Rigs of Rods 2023.09
Soft-body Physics Simulation
All Data Structures Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Modules Pages
Loading...
Searching...
No Matches
AngelOgre_SceneManager.h
Go to the documentation of this file.
1
2namespace AngelOgre { // Dummy namespace, just to distinguish AngelScript from C++
3
15 {
16 // PLEASE maintain the same order as in source/main/scripting/bindings/OgreAngelscript.cpp
17 public:
18
19 const string& getName() const;
20
21 array<MovableObject@>@ __getMovableObjectsByType(const string&in typeName);
22
25 Entity@ createEntity(const string&in ent_name, const string &in mesh_name, const string &in mesh_rg);
27 void destroyEntity(const string &in);
29
34 void destroySceneNode(const string &in);
36
39 const color& getAmbientLight() const;
40 void setAmbientLight(const color &in);
42
45 ManualObject@ createManualObject(const string &in);
46 ManualObject@ getManualObject(const string &in);
47 ManualObject@ destroyManualObject(const string &in);
48 void destroyManualObject(ManualObject@);
50
51 };
52
55
56} // namespace AngelOgre (dummy, just to distinguish AngelScript from C++)
57
Defines an instance of a discrete, movable object based on a Mesh.
Encapsulates everything renderable by OGRE - use game.getSceneManager() to get it.
void destroyEntity(Entity@)
array< MovableObject@> __getMovableObjectsByType(const string &in typeName)
void destroySceneNode(const string &in)
void destroyManualObject(ManualObject@)
const color & getAmbientLight() const
ManualObject createManualObject(const string &in)
void destroySceneNode(SceneNode@)
Entity createEntity(const string &in ent_name, const string &in mesh_name, const string &in mesh_rg)
SceneNode getRootSceneNode()
ManualObject getManualObject(const string &in)
void destroyEntity(const string &in)
ManualObject destroyManualObject(const string &in)
const string & getName() const
void setAmbientLight(const color &in)
Class representing a node in the scene graph.
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...