godot/doc/classes/SkeletonModification2DLookAt.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" experimental="" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<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">
			<return type="float" />
			<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">
			<return type="bool" />
			<description>
				Returns whether the constraints to this modification are inverted or not.
			</description>
		</method>
		<method name="get_constraint_angle_max" qualifiers="const">
			<return type="float" />
			<description>
				Returns the constraint's maximum allowed angle.
			</description>
		</method>
		<method name="get_constraint_angle_min" qualifiers="const">
			<return type="float" />
			<description>
				Returns the constraint's minimum allowed angle.
			</description>
		</method>
		<method name="get_enable_constraint" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the LookAt modification is using constraints.
			</description>
		</method>
		<method name="set_additional_rotation">
			<return type="void" />
			<param index="0" name="rotation" type="float" />
			<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">
			<return type="void" />
			<param index="0" name="invert" type="bool" />
			<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">
			<return type="void" />
			<param index="0" name="angle_max" type="float" />
			<description>
				Sets the constraint's maximum allowed angle.
			</description>
		</method>
		<method name="set_constraint_angle_min">
			<return type="void" />
			<param index="0" name="angle_min" type="float" />
			<description>
				Sets the constraint's minimum allowed angle.
			</description>
		</method>
		<method name="set_enable_constraint">
			<return type="void" />
			<param index="0" name="enable_constraint" type="bool" />
			<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(&quot;&quot;)">
			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 operate on.
		</member>
		<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
			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>