virtualx-engine/doc/classes/InterpolatedCamera.xml
2022-08-05 18:51:38 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InterpolatedCamera" inherits="Camera" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
[i]Deprecated.[/i] Camera which moves toward another node.
</brief_description>
<description>
[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation.
If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera.
</description>
<tutorials>
</tutorials>
<methods>
<method name="set_target">
<return type="void" />
<argument index="0" name="target" type="Object" />
<description>
Sets the node to move toward and orient with.
</description>
</method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_interpolation_enabled" getter="is_interpolation_enabled" default="false">
If [code]true[/code], and a target is set, the camera will move automatically.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="InterpolatedCamera.InterpolatedCameraProcessMode" default="1">
The camera's process callback. See [enum InterpolatedCameraProcessMode].
</member>
<member name="speed" type="float" setter="set_speed" getter="get_speed" default="1.0">
How quickly the camera moves toward its target. Higher values will result in tighter camera motion.
</member>
<member name="target" type="NodePath" setter="set_target_path" getter="get_target_path" default="NodePath(&quot;&quot;)">
The target's [NodePath].
</member>
</members>
<constants>
<constant name="INTERPOLATED_CAMERA_PROCESS_PHYSICS" value="0" enum="InterpolatedCameraProcessMode">
The camera updates with the [code]_physics_process[/code] callback.
</constant>
<constant name="INTERPOLATED_CAMERA_PROCESS_IDLE" value="1" enum="InterpolatedCameraProcessMode">
The camera updates with the [code]_process[/code] callback.
</constant>
</constants>
</class>