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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "InterpolatedCamera" inherits= "Camera" >
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<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>
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<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>
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<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("")" >
The target's [NodePath].
</member>
</members>
<constants >
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<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>
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</constants>
</class>