require "Polycode/SceneEntity" class "Camera" (SceneEntity) function Camera:Camera(...) for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycore.Camera(unpack(arg)) end end function Camera:buildFrustrumPlanes() local retVal = Polycore.Camera_buildFrustrumPlanes(self.__ptr) end function Camera:isSphereInFrustrum(pos, fRadius) local retVal = Polycore.Camera_isSphereInFrustrum(self.__ptr, pos.__ptr, fRadius) return retVal end function Camera:canSee(entity) local retVal = Polycore.Camera_canSee(self.__ptr, entity.__ptr) return retVal end function Camera:setOrthoMode(mode) local retVal = Polycore.Camera_setOrthoMode(self.__ptr, mode) end function Camera:getOrthoMode() local retVal = Polycore.Camera_getOrthoMode(self.__ptr) return retVal end function Camera:setFOV(fov) local retVal = Polycore.Camera_setFOV(self.__ptr, fov) end function Camera:getFOV() local retVal = Polycore.Camera_getFOV(self.__ptr) return retVal end function Camera:setParentScene(parentScene) local retVal = Polycore.Camera_setParentScene(self.__ptr, parentScene.__ptr) end function Camera:doCameraTransform() local retVal = Polycore.Camera_doCameraTransform(self.__ptr) end function Camera:setLightDepthTexture(texture) local retVal = Polycore.Camera_setLightDepthTexture(self.__ptr, texture.__ptr) end function Camera:hasFilterShader() local retVal = Polycore.Camera_hasFilterShader(self.__ptr) return retVal end function Camera:drawFilter() local retVal = Polycore.Camera_drawFilter(self.__ptr) end function Camera:setExposureLevel(level) local retVal = Polycore.Camera_setExposureLevel(self.__ptr, level) end function Camera:getExposureLevel() local retVal = Polycore.Camera_getExposureLevel(self.__ptr) return retVal end function Camera:createPostFilter(shaderMaterial) local retVal = Polycore.Camera_createPostFilter(self.__ptr, shaderMaterial.__ptr) end function Camera:setPostFilter(shaderName) local retVal = Polycore.Camera_setPostFilter(self.__ptr, shaderName) end