more methods for projection/culling projection matrices & frustum

This commit is contained in:
Nick Fisher
2023-11-09 11:41:40 +08:00
parent e1141098d0
commit 395de95d37
13 changed files with 267 additions and 144 deletions

View File

@@ -364,10 +364,15 @@ abstract class FilamentController {
///
Future<Matrix4> getCameraProjectionMatrix();
///
/// Get the camera's culling projection matrix. See Camera.h for more details.
///
Future<Matrix4> getCameraCullingProjectionMatrix();
///
/// 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.
///
Future<List<Vector4>> getCameraFrustum();
Future<Frustum> getCameraFrustum();
///
/// Set the camera position in world space. Note this is not persistent - any viewport navigation will reset the camera transform.