class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3D SpringArm3D
A 3D raycast that dynamically moves its children near the collision point.

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).

int collision_mask<>():int

The layers against which the collision check shall be done. See Collision layers and masks in the documentation for more information.

float margin<>():float

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 a Camera3D as a child node: without the margin, the Camera3D would be placed on the exact point of collision, while with the margin the Camera3D would be placed close to the point of collision.

Shape3D shape<>():Shape3D

The Shape3D to use for the SpringArm3D.

When the shape is set, the SpringArm3D will cast the Shape3D on its z axis instead of performing a ray cast.

float spring_length<>():float

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 the PhysicsDirectSpaceState3D documentation.

void add_excluded_object<>( RID RID=, RID:RID=, ):void

Adds the PhysicsBody3D object with the given RID to the list of PhysicsBody3D objects excluded from the collision check.

void clear_excluded_objects<>():void

Clears the list of PhysicsBody3D objects excluded from the collision check.

float get_hit_length<>():float

Returns the spring arm's current length.

bool remove_excluded_object<>( RID RID=, RID:RID=, ):bool

Removes the given RID from the list of PhysicsBody3D objects excluded from the collision check.




All social media brands are registrated trademarks and belong to their respective owners.





CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
We are using cookies on this site. Read more... Wir benutzen Cookies auf dieser Seite. Mehr lesen...