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static public Vector3 ToLocalFromLocal<>( Node3D self=, self:Node3D=, Node3D from=, from:Node3D=, Vector3 fromLocalPosition=, fromLocalPosition:Vector3=, ):Vector3 static public
static public Vector3 ToLocalFromLocalDirection<>( Node3D self=, self:Node3D=, Node3D from=, from:Node3D=, Vector3 fromLocalDirection=, fromLocalDirection:Vector3=, ):Vector3 static public
static public Vector3 ToLocalDirection<>( Node3D self=, self:Node3D=, Vector3 globalDirection=, globalDirection:Vector3=, ):Vector3 static public
static public Vector3 ToGlobalDirection<>( Node3D self=, self:Node3D=, Vector3 localDirection=, localDirection:Vector3=, ):Vector3 static public
static public Void LookTowards<>( Node3D self=, self:Node3D=, Vector3 direction=, direction:Vector3=, ):Void static public
static public float DistanceTo<>( Node3D self=, self:Node3D=, Node3D other=, other:Node3D=, ):float static public
static public Vector3 DirectionTowards<>( Node3D self=, self:Node3D=, Node3D other=, other:Node3D=, ):Vector3 static public
static public Vector3 DirectionTowards<>( Node3D self=, self:Node3D=, Vector3 other=, other:Vector3=, ):Vector3 static public
static public bool IsInRange<>( Node3D a=, a:Node3D=, Node3D other=, other:Node3D=, float distance=, distance:float=, ):bool static public
static public Vector3 GetLocalOrGlobalPosition<>( Node3D node=, node:Node3D=, bool global=, global:bool=, ):Vector3 static public
static public Void SetLocalOrGlobalPosition<>( Node3D node=, node:Node3D=, Vector3 position=, position:Vector3=, bool global=, global:bool=, ):Void static public
static public Void SetLocalOrGlobalRotation<>( Node3D node=, node:Node3D=, Vector3 rotation=, rotation:Vector3=, bool global=, global:bool=, ):Void static public
static public Void SetGlobalPose<>( Node3D node=, node:Node3D=, Vector3 position=, position:Vector3=, Quaternion rotation=, rotation:Quaternion=, ):Void static public
static public Void SetGlobalPose<>( Node3D node=, node:Node3D=, Pose pose=, pose:Pose=, ):Void static public
static public Pose GetGlobalPose<>( Node3D node=, node:Node3D=, ):Pose static public
static public Void CopyGlobalPoseFrom<>( Node3D node=, node:Node3D=, Node3D other=, other:Node3D=, ):Void static public
static public Void SetGlobalQuaternion<>( Node3D node=, node:Node3D=, Quaternion quaternion=, quaternion:Quaternion=, ):Void static public
static public Void SetLocalQuaternion<>( Node3D node=, node:Node3D=, Quaternion quaternion=, quaternion:Quaternion=, ):Void static public
static public Void LookTowards<>( Node3D node=, node:Node3D=, Vector3 forwardDirection=, forwardDirection:Vector3=, Vector3 upDirection=, upDirection:Vector3=, Quaternion rotation=, rotation:Quaternion=, ):Void static public
static public Void LookTowards<>( Node3D node=, node:Node3D=, Vector3 forward=, forward:Vector3=, Vector3 up=, up:Vector3=, Nullable<Vector3> up2=, up2:Nullable<Vector3>=, ):Void static public
static public Vector3 GetGlobalOffset<>( Node3D node=, node:Node3D=, Vector3 direction=, direction:Vector3=, ):Vector3 static public
static public Vector3 GlobalForward<>( Node3D node=, node:Node3D=, ):Vector3 static public
static public Vector3 GetPosition<>( Node3D node=, node:Node3D=, bool global=, global:bool=, ):Vector3 static public
static public Vector3 GlobalUp<>( Node3D node=, node:Node3D=, ):Vector3 static public
static public Vector3 GlobalRight<>( Node3D node=, node:Node3D=, ):Vector3 static public
static public Void SetGlobalX<>( Node3D node=, node:Node3D=, float x=, x:float=, ):Void static public
static public Void SetGlobalY<>( Node3D node=, node:Node3D=, float y=, y:float=, ):Void static public
static public Void SetGlobalZ<>( Node3D node=, node:Node3D=, float z=, z:float=, ):Void static public
static public Void SetLocalX<>( Node3D node=, node:Node3D=, float x=, x:float=, ):Void static public
static public Void SetLocalY<>( Node3D node=, node:Node3D=, float y=, y:float=, ):Void static public
static public Void SetLocalZ<>( Node3D node=, node:Node3D=, float z=, z:float=, ):Void static public
static public Vector3 GetOrientationBasedGlobalOffset<>( Node3D node=, node:Node3D=, Vector3 offset=, offset:Vector3=, ):Vector3 static public
static public Box3 GetWorldBox<>( Node3D node=, node:Node3D=, bool onlyVisible=, onlyVisible:bool=, ):Box3 static public
static public Nullable<Aabb> GetWorldBounds<>( Node3D node=, node:Node3D=, bool onlyVisible=, onlyVisible:bool=, ):Nullable<Aabb> static public
static public Nullable<Aabb> GetWorldBoundsFrom<>( Node3D node=, node:Node3D=, bool onlyVisible=, onlyVisible:bool=, ):Nullable<Aabb> static public
static public Quaternion GlobalQuaternion<>( Node3D self=, self:Node3D=, ):Quaternion static public
static public Quaternion GlobalYawQuaterntion<>( Node3D self=, self:Node3D=, ):Quaternion static public
static public float GlobalYawDegrees<>( Node3D node3D=, node3D:Node3D=, ):float static public
static public float GlobalYawRadians<>( Node3D node3D=, node3D:Node3D=, ):float static public
static public Vector2 GlobalXZ<>( Node3D n=, n:Node3D=, ):Vector2 static public
static public Void SetGlobalXZ<>( Node3D n=, n:Node3D=, Vector2 xz=, xz:Vector2=, ):Void static public
static public Void SetGlobalYaw<>( Node3D n=, n:Node3D=, float yawRadians=, yawRadians:float=, ):Void static public
static public Void SetGlobalYawDegrees<>( Node3D n=, n:Node3D=, float yawDegrees=, yawDegrees:float=, ):Void static public



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