godot/doc/classes/ClippedCamera.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ClippedCamera" inherits="Camera" version="3.3">
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<brief_description>
A [Camera] that includes collision.
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</brief_description>
<description>
This node extends [Camera] to add collisions with [Area] and/or [PhysicsBody] nodes. The camera cannot move through colliding objects.
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</description>
<tutorials>
</tutorials>
<methods>
<method name="add_exception">
<return type="void" />
<argument index="0" name="node" type="Object" />
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<description>
Adds a collision exception so the camera does not collide with the specified node.
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</description>
</method>
<method name="add_exception_rid">
<return type="void" />
<argument index="0" name="rid" type="RID" />
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<description>
Adds a collision exception so the camera does not collide with the specified [RID].
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</description>
</method>
<method name="clear_exceptions">
<return type="void" />
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<description>
Removes all collision exceptions.
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</description>
</method>
<method name="get_clip_offset" qualifiers="const">
<return type="float" />
<description>
Returns the distance the camera has been offset due to a collision.
</description>
</method>
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<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool" />
<argument index="0" name="bit" type="int" />
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<description>
Returns [code]true[/code] if the specified bit index is on.
[b]Note:[/b] Bit indices range from 0-19.
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</description>
</method>
<method name="remove_exception">
<return type="void" />
<argument index="0" name="node" type="Object" />
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<description>
Removes a collision exception with the specified node.
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</description>
</method>
<method name="remove_exception_rid">
<return type="void" />
<argument index="0" name="rid" type="RID" />
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<description>
Removes a collision exception with the specified [RID].
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</description>
</method>
<method name="set_collision_mask_bit">
<return type="void" />
<argument index="0" name="bit" type="int" />
<argument index="1" name="value" type="bool" />
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<description>
Sets the specified bit index to the [code]value[/code].
[b]Note:[/b] Bit indices range from 0-19.
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</description>
</method>
</methods>
<members>
<member name="clip_to_areas" type="bool" setter="set_clip_to_areas" getter="is_clip_to_areas_enabled" default="false">
If [code]true[/code], the camera stops on contact with [Area]s.
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</member>
<member name="clip_to_bodies" type="bool" setter="set_clip_to_bodies" getter="is_clip_to_bodies_enabled" default="true">
If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
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</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
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</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="ClippedCamera.ProcessMode" default="0">
The camera's process callback. See [enum ProcessMode].
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</member>
</members>
<constants>
<constant name="CLIP_PROCESS_PHYSICS" value="0" enum="ProcessMode">
The camera updates with the [code]_physics_process[/code] callback.
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</constant>
<constant name="CLIP_PROCESS_IDLE" value="1" enum="ProcessMode">
The camera updates with the [code]_process[/code] callback.
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</constant>
</constants>
</class>