add getCameraFrustum() and getCameraProjectionMatrix()
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@@ -355,10 +355,20 @@ abstract class FilamentController {
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Future<Matrix4> getCameraModelMatrix();
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///
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/// Get the camera's view matrix.
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/// Get the camera's view matrix. See Camera.h for more details.
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///
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Future<Matrix4> getCameraViewMatrix();
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///
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/// Get the camera's projection matrix. See Camera.h for more details.
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///
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Future<Matrix4> getCameraProjectionMatrix();
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///
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/// Get the camera's culling frustum in world space. Returns six Vector4s defining the left, right, bottom, top, far and near planes respectively. See Camera.h and Frustum.h for more details.
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///
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Future<List<Vector4>> getCameraFrustum();
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///
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/// Set the camera position in world space. Note this is not persistent - any viewport navigation will reset the camera transform.
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///
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