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@@ -0,0 +1,452 @@
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+using System;
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+using System.Runtime.CompilerServices;
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+using System.Runtime.InteropServices;
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+
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+namespace BansheeEngine
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+{
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+ /** @addtogroup Rendering
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+ * @{
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+ */
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+
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+ /// <summary>
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+ /// Camera determines how is world geometry projected onto a 2D surface. You may position and orient it in space, set
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+ /// options like aspect ratio and field or view and it outputs view and projection matrices required for rendering.
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+ /// </summary>
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+ public partial class Camera : Component
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+ {
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+ private Camera(bool __dummy0) { }
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+ protected Camera() { }
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+
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+ /// <summary>Returns the viewport used by the camera.</summary>
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+ [ShowInInspector]
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+ public Viewport Viewport
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+ {
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+ get { return Internal_getViewport(mCachedPtr); }
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+ }
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+
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+ /// <summary>
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+ /// Determines the camera horizontal field of view. This determines how wide the camera viewing angle is along the
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+ /// horizontal axis. Vertical FOV is calculated from the horizontal FOV and the aspect ratio.
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+ /// </summary>
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+ [ShowInInspector]
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+ public Radian FieldOfView
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+ {
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+ get
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+ {
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+ Radian temp;
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+ Internal_getHorzFOV(mCachedPtr, out temp);
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+ return temp;
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+ }
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+ set { Internal_setHorzFOV(mCachedPtr, ref value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines the distance from the frustum to the near clipping plane. Anything closer than the near clipping plane
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+ /// will not be rendered. Decreasing this value decreases depth buffer precision.
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+ /// </summary>
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+ [ShowInInspector]
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+ public float NearClipPlane
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+ {
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+ get { return Internal_getNearClipDistance(mCachedPtr); }
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+ set { Internal_setNearClipDistance(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines the distance from the frustum to the far clipping plane. Anything farther than the far clipping plane will
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+ /// not be rendered. Increasing this value decreases depth buffer precision.
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+ /// </summary>
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+ [ShowInInspector]
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+ public float FarClipPlane
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+ {
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+ get { return Internal_getFarClipDistance(mCachedPtr); }
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+ set { Internal_setFarClipDistance(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>Determines the current viewport aspect ratio (width / height).</summary>
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+ [ShowInInspector]
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+ public float AspectRatio
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+ {
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+ get { return Internal_getAspectRatio(mCachedPtr); }
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+ set { Internal_setAspectRatio(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Returns the standard projection matrix that determines how are 3D points projected to two dimensions. The layout of
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+ /// this matrix depends on currently used render system.
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+ /// </summary>
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+ [ShowInInspector]
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+ public Matrix4 ProjMatrix
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+ {
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+ get
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+ {
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+ Matrix4 temp;
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+ Internal_getProjectionMatrixRS(mCachedPtr, out temp);
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+ return temp;
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+ }
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+ }
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+
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+ /// <summary>Gets the camera view matrix. Used for positioning/orienting the camera.</summary>
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+ [ShowInInspector]
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+ public Matrix4 ViewMatrix
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+ {
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+ get
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+ {
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+ Matrix4 temp;
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+ Internal_getViewMatrix(mCachedPtr, out temp);
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+ return temp;
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+ }
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+ }
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+
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+ /// <summary>
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+ /// Determines the type of projection used by the camera. Projection type controls how is 3D geometry projected onto a
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+ /// 2D plane.
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+ /// </summary>
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+ [ShowInInspector]
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+ public ProjectionType ProjectionType
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+ {
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+ get { return Internal_getProjectionType(mCachedPtr); }
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+ set { Internal_setProjectionType(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines the orthographic window height, for use with orthographic rendering only. The width of the window will be
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+ /// calculated from the aspect ratio. Value is specified in world units.
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+ /// </summary>
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+ [ShowInInspector]
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+ public float OrthoHeight
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+ {
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+ get { return Internal_getOrthoWindowHeight(mCachedPtr); }
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+ set { Internal_setOrthoWindowHeight(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines the orthographic window width, for use with orthographic rendering only. The height of the window will be
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+ /// calculated from the aspect ratio. Value is specified in world units.
