:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LookAtModifier3D.xml. .. _class_LookAtModifier3D: LookAtModifier3D ================ **继承:** :ref:`SkeletonModifier3D` **<** :ref:`Node3D` **<** :ref:`Node` **<** :ref:`Object` **LookAtModifier3D** 会旋转骨骼,让它看向某个目标。 .. rst-class:: classref-introduction-group 描述 ---- 该 :ref:`SkeletonModifier3D` 会旋转骨骼,让它看向某个目标。适用于让角色的头部看向玩家、让炮塔看向目标等需要让骨骼简单快速地旋转到指向某个物体的情况。 应用多个 **LookAtModifier3D** 时,分配给父骨骼的 **LookAtModifier3D** 在列表中必须放在分配给子骨骼的 **LookAtModifier3D** 上方,这样才能让子骨骼得到正确的结果。 .. rst-class:: classref-reftable-group 属性 ---- .. table:: :widths: auto +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`int` | :ref:`bone` | ``-1`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`String` | :ref:`bone_name` | ``""`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`duration` | ``0.0`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`EaseType` | :ref:`ease_type` | ``0`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`BoneAxis` | :ref:`forward_axis` | ``4`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`int` | :ref:`origin_bone` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`String` | :ref:`origin_bone_name` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`NodePath` | :ref:`origin_external_node` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`OriginFrom` | :ref:`origin_from` | ``0`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`Vector3` | :ref:`origin_offset` | ``Vector3(0, 0, 0)`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`origin_safe_margin` | ``0.1`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`primary_damp_threshold` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`primary_limit_angle` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`primary_negative_damp_threshold` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`primary_negative_limit_angle` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`primary_positive_damp_threshold` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`primary_positive_limit_angle` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`Axis` | :ref:`primary_rotation_axis` | ``1`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`secondary_damp_threshold` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`secondary_limit_angle` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`secondary_negative_damp_threshold` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`secondary_negative_limit_angle` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`secondary_positive_damp_threshold` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`float` | :ref:`secondary_positive_limit_angle` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`bool` | :ref:`symmetry_limitation` | | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`NodePath` | :ref:`target_node` | ``NodePath("")`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`TransitionType` | :ref:`transition_type` | ``0`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`bool` | :ref:`use_angle_limitation` | ``false`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ | :ref:`bool` | :ref:`use_secondary_rotation` | ``true`` | +-----------------------------------------------------+-------------------------------------------------------------------------------------------------------------+----------------------+ .. rst-class:: classref-reftable-group 方法 ---- .. table:: :widths: auto +---------------------------+-------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_interpolation_remaining`\ (\ ) |const| | +---------------------------+-------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_interpolating`\ (\ ) |const| | +---------------------------+-------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_target_within_limitation`\ (\ ) |const| | +---------------------------+-------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group 枚举 ---- .. _enum_LookAtModifier3D_OriginFrom: .. rst-class:: classref-enumeration enum **OriginFrom**: :ref:`🔗` .. _class_LookAtModifier3D_constant_ORIGIN_FROM_SELF: .. rst-class:: classref-enumeration-constant :ref:`OriginFrom` **ORIGIN_FROM_SELF** = ``0`` 使用 :ref:`bone` 所指定骨骼的放松位置作为原点。 .. _class_LookAtModifier3D_constant_ORIGIN_FROM_SPECIFIC_BONE: .. rst-class:: classref-enumeration-constant :ref:`OriginFrom` **ORIGIN_FROM_SPECIFIC_BONE** = ``1`` 使用 :ref:`origin_bone` 所指定骨骼的全局姿势位置作为原点。 \ **注意:**\ 除非你熟悉骨骼的处理流程,否则建议只选择父级骨骼。指定骨骼姿势在处理 **LookAtModifier3D** 时会用作参考。换句话说,如果你指定的是子级骨骼,而 **LookAtModifier3D** 导致该子级骨骼发生移动,那么渲染结果会与方向不一致。 .. _class_LookAtModifier3D_constant_ORIGIN_FROM_EXTERNAL_NODE: .. rst-class:: classref-enumeration-constant :ref:`OriginFrom` **ORIGIN_FROM_EXTERNAL_NODE** = ``2`` 使用 :ref:`origin_external_node` 所指定的 :ref:`Node3D` 的全局位置作为原点。 \ **注意:**\ 与 :ref:`ORIGIN_FROM_SPECIFIC_BONE` 相同,如果指定的是分配了子级骨骼的 :ref:`BoneAttachment3D`\ ,那么渲染结果会与方向不一致。 .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group 属性说明 -------- .. _class_LookAtModifier3D_property_bone: .. rst-class:: classref-property :ref:`int` **bone** = ``-1`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_bone**\ (\ value\: :ref:`int`\ ) - :ref:`int` **get_bone**\ (\ ) 父级 :ref:`Skeleton3D` 中 :ref:`bone_name` 的索引。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_bone_name: .. rst-class:: classref-property :ref:`String` **bone_name** = ``""`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_bone_name**\ (\ value\: :ref:`String`\ ) - :ref:`String` **get_bone_name**\ (\ ) :ref:`Skeleton3D` 中要执行修改的骨骼名称。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_duration: .. rst-class:: classref-property :ref:`float` **duration** = ``0.0`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_duration**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_duration**\ (\ ) 基于时间的插值的持续时间。插值的触发条件有: - 目标节点发生改变 - 由于角度限制导致轴发生翻转 \ **注意:**\ 翻转的时机是目标超出角度限制范围,前进向量的内部次旋转轴发生翻转。视觉上,发生的时机是目标超出角度限制范围,越过 :ref:`forward_axis` 和 :ref:`primary_rotation_axis` 构成的平面。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_ease_type: .. rst-class:: classref-property :ref:`EaseType` **ease_type** = ``0`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_ease_type**\ (\ value\: :ref:`EaseType`\ ) - :ref:`EaseType` **get_ease_type**\ (\ ) 基于时间的插值的缓动类型。另见 :ref:`EaseType`\ 。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_forward_axis: .. rst-class:: classref-property :ref:`BoneAxis` **forward_axis** = ``4`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_forward_axis**\ (\ value\: :ref:`BoneAxis`\ ) - :ref:`BoneAxis` **get_forward_axis**\ (\ ) 骨骼的前进轴。该 :ref:`SkeletonModifier3D` 对骨骼进行的修改会让该轴指向 :ref:`target_node`\ 。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_origin_bone: .. rst-class:: classref-property :ref:`int` **origin_bone** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_origin_bone**\ (\ value\: :ref:`int`\ ) - :ref:`int` **get_origin_bone**\ (\ ) 父级 :ref:`Skeleton3D` 中 :ref:`origin_bone_name` 的索引。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_origin_bone_name: .. rst-class:: classref-property :ref:`String` **origin_bone_name** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_origin_bone_name**\ (\ value\: :ref:`String`\ ) - :ref:`String` **get_origin_bone_name**\ (\ ) 如果 :ref:`origin_from` 为 :ref:`ORIGIN_FROM_SPECIFIC_BONE`\ ,则会将指定的骨骼全局姿势位置用作原点。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_origin_external_node: .. rst-class:: classref-property :ref:`NodePath` **origin_external_node** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_origin_external_node**\ (\ value\: :ref:`NodePath`\ ) - :ref:`NodePath` **get_origin_external_node**\ (\ ) 如果 :ref:`origin_from` 为 :ref:`ORIGIN_FROM_EXTERNAL_NODE`\ ,则会将指定的 :ref:`Node3D` 的全局位置用作原点。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_origin_from: .. rst-class:: classref-property :ref:`OriginFrom` **origin_from** = ``0`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_origin_from**\ (\ value\: :ref:`OriginFrom`\ ) - :ref:`OriginFrom` **get_origin_from**\ (\ ) 该值决定了计算前进向量时从哪里获取原点。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_origin_offset: .. rst-class:: classref-property :ref:`Vector3` **origin_offset** = ``Vector3(0, 0, 0)`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_origin_offset**\ (\ value\: :ref:`Vector3`\ ) - :ref:`Vector3` **get_origin_offset**\ (\ ) 骨骼姿势原点的偏移。通过偏移量来对齐原点常用于多个骨骼必须始终朝向同一方向的情况,例如眼球。 \ **注意:**\ 该值表示的是 :ref:`origin_from` 中设置的对象的局部位置。