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@@ -16,7 +16,7 @@ SpringArm
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Brief Description
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-----------------
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-
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+A helper node, mostly used in 3rd person cameras.
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Properties
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----------
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@@ -44,6 +44,17 @@ Methods
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| :ref:`bool<class_bool>` | :ref:`remove_excluded_object<class_SpringArm_method_remove_excluded_object>` **(** :ref:`RID<class_RID>` RID **)** |
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+---------------------------+--------------------------------------------------------------------------------------------------------------------+
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+Description
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+-----------
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+
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+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.
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+
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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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+
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+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.
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+
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+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.
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+
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Property Descriptions
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---------------------
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@@ -59,6 +70,8 @@ Property Descriptions
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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.
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+
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----
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.. _class_SpringArm_property_margin:
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@@ -73,6 +86,12 @@ Property Descriptions
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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 SpringArm is given.
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+
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+The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm.
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+
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+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.
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+
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----
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.. _class_SpringArm_property_shape:
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@@ -85,6 +104,10 @@ Property Descriptions
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| *Getter* | get_shape() |
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+----------+------------------+
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+The :ref:`Shape<class_Shape>` to use for the SpringArm.
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+
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+When the shape is set, the SpringArm will cast the :ref:`Shape<class_Shape>` on its z axis instead of performing a ray cast.
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+
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----
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.. _class_SpringArm_property_spring_length:
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@@ -99,6 +122,10 @@ Property Descriptions
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| *Getter* | get_length() |
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+-----------+-------------------+
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+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.
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+
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+To know more about how to perform a shape cast or a ray cast, please consult the :ref:`PhysicsDirectSpaceState<class_PhysicsDirectSpaceState>` documentation.
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+
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Method Descriptions
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-------------------
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@@ -106,21 +133,29 @@ Method Descriptions
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- void **add_excluded_object** **(** :ref:`RID<class_RID>` RID **)**
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+Adds the object with the given :ref:`RID<class_RID>` to the list of objects excluded from the collision check.
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+
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----
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.. _class_SpringArm_method_clear_excluded_objects:
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- void **clear_excluded_objects** **(** **)**
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+Clears the list of objects excluded from the collision check.
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+
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----
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.. _class_SpringArm_method_get_hit_length:
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- :ref:`float<class_float>` **get_hit_length** **(** **)**
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+Returns the proportion between the current arm length (after checking for collisions) and the :ref:`spring_length<class_SpringArm_property_spring_length>`. Ranges from 0 to 1.
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+
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----
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.. _class_SpringArm_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 objects excluded from the collision check.
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+
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