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+ /// </summary>
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+ [ShowInInspector]
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+ public float OrthoWidth
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+ {
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+ get { return Internal_getOrthoWindowWidth(mCachedPtr); }
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+ set { Internal_setOrthoWindowWidth(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines a priority that determines in which orders the cameras are rendered. This only applies to cameras
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+ /// rendering to the same render target. Higher value means the camera will be rendered sooner.
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+ /// </summary>
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+ [ShowInInspector]
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+ public int Priority
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+ {
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+ get { return Internal_getPriority(mCachedPtr); }
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+ set { Internal_setPriority(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>Determines layer bitfield that is used when determining which object should the camera render.</summary>
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+ [ShowInInspector]
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+ public ulong Layers
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+ {
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+ get { return Internal_getLayers(mCachedPtr); }
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+ set { Internal_setLayers(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines number of samples to use when rendering to this camera. Values larger than 1 will enable MSAA rendering.
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+ /// </summary>
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+ [ShowInInspector]
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+ public uint SampleCount
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+ {
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+ get { return Internal_getMSAACount(mCachedPtr); }
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+ set { Internal_setMSAACount(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Settings that control rendering for this view. They determine how will the renderer process this view, which effects
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+ /// will be enabled, and what properties will those effects use.
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+ /// </summary>
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+ [ShowInInspector]
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+ public RenderSettings RenderSettings
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+ {
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+ get { return Internal_getRenderSettings(mCachedPtr); }
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+ set { Internal_setRenderSettings(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>
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+ /// Determines whether this is the main application camera. Main camera controls the final render surface that is
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+ /// displayed to the user.
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+ /// </summary>
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+ [ShowInInspector]
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+ public bool Main
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+ {
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+ get { return Internal_isMain(mCachedPtr); }
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+ set { Internal_setMain(mCachedPtr, value); }
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+ }
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+
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+ /// <summary>Converts a point in world space to screen coordinates.</summary>
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+ /// <param name="worldPoint">3D point in world space.</param>
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+ /// <returns>2D point on the render target attached to the camera's viewport, in pixels.</returns>
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+ public Vector2I WorldToScreenPoint(Vector3 worldPoint)
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+ {
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+ Vector2I temp;
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+ Internal_worldToScreenPoint(mCachedPtr, ref worldPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in world space to normalized device coordinates.</summary>
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+ /// <param name="worldPoint">3D point in world space.</param>
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+ /// <returns>2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport.</returns>
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+ public Vector2 WorldToNdcPoint(Vector3 worldPoint)
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+ {
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+ Vector2 temp;
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+ Internal_worldToNdcPoint(mCachedPtr, ref worldPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in world space to view space coordinates.</summary>
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+ /// <param name="worldPoint">3D point in world space.</param>
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+ /// <returns>3D point relative to the camera's coordinate system.</returns>
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+ public Vector3 WorldToViewPoint(Vector3 worldPoint)
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+ {
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+ Vector3 temp;
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+ Internal_worldToViewPoint(mCachedPtr, ref worldPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in screen space to a point in world space.</summary>
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+ /// <param name="screenPoint">2D point on the render target attached to the camera's viewport, in pixels.</param>
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+ /// <param name="depth">
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+ /// Depth to place the world point at, in world coordinates. The depth is applied to the vector going from camera origin
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+ /// to the point on the near plane.
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+ /// </param>
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+ /// <returns>3D point in world space.</returns>
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+ public Vector3 ScreenToWorldPoint(Vector2I screenPoint, float depth = 0.5f)
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+ {
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+ Vector3 temp;
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+ Internal_screenToWorldPoint(mCachedPtr, ref screenPoint, depth, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in screen space to a point in view space.</summary>
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+ /// <param name="screenPoint">2D point on the render target attached to the camera's viewport, in pixels.</param>
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+ /// <param name="depth">
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+ /// Depth to place the world point at, in device depth. The depth is applied to the vector going from camera origin to
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+ /// the point on the near plane.