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_origin_safe_margin: .. rst-class:: classref-property :ref:`float` **origin_safe_margin** = ``0.1`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_origin_safe_margin**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_origin_safe_margin**\ (\ ) 如果目标经过原点的距离小于该值,即使目标在角度限制范围内,也会使用基于时间的插值,从而防止角速度过高。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_damp_threshold: .. rst-class:: classref-property :ref:`float` **primary_damp_threshold** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_damp_threshold**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_primary_damp_threshold**\ (\ ) 开始对 :ref:`primary_limit_angle` 执行阻尼的阈值。提供的是非线性(B 样条)插值,会使得在旋转到边缘限制时感受到更多的阻力。适用于模拟人类运动的限制。 如果为 ``1.0`` 则不执行阻尼。如果为 ``0.0`` 则始终执行阻尼。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_limit_angle: .. rst-class:: classref-property :ref:`float` **primary_limit_angle** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_limit_angle**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_primary_limit_angle**\ (\ ) 当 :ref:`symmetry_limitation` 为 ``true`` 时,主旋转的限制角度。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_negative_damp_threshold: .. rst-class:: classref-property :ref:`float` **primary_negative_damp_threshold** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_negative_damp_threshold**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_primary_negative_damp_threshold**\ (\ ) 开始对 :ref:`primary_negative_limit_angle` 执行阻尼的阈值。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_negative_limit_angle: .. rst-class:: classref-property :ref:`float` **primary_negative_limit_angle** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_negative_limit_angle**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_primary_negative_limit_angle**\ (\ ) 当 :ref:`symmetry_limitation` 为 ``false`` 时,主旋转负方向的限制角度。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_positive_damp_threshold: .. rst-class:: classref-property :ref:`float` **primary_positive_damp_threshold** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_positive_damp_threshold**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_primary_positive_damp_threshold**\ (\ ) 开始对 :ref:`primary_positive_limit_angle` 执行阻尼的阈值。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_positive_limit_angle: .. rst-class:: classref-property :ref:`float` **primary_positive_limit_angle** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_positive_limit_angle**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_primary_positive_limit_angle**\ (\ ) 当 :ref:`symmetry_limitation` 为 ``false`` 时,主旋转正方向的限制角度。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_primary_rotation_axis: .. rst-class:: classref-property :ref:`Axis` **primary_rotation_axis** = ``1`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_primary_rotation_axis**\ (\ value\: :ref:`Axis`\ ) - :ref:`Axis` **get_primary_rotation_axis**\ (\ ) 主旋转轴。该 :ref:`SkeletonModifier3D` 会使用欧拉角对旋转进行合成,防止围绕 :ref:`forward_axis` 旋转。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_secondary_damp_threshold: .. rst-class:: classref-property :ref:`float` **secondary_damp_threshold** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_secondary_damp_threshold**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_secondary_damp_threshold**\ (\ ) 开始对 :ref:`secondary_limit_angle` 执行阻尼的阈值。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_secondary_limit_angle: .. rst-class:: classref-property :ref:`float` **secondary_limit_angle** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_secondary_limit_angle**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_secondary_limit_angle**\ (\ ) 当 :ref:`symmetry_limitation` 为 ``true`` 时,次旋转的限制角度。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_secondary_negative_damp_threshold: .. rst-class:: classref-property :ref:`float` **secondary_negative_damp_threshold** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_secondary_negative_damp_threshold**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_secondary_negative_damp_threshold**\ (\ ) 开始对 :ref:`secondary_negative_limit_angle` 执行阻尼的阈值。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_secondary_negative_limit_angle: .. rst-class:: classref-property :ref:`float` **secondary_negative_limit_angle** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_secondary_negative_limit_angle**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_secondary_negative_limit_angle**\ (\ ) 当 :ref:`symmetry_limitation` 为 ``false`` 时,次旋转负方向的限制角度。