godot/doc/classes/ClippedCamera3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ClippedCamera3D" inherits="Camera3D" version="4.0">
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<brief_description>
A [Camera3D] that includes collision.
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</brief_description>
<description>
This node extends [Camera3D] to add collisions with [Area3D] and/or [PhysicsBody3D] 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>
<method name="get_collision_mask_value" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer_number" type="int" />
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<description>
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
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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_value">
<return type="void" />
<argument index="0" name="layer_number" type="int" />
<argument index="1" name="value" type="bool" />
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<description>
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
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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 [Area3D]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 [PhysicsBody3D]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/latest/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_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="ClippedCamera3D.ClipProcessCallback" default="0">
The camera's process callback. See [enum ClipProcessCallback].
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</member>
</members>
<constants>
<constant name="CLIP_PROCESS_PHYSICS" value="0" enum="ClipProcessCallback">
The camera updates with the [code]_physics_process[/code] callback.
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</constant>
<constant name="CLIP_PROCESS_IDLE" value="1" enum="ClipProcessCallback">
The camera updates with the [code]_process[/code] callback.
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</constant>
</constants>
</class>