Table of Contents

Class SpringArm3D

A 3D raycast that dynamically moves its children near the collision point.

Inheritance
SpringArm3D

Remarks

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).

See Also

Properties

collision_mask

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

var collision_mask : int = 1

Property Value

int

Remarks

  • void set_collision_mask(int value)
  • int get_collision_mask

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 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.

var margin : float = 0.01

Property Value

float

Remarks

shape

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.

var shape : Shape3D

Property Value

Shape3D

Remarks

spring_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 the PhysicsDirectSpaceState3D documentation.

var spring_length : float = 1.0

Property Value

float

Remarks

Methods

add_excluded_object(RID)

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

void add_excluded_object(RID RID)

Parameters

RID RID

clear_excluded_objects

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

void clear_excluded_objects

get_hit_length

Returns the spring arm's current length.

float get_hit_length

remove_excluded_object(RID)

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

bool remove_excluded_object(RID RID)

Parameters

RID RID