Ogre

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xs/SceneNode.xs  view on Meta::CPAN


    }
  OUTPUT:
    RETVAL

## virtual void 	findLights (LightList &destList, Real radius, uint32 lightMask=0xFFFFFFFF) const

void
SceneNode::setFixedYawAxis(useFixed, fixedAxis)
    bool  useFixed
    Vector3 * fixedAxis
  C_ARGS:
    useFixed, *fixedAxis

void
SceneNode::yaw(DegRad *angle, int relativeTo=Node::TS_LOCAL)
  C_ARGS:
    *angle, (Ogre::Node::TransformSpace)relativeTo

## virtual void 	setDirection (Real x, Real y, Real z, TransformSpace relativeTo=TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
## virtual void 	setDirection (const Vector3 &vec, TransformSpace relativeTo=TS_LOCAL, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
void
SceneNode::setDirection(x, y, z, relativeTo, localDirectionVector)
    Real  x
    Real  y
    Real  z
    int    relativeTo
    Vector3 * localDirectionVector
  C_ARGS:
    x, y, z, (Ogre::Node::TransformSpace)relativeTo, *localDirectionVector

## virtual void 	lookAt (const Vector3 &targetPoint, TransformSpace relativeTo, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z)
void
SceneNode::lookAt(targetPoint, relativeTo, localDirectionVector)
    Vector3 * targetPoint
    int    relativeTo
    Vector3 * localDirectionVector
  C_ARGS:
    *targetPoint, (Ogre::Node::TransformSpace)relativeTo, *localDirectionVector

## virtual void 	setAutoTracking (bool enabled, SceneNode *target=0, const Vector3 &localDirectionVector=Vector3::NEGATIVE_UNIT_Z, const Vector3 &offset=Vector3::ZERO)
void
SceneNode::setAutoTracking(enabled, target, localDirectionVector, offset)
    bool        enabled
    SceneNode * target
    Vector3 *   localDirectionVector
    Vector3 *   offset
  C_ARGS:
    enabled, target, *localDirectionVector, *offset

SceneNode *
SceneNode::getAutoTrackTarget()

## virtual const Vector3 & 	getAutoTrackOffset (void)
## virtual const Vector3 & 	getAutoTrackLocalDirection (void)

SceneNode *
SceneNode::getParentSceneNode()

void
SceneNode::setVisible(bool enabled, bool cascade=true)

void
SceneNode::flipVisibility(bool cascade=true)

void
SceneNode::setDebugDisplayEnabled(bool enabled, bool cascade=true)


## static void 	queueNeedUpdate (Node *n)
## static void 	processQueuedUpdates (void)



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