irrlicht

An OCaml binding for the Irrlicht Engine
Module Irr_scene
method add_animated_mesh_node : ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> animated_mesh -> animated_mesh_node
method add_billboard_node : ?parent:node -> ?size:(float * float) -> ?pos:Irr_core.vector3df -> ?id:int -> ?color_top:int Irr_core.color -> ?color_bottom:int Irr_core.color -> unit -> billboard_node
method add_camera : ?parent:node -> ?pos:Irr_core.vector3df -> ?lookat:Irr_core.vector3df -> ?id:int -> ?make_active:bool -> unit -> camera
method add_camera_fps : ?parent:node -> ?rs:float -> ?ms:float -> ?id:int -> ?km:Irr_base.key_map list -> ?nvm:bool -> ?js:float -> ?im:bool -> ?ma:bool -> unit -> camera
method add_camera_maya : ?parent:node -> ?rs:float -> ?zs:float -> ?ts:float -> ?id:int -> ?ma:bool -> unit -> camera
method add_cube_node : ?size:float -> ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> unit -> mesh_node
method add_hill_plane_mesh : string -> (float * float) -> ?material:Irr_video.material -> ?height:float -> ?count_hills:(float * float) -> ?texture_repeat_count:(float * float) -> (int * int) -> animated_mesh
method add_light_node : ?parent:node -> ?pos:Irr_core.vector3df -> ?color:float Irr_core.color -> ?radius:float -> ?id:int -> unit -> light_node
method add_mesh_node : ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> mesh -> mesh_node
method add_octree_node : ?parent:node -> ?id:int -> ?min:int -> mesh -> mesh_node
method add_particle_system_node : ?with_default_emitter:bool -> ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> unit -> particle_system_node
method add_sky_box_node : top:Irr_video.texture -> bottom:Irr_video.texture -> left:Irr_video.texture -> right:Irr_video.texture -> front:Irr_video.texture -> back:Irr_video.texture -> ?parent:node -> ?id:int -> unit -> node
method add_sky_dome_node : ?hori_res:int -> ?vert_res:int -> ?texture_percentage:float -> ?sphere_percentage:float -> ?radius:float -> ?parent:node -> ?id:int -> Irr_video.texture -> node
method add_sphere_node : ?radius:float -> ?poly_count:int -> ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> unit -> mesh_node
method add_terrain_node : ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> ?color:int Irr_core.color -> ?max_lod:int -> ?patch_size:Irr_enums.terrain_patch_size -> ?smooth_factor:int -> ?add_also_if_heightmap_empty:bool -> string -> terrain_node
method add_volume_light_node : ?parent:node -> ?id:int -> ?subdiv_u:int -> ?subdiv_v:int -> ?foot:int Irr_core.color -> ?tail:int Irr_core.color -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> unit -> volume_light_node
method add_water_surface_node : ?wave_height:float -> ?wave_speed:float -> ?wave_length:float -> ?parent:node -> ?id:int -> ?pos:Irr_core.vector3df -> ?rot:Irr_core.vector3df -> ?scale:Irr_core.vector3df -> mesh -> node
method collision_manager : collision_manager
method create_collision_response_animator : triangle_selector -> ?ellipsoid_radius:Irr_core.vector3df -> ?gravity_per_second:Irr_core.vector3df -> ?ellipsoid_translation:Irr_core.vector3df -> ?sliding:float -> node -> animator_collision_response
method create_fly_circle : ?center:Irr_core.vector3df -> ?radius:float -> ?speed:float -> ?dir:Irr_core.vector3df -> ?start:float -> ?radius_ellipsoid:float -> unit -> animator
method create_fly_straight : Irr_core.vector3df -> Irr_core.vector3df -> ?loop:bool -> ?pingpong:bool -> int -> animator
method create_octree_triangle_selector : mesh -> ?mppn:int -> node -> triangle_selector
method create_terrain_triangle_selector : ?lod:int -> terrain_node -> triangle_selector
method create_texture_animator : Irr_video.texture list -> ?loop:bool -> int -> animator
method create_triangle_selector : animated_mesh_node -> triangle_selector
method draw_all : unit
method drop : unit
method drop_bool : bool
method get_mesh : string -> animated_mesh
method obj : Irr_base.obj
method set_shadow_color : int Irr_core.color -> unit