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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/doc/classes/AimModifier3D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AimModifier3D" inherits="BoneConstraint3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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The [AimModifier3D] rotates a bone to look at a reference bone.
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</brief_description>
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<description>
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This is a simple version of [LookAtModifier3D] that only allows bone to the reference without advanced options such as angle limitation or time-based interpolation.
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The feature is simplified, but instead it is implemented with smooth tracking without euler, see [method set_use_euler].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_forward_axis" qualifiers="const">
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<return type="int" enum="SkeletonModifier3D.BoneAxis" />
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<param index="0" name="index" type="int" />
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<description>
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Returns the forward axis of the bone.
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</description>
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</method>
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<method name="get_primary_rotation_axis" qualifiers="const">
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<return type="int" enum="Vector3.Axis" />
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<param index="0" name="index" type="int" />
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<description>
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Returns the axis of the first rotation. It is enabled only if [method is_using_euler] is [code]true[/code].
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</description>
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</method>
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<method name="is_relative" qualifiers="const">
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<return type="bool" />
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<param index="0" name="index" type="int" />
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<description>
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Returns [code]true[/code] if the relative option is enabled in the setting at [param index].
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</description>
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</method>
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<method name="is_using_euler" qualifiers="const">
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<return type="bool" />
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<param index="0" name="index" type="int" />
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<description>
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Returns [code]true[/code] if it provides rotation with using euler.
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</description>
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</method>
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<method name="is_using_secondary_rotation" qualifiers="const">
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<return type="bool" />
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<param index="0" name="index" type="int" />
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<description>
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Returns [code]true[/code] if it provides rotation by two axes. It is enabled only if [method is_using_euler] is [code]true[/code].
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</description>
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</method>
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<method name="set_forward_axis">
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<return type="void" />
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<param index="0" name="index" type="int" />
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<param index="1" name="axis" type="int" enum="SkeletonModifier3D.BoneAxis" />
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<description>
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Sets the forward axis of the bone.
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</description>
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</method>
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<method name="set_primary_rotation_axis">
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<return type="void" />
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<param index="0" name="index" type="int" />
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<param index="1" name="axis" type="int" enum="Vector3.Axis" />
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<description>
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Sets the axis of the first rotation. It is enabled only if [method is_using_euler] is [code]true[/code].
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</description>
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</method>
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<method name="set_relative">
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<return type="void" />
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<param index="0" name="index" type="int" />
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<param index="1" name="enabled" type="bool" />
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<description>
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Sets relative option in the setting at [param index] to [param enabled].
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If sets [param enabled] to [code]true[/code], the rotation is applied relative to the pose.
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If sets [param enabled] to [code]false[/code], the rotation is applied relative to the rest. It means to replace the current pose with the [AimModifier3D]'s result.
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</description>
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</method>
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<method name="set_use_euler">
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<return type="void" />
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<param index="0" name="index" type="int" />
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<param index="1" name="enabled" type="bool" />
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<description>
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If sets [param enabled] to [code]true[/code], it provides rotation with using euler.
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If sets [param enabled] to [code]false[/code], it provides rotation with using rotation by arc generated from the forward axis vector and the vector toward the reference.
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</description>
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</method>
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<method name="set_use_secondary_rotation">
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<return type="void" />
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<param index="0" name="index" type="int" />
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<param index="1" name="enabled" type="bool" />
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<description>
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If sets [param enabled] to [code]true[/code], it provides rotation by two axes. It is enabled only if [method is_using_euler] is [code]true[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="setting_count" type="int" setter="set_setting_count" getter="get_setting_count" default="0">
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The number of settings in the modifier.
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</member>
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</members>
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</class>
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