Protected
_needsSpecifies that angles need to be applied to its [@link applier].
Protected
_pitchIts current angle around X axis, in degree.
Protected
_yawIts current angle around Y axis, in degree.
The VRMLookAtApplier of the LookAt.
The front direction of the face. Intended to be used for VRM 0.0 compat (VRM 0.0 models are facing Z- instead of Z+). You usually don't want to touch this.
Readonly
humanoidIts associated VRMHumanoid.
The origin of LookAt. Position offset from the head bone.
Optional
targetThe target object of the LookAt. Note that it does not make any sense if autoUpdate is disabled.
See also: autoUpdate
Static
Readonly
EULER_Use getEuler instead.
Its current angle around X axis, in degree.
Its current angle around X axis, in degree.
Its current angle around Y axis, in degree.
Its current angle around Y axis, in degree.
Get its yaw-pitch angles as an Euler
.
Does NOT consider faceFront; it returns Euler(0, 0, 0; "YXZ")
by default regardless of the faceFront value.
The target euler
Get a quaternion that rotates the +Z unit vector of the humanoid Head to the faceFront direction.
A target THREE.Quaternion
Get its LookAt direction in world coordinate.
A target THREE.Vector3
Get its lookAt position in world coordinate.
A target THREE.Vector3
Get its lookAt rotation in world coordinate. Does NOT consider faceFront.
A target THREE.Quaternion
Set its lookAt target position.
Note that its result will be instantly overwritten if VRMLookAtHead.autoUpdate is enabled.
If you want to track an object continuously, you might want to use target instead.
A target position, in world space
Reset the lookAt direction (yaw and pitch) to the initial direction.
Update the VRMLookAtHead. If autoUpdate is enabled, this will make it look at the target.
deltaTime, it isn't used though. You can use the parameter if you want to use this in your own extended VRMLookAt.
A class controls eye gaze movements of a VRM.