Ogre
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## 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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