#include "look_at_modifier_3d.h"
void LookAtModifier3D::_validate_property(PropertyInfo &p_property) const { … }
PackedStringArray LookAtModifier3D::get_configuration_warnings() const { … }
void LookAtModifier3D::set_bone_name(const String &p_bone_name) { … }
String LookAtModifier3D::get_bone_name() const { … }
void LookAtModifier3D::set_bone(int p_bone) { … }
int LookAtModifier3D::get_bone() const { … }
void LookAtModifier3D::set_forward_axis(BoneAxis p_axis) { … }
LookAtModifier3D::BoneAxis LookAtModifier3D::get_forward_axis() const { … }
void LookAtModifier3D::set_primary_rotation_axis(Vector3::Axis p_axis) { … }
Vector3::Axis LookAtModifier3D::get_primary_rotation_axis() const { … }
void LookAtModifier3D::set_use_secondary_rotation(bool p_enabled) { … }
bool LookAtModifier3D::is_using_secondary_rotation() const { … }
void LookAtModifier3D::set_target_node(const NodePath &p_target_node) { … }
NodePath LookAtModifier3D::get_target_node() const { … }
void LookAtModifier3D::set_origin_from(OriginFrom p_origin_from) { … }
LookAtModifier3D::OriginFrom LookAtModifier3D::get_origin_from() const { … }
void LookAtModifier3D::set_origin_bone_name(const String &p_bone_name) { … }
String LookAtModifier3D::get_origin_bone_name() const { … }
void LookAtModifier3D::set_origin_bone(int p_bone) { … }
int LookAtModifier3D::get_origin_bone() const { … }
void LookAtModifier3D::set_origin_external_node(const NodePath &p_external_node) { … }
NodePath LookAtModifier3D::get_origin_external_node() const { … }
void LookAtModifier3D::set_origin_offset(const Vector3 &p_offset) { … }
Vector3 LookAtModifier3D::get_origin_offset() const { … }
void LookAtModifier3D::set_origin_safe_margin(float p_margin) { … }
float LookAtModifier3D::get_origin_safe_margin() const { … }
void LookAtModifier3D::set_duration(float p_duration) { … }
float LookAtModifier3D::get_duration() const { … }
void LookAtModifier3D::set_transition_type(Tween::TransitionType p_transition_type) { … }
Tween::TransitionType LookAtModifier3D::get_transition_type() const { … }
void LookAtModifier3D::set_ease_type(Tween::EaseType p_ease_type) { … }
Tween::EaseType LookAtModifier3D::get_ease_type() const { … }
void LookAtModifier3D::set_use_angle_limitation(bool p_enabled) { … }
bool LookAtModifier3D::is_using_angle_limitation() const { … }
void LookAtModifier3D::set_symmetry_limitation(bool p_enabled) { … }
bool LookAtModifier3D::is_limitation_symmetry() const { … }
void LookAtModifier3D::set_primary_limit_angle(float p_angle) { … }
float LookAtModifier3D::get_primary_limit_angle() const { … }
void LookAtModifier3D::set_primary_damp_threshold(float p_power) { … }
float LookAtModifier3D::get_primary_damp_threshold() const { … }
void LookAtModifier3D::set_primary_positive_limit_angle(float p_angle) { … }
float LookAtModifier3D::get_primary_positive_limit_angle() const { … }
void LookAtModifier3D::set_primary_positive_damp_threshold(float p_power) { … }
float LookAtModifier3D::get_primary_positive_damp_threshold() const { … }
void LookAtModifier3D::set_primary_negative_limit_angle(float p_angle) { … }
float LookAtModifier3D::get_primary_negative_limit_angle() const { … }
void LookAtModifier3D::set_primary_negative_damp_threshold(float p_power) { … }
float LookAtModifier3D::get_primary_negative_damp_threshold() const { … }
void LookAtModifier3D::set_secondary_limit_angle(float p_angle) { … }
float LookAtModifier3D::get_secondary_limit_angle() const { … }
void LookAtModifier3D::set_secondary_damp_threshold(float p_power) { … }
float LookAtModifier3D::get_secondary_damp_threshold() const { … }
void LookAtModifier3D::set_secondary_positive_limit_angle(float p_angle) { … }
float LookAtModifier3D::get_secondary_positive_limit_angle() const { … }
void LookAtModifier3D::set_secondary_positive_damp_threshold(float p_power) { … }
float LookAtModifier3D::get_secondary_positive_damp_threshold() const { … }
void LookAtModifier3D::set_secondary_negative_limit_angle(float p_angle) { … }
float LookAtModifier3D::get_secondary_negative_limit_angle() const { … }
void LookAtModifier3D::set_secondary_negative_damp_threshold(float p_power) { … }
float LookAtModifier3D::get_secondary_negative_damp_threshold() const { … }
bool LookAtModifier3D::is_target_within_limitation() const { … }
float LookAtModifier3D::get_interpolation_remaining() const { … }
bool LookAtModifier3D::is_interpolating() const { … }
void LookAtModifier3D::_bind_methods() { … }
void LookAtModifier3D::_process_modification() { … }
bool LookAtModifier3D::is_intersecting_axis(const Vector3 &p_prev, const Vector3 &p_current, Vector3::Axis p_flipping_axis, Vector3::Axis p_check_axis, bool p_check_plane) const { … }
Vector3 LookAtModifier3D::get_basis_vector_from_bone_axis(const Basis &p_basis, LookAtModifier3D::BoneAxis p_axis) const { … }
Vector3 LookAtModifier3D::get_vector_from_bone_axis(const LookAtModifier3D::BoneAxis &p_axis) const { … }
Vector3 LookAtModifier3D::get_vector_from_axis(const Vector3::Axis &p_axis) const { … }
Vector3::Axis LookAtModifier3D::get_axis_from_bone_axis(BoneAxis p_axis) const { … }
Vector2 LookAtModifier3D::get_projection_vector(const Vector3 &p_vector, Vector3::Axis p_axis) const { … }
float LookAtModifier3D::remap_damped(float p_from, float p_to, float p_damp_threshold, float p_value) const { … }
double LookAtModifier3D::get_bspline_y(const Vector2 &p_from, const Vector2 &p_control, const Vector2 &p_to, double p_x) const { … }
Transform3D LookAtModifier3D::look_at_with_axes(const Transform3D &p_rest) { … }
void LookAtModifier3D::init_transition() { … }