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+ /// </param>
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+ /// <returns>3D point relative to the camera's coordinate system.</returns>
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+ public Vector3 ScreenToViewPoint(Vector2I screenPoint, float depth = 0.5f)
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+ {
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+ Vector3 temp;
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+ Internal_screenToViewPoint(mCachedPtr, ref screenPoint, depth, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in screen space to normalized device coordinates.</summary>
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+ /// <param name="screenPoint">2D point on the render target attached to the camera's viewport, in pixels.</param>
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+ /// <returns>2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport.</returns>
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+ public Vector2 ScreenToNdcPoint(Vector2I screenPoint)
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+ {
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+ Vector2 temp;
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+ Internal_screenToNdcPoint(mCachedPtr, ref screenPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in view space to world space.</summary>
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+ /// <param name="viewPoint">3D point relative to the camera's coordinate system.</param>
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+ /// <returns>3D point in world space.</returns>
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+ public Vector3 ViewToWorldPoint(Vector3 viewPoint)
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+ {
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+ Vector3 temp;
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+ Internal_viewToWorldPoint(mCachedPtr, ref viewPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in view space to screen space.</summary>
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+ /// <param name="viewPoint">3D point relative to the camera's coordinate system.</param>
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+ /// <returns>2D point on the render target attached to the camera's viewport, in pixels.</returns>
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+ public Vector2I ViewToScreenPoint(Vector3 viewPoint)
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+ {
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+ Vector2I temp;
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+ Internal_viewToScreenPoint(mCachedPtr, ref viewPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in view space to normalized device coordinates.</summary>
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+ /// <param name="viewPoint">3D point relative to the camera's coordinate system.</param>
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+ /// <returns>2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport.</returns>
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+ public Vector2 ViewToNdcPoint(Vector3 viewPoint)
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+ {
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+ Vector2 temp;
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+ Internal_viewToNdcPoint(mCachedPtr, ref viewPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in normalized device coordinates to world space.</summary>
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+ /// <param name="ndcPoint">
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+ /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport.
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+ /// </param>
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+ /// <param name="depth">
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+ /// Depth to place the world point at. The depth is applied to the vector going from camera origin to the point on the
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+ /// near plane.
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+ /// </param>
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+ /// <returns>3D point in world space.</returns>
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+ public Vector3 NdcToWorldPoint(Vector2 ndcPoint, float depth = 0.5f)
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+ {
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+ Vector3 temp;
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+ Internal_ndcToWorldPoint(mCachedPtr, ref ndcPoint, depth, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in normalized device coordinates to view space.</summary>
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+ /// <param name="ndcPoint">
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+ /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport.
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+ /// </param>
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+ /// <param name="depth">
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+ /// Depth to place the world point at. The depth is applied to the vector going from camera origin to the point on the
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+ /// near plane.
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+ /// </param>
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+ /// <returns>3D point relative to the camera's coordinate system.</returns>
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+ public Vector3 NdcToViewPoint(Vector2 ndcPoint, float depth = 0.5f)
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+ {
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+ Vector3 temp;
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+ Internal_ndcToViewPoint(mCachedPtr, ref ndcPoint, depth, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in normalized device coordinates to screen space.</summary>
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+ /// <param name="ndcPoint">
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+ /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport.
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+ /// </param>
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+ /// <returns>2D point on the render target attached to the camera's viewport, in pixels.</returns>
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+ public Vector2I NdcToScreenPoint(Vector2 ndcPoint)
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+ {
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+ Vector2I temp;
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+ Internal_ndcToScreenPoint(mCachedPtr, ref ndcPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Converts a point in screen space to a ray in world space.</summary>
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+ /// <param name="screenPoint">2D point on the render target attached to the camera's viewport, in pixels.</param>
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+ /// <returns>Ray in world space, originating at the selected point on the camera near plane.</returns>
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+ public Ray ScreenPointToRay(Vector2I screenPoint)
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+ {
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+ Ray temp;
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+ Internal_screenPointToRay(mCachedPtr, ref screenPoint, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>
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+ /// Projects a point in view space to normalized device coordinates. Similar to viewToNdcPoint() but preserves the depth
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+ /// component.
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+ /// </summary>
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+ /// <param name="point">3D point relative to the camera's coordinate system.</param>
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+ /// <returns>
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+ /// 3D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. Z value range depends
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+ /// on active render API.
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+ /// </returns>
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+ public Vector3 ProjectPoint(Vector3 point)
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+ {
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+ Vector3 temp;
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+ Internal_projectPoint(mCachedPtr, ref point, out temp);
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+ return temp;
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+ }
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+
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+ /// <summary>Un-projects a point in normalized device space to view space.</summary>
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+ /// <param name="point">
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+ /// 3D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. Z value range depends
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+ /// on active render API.
