<?xml version="1.0" encoding="UTF-8" ?>
<class name="InterpolatedCamera" inherits="Camera" version="3.8">
	<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>
