.01`` |
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+-------------------------------+------------------------------------------------------------------+----------+
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| :ref:`Shape3D<class_Shape3D>` | :ref:`shape<class_SpringArm3D_property_shape>` | |
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+-------------------------------+------------------------------------------------------------------+----------+
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| :ref:`float<class_float>` | :ref:`spring_length<class_SpringArm3D_property_spring_length>` | ``1.0`` |
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+-------------------------------+------------------------------------------------------------------+----------+
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Methods
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-------
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+---------------------------+----------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_excluded_object<class_SpringArm3D_method_add_excluded_object>` **(** :ref:`RID<class_RID>` RID **)** |
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+---------------------------+----------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear_excluded_objects<class_SpringArm3D_method_clear_excluded_objects>` **(** **)** |
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+---------------------------+----------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_hit_length<class_SpringArm3D_method_get_hit_length>` **(** **)** |
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+---------------------------+----------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`remove_excluded_object<class_SpringArm3D_method_remove_excluded_object>` **(** :ref:`RID<class_RID>` RID **)** |
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+---------------------------+----------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_SpringArm3D_property_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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+-----------+---------------------------+
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| *Default* | ``1`` |
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+-----------+---------------------------+
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| *Setter* | set_collision_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_collision_mask() |
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+-----------+---------------------------+
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The layers against which the collision check shall be done. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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----
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.. _class_SpringArm3D_property_margin:
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- :ref:`float<class_float>` **margin**
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+-----------+-------------------+
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| *Default* | ``0.01`` |
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+-----------+-------------------+
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| *Setter* | set_margin(value) |
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+-----------+-------------------+
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| *Getter* | get_margin() |
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+-----------+-------------------+
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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 :ref:`Camera3D<class_Camera3D>` as a child node: without the margin, the :ref:`Camera3D<class_Camera3D>` would be placed on the exact point of collision, while with the margin the :ref:`Camera3D<class_Camera3D>` would be placed close to the point of collision.
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----
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.. _class_SpringArm3D_property_shape:
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- :ref:`Shape3D<class_Shape3D>` **shape**
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+----------+------------------+
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| *Setter* | set_shape(value) |
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+----------+------------------+
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| *Getter* | get_shape() |
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+----------+------------------+
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The :ref:`Shape3D<class_Shape3D>` to use for the SpringArm3D.
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When the shape is set, the SpringArm3D will cast the :ref:`Shape3D<class_Shape3D>` on its z axis instead of performing a ray cast.
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----
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.. _class_SpringArm3D_property_spring_length:
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- :ref:`float<class_float>` **spring_length**
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+-----------+-------------------+
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| *Default* | ``1.0`` |
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+-----------+-------------------+
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| *Setter* | set_length(value) |
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+-----------+-------------------+
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| *Getter* | get_length() |
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+-----------+-------------------+
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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 :ref:`PhysicsDirectSpaceState3D<class_PhysicsDirectSpaceState3D>` documentation.
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Method Descriptions
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-------------------
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.. _class_SpringArm3D_method_add_excluded_object:
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- void **add_excluded_object** **(** :ref:`RID<class_RID>` RID **)**
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Adds the :ref:`PhysicsBody3D<class_PhysicsBody3D>` object with the given :ref:`RID<class_RID>` to the list of :ref:`PhysicsBody3D<class_PhysicsBody3D>` objects excluded from the collision check.
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----
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.. _class_SpringArm3D_method_clear_excluded_objects:
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- void **clear_excluded_objects** **(** **)**
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Clears the list of :ref:`PhysicsBody3D<class_PhysicsBody3D>` objects excluded from the collision check.
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----
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.. _class_SpringArm3D_method_get_hit_length:
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- :ref:`float<class_float>` **get_hit_length** **(** **)**
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Returns the spring arm's current length.
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----
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.. _class_SpringArm3D_method_remove_excluded_object:
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- :ref:`bool<class_bool>` **remove_excluded_object** **(** :ref:`RID<class_RID>` RID **)**
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Removes the given :ref:`RID<class_RID>` from the list of :ref:`PhysicsBody3D<class_PhysicsBody3D>` objects excluded from the collision check.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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