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_secondary_positive_damp_threshold: .. rst-class:: classref-property :ref:`float` **secondary_positive_damp_threshold** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_secondary_positive_damp_threshold**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_secondary_positive_damp_threshold**\ (\ ) 开始对 :ref:`secondary_positive_limit_angle` 执行阻尼的阈值。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_secondary_positive_limit_angle: .. rst-class:: classref-property :ref:`float` **secondary_positive_limit_angle** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_secondary_positive_limit_angle**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_secondary_positive_limit_angle**\ (\ ) 当 :ref:`symmetry_limitation` 为 ``false`` 时,次旋转正方向的限制角度。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_symmetry_limitation: .. rst-class:: classref-property :ref:`bool` **symmetry_limitation** :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_symmetry_limitation**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_limitation_symmetry**\ (\ ) 如果 ``true``\ ,则限制对称地分布在骨骼两侧。 如果 ``false``\ ,则可以为骨骼放松时的每一侧单独指定限制。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_target_node: .. rst-class:: classref-property :ref:`NodePath` **target_node** = ``NodePath("")`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_target_node**\ (\ value\: :ref:`NodePath`\ ) - :ref:`NodePath` **get_target_node**\ (\ ) 朝向修改的目标节点的 :ref:`NodePath`\ 。该节点是修改时骨骼旋转的目标。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_transition_type: .. rst-class:: classref-property :ref:`TransitionType` **transition_type** = ``0`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_transition_type**\ (\ value\: :ref:`TransitionType`\ ) - :ref:`TransitionType` **get_transition_type**\ (\ ) 基于时间的插值的过渡类型。另见 :ref:`TransitionType`\ 。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_use_angle_limitation: .. rst-class:: classref-property :ref:`bool` **use_angle_limitation** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_use_angle_limitation**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_using_angle_limitation**\ (\ ) 如果为 ``true`` 则会限制旋转量。例如,可以帮助防止角色的脖子发生 360 度旋转。 \ **注意:**\ 与 :ref:`AnimationTree` 混合一样,插值时会优先考虑 :ref:`Skeleton3D.get_bone_rest()`\ 。这意味着插值在某些情况下不会选择最短路径。 \ **注意:**\ 某些 :ref:`transition_type` 的取值可能会超出限制(例如 :ref:`Tween.TRANS_BACK`\ 、\ :ref:`Tween.TRANS_ELASTIC`\ 、\ :ref:`Tween.TRANS_SPRING`\ )。如果在超出限制时发生插值,结果可能不会遵循骨骼的放松姿势。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_property_use_secondary_rotation: .. rst-class:: classref-property :ref:`bool` **use_secondary_rotation** = ``true`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_use_secondary_rotation**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_using_secondary_rotation**\ (\ ) 如果为 ``true`` 就能够使用两个转轴。 .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group 方法说明 -------- .. _class_LookAtModifier3D_method_get_interpolation_remaining: .. rst-class:: classref-method :ref:`float` **get_interpolation_remaining**\ (\ ) |const| :ref:`🔗` 返回基于时间的插值的剩余秒数。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_method_is_interpolating: .. rst-class:: classref-method :ref:`bool` **is_interpolating**\ (\ ) |const| :ref:`🔗` 如果正在执行基于时间的插值则返回 ``true``\ 。如果为 ``true``\ ,则等价于 :ref:`get_interpolation_remaining()` 返回 ``0.0``\ 。 适用于确定是否能够安全移除 **LookAtModifier3D**\ 。 .. rst-class:: classref-item-separator ---- .. _class_LookAtModifier3D_method_is_target_within_limitation: .. rst-class:: classref-method :ref:`bool` **is_target_within_limitation**\ (\ ) |const| :ref:`🔗` 返回目标是否在角度限制范围内。适用于在目标超出角度限制范围后将 :ref:`target_node` 清空。 \ **注意:**\ 该值在 :ref:`SkeletonModifier3D._process_modification()` 之后更新。为了获取正确的值,我们建议使用 :ref:`SkeletonModifier3D.modification_processed` 信号。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` .. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)` .. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)` .. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)` .. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)` .. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)` .. |void| replace:: :abbr:`void (无返回值。)`