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+ /// </param>
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+ /// <returns>3D point relative to the camera's coordinate system.</returns>
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+ public Vector3 UnprojectPoint(Vector3 point)
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+ {
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+ Vector3 temp;
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+ Internal_unprojectPoint(mCachedPtr, ref point, out temp);
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+ return temp;
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+ }
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+
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern Viewport Internal_getViewport(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setHorzFOV(IntPtr thisPtr, ref Radian fovy);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_getHorzFOV(IntPtr thisPtr, out Radian __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setNearClipDistance(IntPtr thisPtr, float nearDist);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern float Internal_getNearClipDistance(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setFarClipDistance(IntPtr thisPtr, float farDist);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern float Internal_getFarClipDistance(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setAspectRatio(IntPtr thisPtr, float ratio);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern float Internal_getAspectRatio(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_getProjectionMatrixRS(IntPtr thisPtr, out Matrix4 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_getViewMatrix(IntPtr thisPtr, out Matrix4 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setProjectionType(IntPtr thisPtr, ProjectionType pt);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern ProjectionType Internal_getProjectionType(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setOrthoWindowHeight(IntPtr thisPtr, float h);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern float Internal_getOrthoWindowHeight(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setOrthoWindowWidth(IntPtr thisPtr, float w);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern float Internal_getOrthoWindowWidth(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setPriority(IntPtr thisPtr, int priority);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern int Internal_getPriority(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setLayers(IntPtr thisPtr, ulong layers);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern ulong Internal_getLayers(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setMSAACount(IntPtr thisPtr, uint count);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern uint Internal_getMSAACount(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_setRenderSettings(IntPtr thisPtr, RenderSettings settings);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern RenderSettings Internal_getRenderSettings(IntPtr thisPtr);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_worldToScreenPoint(IntPtr thisPtr, ref Vector3 worldPoint, out Vector2I __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_worldToNdcPoint(IntPtr thisPtr, ref Vector3 worldPoint, out Vector2 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_worldToViewPoint(IntPtr thisPtr, ref Vector3 worldPoint, out Vector3 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_screenToWorldPoint(IntPtr thisPtr, ref Vector2I screenPoint, float depth, out Vector3 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_screenToViewPoint(IntPtr thisPtr, ref Vector2I screenPoint, float depth, out Vector3 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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|
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+ private static extern void Internal_screenToNdcPoint(IntPtr thisPtr, ref Vector2I screenPoint, out Vector2 __output);
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|
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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+ private static extern void Internal_viewToWorldPoint(IntPtr thisPtr, ref Vector3 viewPoint, out Vector3 __output);
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+ [MethodImpl(MethodImplOptions.InternalCall)]
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|
|
+ private static extern void Internal_viewToScreenPoint(IntPtr thisPtr, ref Vector3 viewPoint, out Vector2I __output);
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|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
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|
|
+ private static extern void Internal_viewToNdcPoint(IntPtr thisPtr, ref Vector3 viewPoint, out Vector2 __output);
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|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
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|
|
+ private static extern void Internal_ndcToWorldPoint(IntPtr thisPtr, ref Vector2 ndcPoint, float depth, out Vector3 __output);
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|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
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|
|
+ private static extern void Internal_ndcToViewPoint(IntPtr thisPtr, ref Vector2 ndcPoint, float depth, out Vector3 __output);
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|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
|
|
|
+ private static extern void Internal_ndcToScreenPoint(IntPtr thisPtr, ref Vector2 ndcPoint, out Vector2I __output);
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|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
|
|
|
+ private static extern void Internal_screenPointToRay(IntPtr thisPtr, ref Vector2I screenPoint, out Ray __output);
|
|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
|
|
|
+ private static extern void Internal_projectPoint(IntPtr thisPtr, ref Vector3 point, out Vector3 __output);
|
|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
|
|
|
+ private static extern void Internal_unprojectPoint(IntPtr thisPtr, ref Vector3 point, out Vector3 __output);
|
|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
|
|
|
+ private static extern void Internal_setMain(IntPtr thisPtr, bool main);
|
|
|
+ [MethodImpl(MethodImplOptions.InternalCall)]
|
|
|
+ private static extern bool Internal_isMain(IntPtr thisPtr);
|
|
|
+ }
|
|
|
+
|
|
|
+ /** @} */
|
|
|
+}
|