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210 lines
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ReStructuredText
210 lines
8.9 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpringArm3D.xml.
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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 3D raycast that dynamically moves its children near the collision point.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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**SpringArm3D** casts a ray or a shape along its Z axis and moves all its direct children to the collision point, with an optional margin. This is useful for 3rd person cameras that move closer to the player when inside a tight space (you may need to exclude the player's collider from the **SpringArm3D**'s collision check).
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.. rst-class:: classref-introduction-group
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Tutorials
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---------
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- :doc:`Third-person camera with spring arm <../tutorials/3d/spring_arm>`
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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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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.. rst-class:: classref-reftable-group
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Methods
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-------
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.. table::
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:widths: auto
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+---------------------------+-------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`add_excluded_object<class_SpringArm3D_method_add_excluded_object>`\ (\ RID\: :ref:`RID<class_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>`\ (\ RID\: :ref:`RID<class_RID>`\ ) |
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+---------------------------+-------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_SpringArm3D_property_collision_mask:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **collision_mask** = ``1`` :ref:`🔗<class_SpringArm3D_property_collision_mask>`
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.. rst-class:: classref-property-setget
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- |void| **set_collision_mask**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_collision_mask**\ (\ )
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The layers against which the collision check will be done. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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.. rst-class:: classref-item-separator
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----
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.. _class_SpringArm3D_property_margin:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **margin** = ``0.01`` :ref:`🔗<class_SpringArm3D_property_margin>`
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.. rst-class:: classref-property-setget
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- |void| **set_margin**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_margin**\ (\ )
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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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.. rst-class:: classref-item-separator
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----
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.. _class_SpringArm3D_property_shape:
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.. rst-class:: classref-property
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:ref:`Shape3D<class_Shape3D>` **shape** :ref:`🔗<class_SpringArm3D_property_shape>`
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.. rst-class:: classref-property-setget
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- |void| **set_shape**\ (\ value\: :ref:`Shape3D<class_Shape3D>`\ )
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- :ref:`Shape3D<class_Shape3D>` **get_shape**\ (\ )
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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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.. rst-class:: classref-item-separator
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----
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.. _class_SpringArm3D_property_spring_length:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **spring_length** = ``1.0`` :ref:`🔗<class_SpringArm3D_property_spring_length>`
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.. rst-class:: classref-property-setget
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- |void| **set_length**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_length**\ (\ )
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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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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Method Descriptions
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-------------------
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.. _class_SpringArm3D_method_add_excluded_object:
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.. rst-class:: classref-method
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|void| **add_excluded_object**\ (\ RID\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_SpringArm3D_method_add_excluded_object>`
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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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.. rst-class:: classref-item-separator
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----
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.. _class_SpringArm3D_method_clear_excluded_objects:
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.. rst-class:: classref-method
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|void| **clear_excluded_objects**\ (\ ) :ref:`🔗<class_SpringArm3D_method_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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.. rst-class:: classref-item-separator
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----
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.. _class_SpringArm3D_method_get_hit_length:
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.. rst-class:: classref-method
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:ref:`float<class_float>` **get_hit_length**\ (\ ) :ref:`🔗<class_SpringArm3D_method_get_hit_length>`
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Returns the spring arm's current length.
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.. rst-class:: classref-item-separator
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----
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.. _class_SpringArm3D_method_remove_excluded_object:
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.. rst-class:: classref-method
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:ref:`bool<class_bool>` **remove_excluded_object**\ (\ RID\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_SpringArm3D_method_remove_excluded_object>`
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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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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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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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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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