greetings try these:
Function NodeMove(node:ISceneNode,x:Float,y:Float,z:Float)
' from: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=4680
Local dest:Vector3df=Vector3df.createFromVals(x,y,z)
node.getRelativeTransformation().transformVect(dest)
node.setPosition(dest)
EndFunction
Function NodeTurn(node:ISceneNode,pitch:Float,yaw:Float,roll:Float)
' from: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=4680
Local m:Matrix4=Matrix4.Create()
Local n:Matrix4=Matrix4.Create()
Local t:Matrix4=Matrix4.Create()
m.setRotationDegrees(node.GetRotation())
n.setRotationDegrees(_VECTOR3DF(0,0,roll))
t.setRotationDegrees(_VECTOR3DF(pitch,0,0))
n.MultEq(t)
t.setRotationDegrees(_VECTOR3DF(0,yaw,0))
n.MultEq(t)
m.MultEq(n)
node.SetRotation(m.getRotationDegrees())
EndFunction
Function NodePointTo:Vector3df(node:ISceneNode, x:Float, y:Float, z:Float)
Local direction:Vector3df = _VECTOR3DF(x,y,z).Minus(node.getPosition())
node.SetRotation(direction.getHorizontalAngle())
EndFunction
there will still be a rotation problem since its not using quaternions. i have not been able to have a good quaternion rotation routine.