godot/scene/3d/look_at_modifier_3d.cpp

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/*  look_at_modifier_3d.cpp                                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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 {}

// For origin settings.

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 {}

// For time-based interpolation.

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 {}

// For angle limitation.

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 {}

// General API.

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() {}