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authorQbieShay <cislaghi.ilaria@gmail.com>2019-11-09 19:16:08 +0100
committerQbieShay <cislaghi.ilaria@gmail.com>2019-11-10 14:21:06 +0100
commit6d27c50ae7e934afc6ad6f19a030fc2512e825e6 (patch)
tree9efe9c9f919c82949a879e20f3a2ccb11bcf3dfa /doc/classes
parent0ab0d11c17dd58ac35335cabd032409c42a41a94 (diff)
Added documentation for SpringArm doc
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/SpringArm.xml17
1 files changed, 17 insertions, 0 deletions
diff --git a/doc/classes/SpringArm.xml b/doc/classes/SpringArm.xml
index 438d96f2b3..133ff68859 100644
--- a/doc/classes/SpringArm.xml
+++ b/doc/classes/SpringArm.xml
@@ -1,8 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpringArm" inherits="Spatial" category="Core" version="3.2">
<brief_description>
+ A helper node, mostly used in 3rd person cameras.
</brief_description>
<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.
</description>
<tutorials>
</tutorials>
@@ -13,18 +18,21 @@
<argument index="0" name="RID" type="RID">
</argument>
<description>
+ Adds the object with the given [RID] to the list of objects excluded from the collision check.
</description>
</method>
<method name="clear_excluded_objects">
<return type="void">
</return>
<description>
+ Clears the list of objects excluded from the collision check.
</description>
</method>
<method name="get_hit_length">
<return type="float">
</return>
<description>
+ Returns the proportion between the current arm length (after checking for collisions) and the [member spring_length]. Ranges from 0 to 1.
</description>
</method>
<method name="remove_excluded_object">
@@ -33,17 +41,26 @@
<argument index="0" name="RID" type="RID">
</argument>
<description>
+ Removes the given [RID] from the list of objects excluded from the collision check.
</description>
</method>
</methods>
<members>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
+ The layers against which the collision check shall be done.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01">
+ 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 [Camera] as a child node: without the margin, the [Camera] would be placed on the exact point of collision, while with the margin the [Camera] would be placed close to the point of collision.
</member>
<member name="shape" type="Shape" setter="set_shape" getter="get_shape">
+ The [Shape] to use for the SpringArm.
+ When the shape is set, the SpringArm will cast the [Shape] on its z axis instead of performing a ray cast.
</member>
<member name="spring_length" type="float" setter="set_length" getter="get_length" default="1.0">
+ 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 [PhysicsDirectSpaceState] documentation.
</member>
</members>
<constants>