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Object
Node3DExtensions
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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