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namespace Camera
{
// Projects a 3D point to screen space in 2D from the current camera, including "z" which can be
// used to check if the point is behind the camera or not. This saves the overhead of having to
// calculate the projection twice. Consider the point behind the camera if z > 0.
import vec3 ToScreen(const vec3 &in pos) from "Camera";
// Projects a 3D point to screen space in 2D from the current camera.
import vec2 ToScreenSpace(const vec3 &in pos) from "Camera";
// Returns true if the 3D point is behind the camera.
import bool IsBehind(const vec3 &in pos) from "Camera";
// Gets the current camera used for rendering.
import CHmsCamera@ GetCurrent() from "Camera";
// Gets the projection matrix of the current camera, if there is one.
import mat4 GetProjectionMatrix() from "Camera";
// Gets the current camera position.
import vec3 GetCurrentPosition() from "Camera";
// In the editor, sets the currently focused camera position of the orbital camera.
import void SetEditorOrbitalTarget(const vec3 &in pos) from "Camera";
}