public void CalculateFrustumCorners(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners) { if (outCorners == null) { throw new ArgumentNullException("outCorners"); } if (outCorners.Length < 4) { throw new ArgumentException("outCorners minimum size is 4", "outCorners"); } CalculateFrustumCornersInternal(viewport, z, eye, outCorners); }
public void CalculateFrustumCorners(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners) { if (outCorners == null) { throw new ArgumentNullException("outCorners"); } if (outCorners.Length < 4) { throw new ArgumentException("outCorners minimum size is 4", "outCorners"); } this.CalculateFrustumCornersInternal(viewport, z, eye, outCorners); }
extern private void CalculateFrustumCornersInternal(Rect viewport, float z, MonoOrStereoscopicEye eye, [Out] Vector3[] outCorners);
public Ray ScreenPointToRay(Vector3 pos, MonoOrStereoscopicEye eye) { return(ScreenPointToRay((Vector2)pos, eye)); }
extern private Ray ScreenPointToRay(Vector2 pos, MonoOrStereoscopicEye eye);
public Ray ViewportPointToRay(Vector3 pos, MonoOrStereoscopicEye eye) { return(ViewportPointToRay((Vector2)pos, eye)); }
extern private Ray ViewportPointToRay(Vector2 pos, MonoOrStereoscopicEye eye);
private void CalculateFrustumCornersInternal(Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners) { INTERNAL_CALL_CalculateFrustumCornersInternal(this, ref viewport, z, eye, outCorners); }
extern public Vector3 ViewportToWorldPoint(Vector3 position, MonoOrStereoscopicEye eye);
// // Summary: // Sets the Camera to render to the chosen buffers of one or more RenderTextures. // // Parameters: // colorBuffer: // The RenderBuffer(s) to which color information will be rendered. // // depthBuffer: // The RenderBuffer to which depth information will be rendered. //public void SetTargetBuffers(RenderBuffer[] colorBuffer, RenderBuffer depthBuffer) { throw new System.NotImplementedException(); } // // Summary: // Sets the Camera to render to the chosen buffers of one or more RenderTextures. // // Parameters: // colorBuffer: // The RenderBuffer(s) to which color information will be rendered. // // depthBuffer: // The RenderBuffer to which depth information will be rendered. //public void SetTargetBuffers(RenderBuffer colorBuffer, RenderBuffer depthBuffer) { throw new System.NotImplementedException(); } //public bool TryGetCullingParameters(out ScriptableCullingParameters cullingParameters) { throw new System.NotImplementedException(); } //public bool TryGetCullingParameters(bool stereoAware, out ScriptableCullingParameters cullingParameters) { throw new System.NotImplementedException(); } public Ray ViewportPointToRay(Vector3 pos, MonoOrStereoscopicEye eye) { throw new System.NotImplementedException(); }
private static extern void INTERNAL_CALL_CalculateFrustumCornersInternal(Camera self, ref Rect viewport, float z, MonoOrStereoscopicEye eye, Vector3[] outCorners);
public Vector3 ScreenToWorldPoint(Vector3 position, MonoOrStereoscopicEye eye) { throw new System.NotImplementedException(); }
public Vector3 WorldToViewportPoint(Vector3 position, MonoOrStereoscopicEye eye) { throw new System.NotImplementedException(); }
// TODO: it should be collapsed with others [NativeName("RenderToCubemap")] extern private bool RenderToCubemapEyeImpl(RenderTexture cubemap, int faceMask, MonoOrStereoscopicEye stereoEye);
extern public Vector3 ScreenToWorldPoint(Vector3 position, MonoOrStereoscopicEye eye);
public bool RenderToCubemap(RenderTexture cubemap, int faceMask, MonoOrStereoscopicEye stereoEye) { return(RenderToCubemapEyeImpl(cubemap, faceMask, stereoEye)); }