more methods for projection/culling projection matrices & frustum
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@@ -364,10 +364,15 @@ abstract class FilamentController {
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///
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Future<Matrix4> getCameraProjectionMatrix();
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///
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/// Get the camera's culling projection matrix. See Camera.h for more details.
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///
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Future<Matrix4> getCameraCullingProjectionMatrix();
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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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Future<Frustum> 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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