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- :github_url: hide
- .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the SpringArm.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_SpringArm:
- SpringArm
- =========
- **Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
- A helper node, mostly used in 3rd person cameras.
- Description
- -----------
- The SpringArm 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.
- The most common use case for this is to make a 3rd person camera that reacts to collisions in the environment.
- The SpringArm will either cast a ray, or if a shape is given, it will cast the shape in the direction of its z axis.
- If you use the SpringArm as a camera controller for your player, you might need to exclude the player's collider from the SpringArm's collision check.
- Properties
- ----------
- +---------------------------+----------------------------------------------------------------+----------+
- | :ref:`int<class_int>` | :ref:`collision_mask<class_SpringArm_property_collision_mask>` | ``1`` |
- +---------------------------+----------------------------------------------------------------+----------+
- | :ref:`float<class_float>` | :ref:`margin<class_SpringArm_property_margin>` | ``0.01`` |
- +---------------------------+----------------------------------------------------------------+----------+
- | :ref:`Shape<class_Shape>` | :ref:`shape<class_SpringArm_property_shape>` | |
- +---------------------------+----------------------------------------------------------------+----------+
- | :ref:`float<class_float>` | :ref:`spring_length<class_SpringArm_property_spring_length>` | ``1.0`` |
- +---------------------------+----------------------------------------------------------------+----------+
- Methods
- -------
- +---------------------------+--------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_excluded_object<class_SpringArm_method_add_excluded_object>` **(** :ref:`RID<class_RID>` RID **)** |
- +---------------------------+--------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`clear_excluded_objects<class_SpringArm_method_clear_excluded_objects>` **(** **)** |
- +---------------------------+--------------------------------------------------------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`get_hit_length<class_SpringArm_method_get_hit_length>` **(** **)** |
- +---------------------------+--------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`remove_excluded_object<class_SpringArm_method_remove_excluded_object>` **(** :ref:`RID<class_RID>` RID **)** |
- +---------------------------+--------------------------------------------------------------------------------------------------------------------+
- Property Descriptions
- ---------------------
- .. _class_SpringArm_property_collision_mask:
- - :ref:`int<class_int>` **collision_mask**
- +-----------+---------------------------+
- | *Default* | ``1`` |
- +-----------+---------------------------+
- | *Setter* | set_collision_mask(value) |
- +-----------+---------------------------+
- | *Getter* | get_collision_mask() |
- +-----------+---------------------------+
- The layers against which the collision check shall be done. See `Collision layers and masks <https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
- ----
- .. _class_SpringArm_property_margin:
- - :ref:`float<class_float>` **margin**
- +-----------+-------------------+
- | *Default* | ``0.01`` |
- +-----------+-------------------+
- | *Setter* | set_margin(value) |
- +-----------+-------------------+
- | *Getter* | get_margin() |
- +-----------+-------------------+
- When the collision check is made, a candidate length for the SpringArm is given.
- The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm.
- This margin is useful for when the SpringArm has a :ref:`Camera<class_Camera>` as a child node: without the margin, the :ref:`Camera<class_Camera>` would be placed on the exact point of collision, while with the margin the :ref:`Camera<class_Camera>` would be placed close to the point of collision.
- ----
- .. _class_SpringArm_property_shape:
- - :ref:`Shape<class_Shape>` **shape**
- +----------+------------------+
- | *Setter* | set_shape(value) |
- +----------+------------------+
- | *Getter* | get_shape() |
- +----------+------------------+
- The :ref:`Shape<class_Shape>` to use for the SpringArm.
- When the shape is set, the SpringArm will cast the :ref:`Shape<class_Shape>` on its z axis instead of performing a ray cast.
- ----
- .. _class_SpringArm_property_spring_length:
- - :ref:`float<class_float>` **spring_length**
- +-----------+-------------------+
- | *Default* | ``1.0`` |
- +-----------+-------------------+
- | *Setter* | set_length(value) |
- +-----------+-------------------+
- | *Getter* | get_length() |
- +-----------+-------------------+
- The maximum extent of the SpringArm. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm's child nodes.
- To know more about how to perform a shape cast or a ray cast, please consult the :ref:`PhysicsDirectSpaceState<class_PhysicsDirectSpaceState>` documentation.
- Method Descriptions
- -------------------
- .. _class_SpringArm_method_add_excluded_object:
- - void **add_excluded_object** **(** :ref:`RID<class_RID>` RID **)**
- Adds the :ref:`PhysicsBody<class_PhysicsBody>` object with the given :ref:`RID<class_RID>` to the list of :ref:`PhysicsBody<class_PhysicsBody>` objects excluded from the collision check.
- ----
- .. _class_SpringArm_method_clear_excluded_objects:
- - void **clear_excluded_objects** **(** **)**
- Clears the list of :ref:`PhysicsBody<class_PhysicsBody>` objects excluded from the collision check.
- ----
- .. _class_SpringArm_method_get_hit_length:
- - :ref:`float<class_float>` **get_hit_length** **(** **)**
- Returns the spring arm's current length.
- ----
- .. _class_SpringArm_method_remove_excluded_object:
- - :ref:`bool<class_bool>` **remove_excluded_object** **(** :ref:`RID<class_RID>` RID **)**
- Removes the given :ref:`RID<class_RID>` from the list of :ref:`PhysicsBody<class_PhysicsBody>` objects excluded from the collision check.
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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