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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "SkeletonModification2DLookAt" inherits= "SkeletonModification2D" version= "4.0" >
<brief_description >
A modification that rotates a [Bone2D] node to look at a target.
</brief_description>
<description >
This [SkeletonModification2D] rotates a bone to look a target. This is extremely helpful for moving character's head to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily.
</description>
<tutorials >
</tutorials>
<methods >
<method name= "get_additional_rotation" qualifiers= "const" >
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<return type= "float" />
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<description >
Returns the amount of additional rotation that is applied after the LookAt modification executes.
</description>
</method>
<method name= "get_constraint_angle_invert" qualifiers= "const" >
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<return type= "bool" />
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<description >
Returns whether the constraints to this modification are inverted or not.
</description>
</method>
<method name= "get_constraint_angle_max" qualifiers= "const" >
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<return type= "float" />
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<description >
Returns the constraint's maximum allowed angle.
</description>
</method>
<method name= "get_constraint_angle_min" qualifiers= "const" >
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<return type= "float" />
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<description >
Returns the constraint's minimum allowed angle.
</description>
</method>
<method name= "get_enable_constraint" qualifiers= "const" >
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<return type= "bool" />
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<description >
Returns [code]true[/code] if the LookAt modification is using constraints.
</description>
</method>
<method name= "set_additional_rotation" >
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<return type= "void" />
<argument index= "0" name= "rotation" type= "float" />
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<description >
Sets the amount of additional rotation that is to be applied after executing the modification. This allows for offsetting the results by the inputted rotation amount.
</description>
</method>
<method name= "set_constraint_angle_invert" >
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<return type= "void" />
<argument index= "0" name= "invert" type= "bool" />
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<description >
When [code]true[/code], the modification will use an inverted joint constraint.
An inverted joint constraint only constraints the [Bone2D] to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.
</description>
</method>
<method name= "set_constraint_angle_max" >
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<return type= "void" />
<argument index= "0" name= "angle_max" type= "float" />
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<description >
Sets the constraint's maximum allowed angle.
</description>
</method>
<method name= "set_constraint_angle_min" >
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<return type= "void" />
<argument index= "0" name= "angle_min" type= "float" />
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<description >
Sets the constraint's minimum allowed angle.
</description>
</method>
<method name= "set_enable_constraint" >
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<return type= "void" />
<argument index= "0" name= "enable_constraint" type= "bool" />
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<description >
Sets whether this modification will use constraints or not. When [code]true[/code], constraints will be applied when solving the LookAt modification.
</description>
</method>
</methods>
<members >
<member name= "bone2d_node" type= "NodePath" setter= "set_bone2d_node" getter= "get_bone2d_node" default= "NodePath("")" >
The [Bone2D] node that the modification will operate on.
</member>
<member name= "bone_index" type= "int" setter= "set_bone_index" getter= "get_bone_index" default= "-1" >
The index of the [Bone2D] node that the modification will oeprate on.
</member>
<member name= "target_nodepath" type= "NodePath" setter= "set_target_node" getter= "get_target_node" default= "NodePath("")" >
The NodePath to the node that is the target for the LookAt modification. This node is what the modification will rotate the [Bone2D] to.
</member>
</members>
</class>