SpringArm3D
A 3D raycast that dynamically moves its children near the collision point.
Description
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 theSpringArm3D's collision check).
Tutorials
Properties
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Methods
add_excluded_object(RID:RID) | |
Property Descriptions
intget_collision_mask()
The layers against which the collision check shall be done. SeeCollision layers and masks in the documentation for more information.
floatget_margin()
When the collision check is made, a candidate length for the SpringArm3D is given.
The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm3D.
This margin is useful for when the SpringArm3D has aCamera3D as a child node: without the margin, theCamera3D would be placed on the exact point of collision, while with the margin theCamera3D would be placed close to the point of collision.
Shape3Dget_shape()
TheShape3D to use for the SpringArm3D.
When the shape is set, the SpringArm3D will cast theShape3D on its z axis instead of performing a ray cast.
floatget_length()
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.
To know more about how to perform a shape cast or a ray cast, please consult thePhysicsDirectSpaceState3D documentation.
Method Descriptions
voidadd_excluded_object(RID:RID)🔗
Adds thePhysicsBody3D object with the givenRID to the list ofPhysicsBody3D objects excluded from the collision check.
Clears the list ofPhysicsBody3D objects excluded from the collision check.
Returns the spring arm's current length.
boolremove_excluded_object(RID:RID)🔗
Removes the givenRID from the list ofPhysicsBody3D objects excluded from the collision check.