/// <summary> /// Set how the billboards should rotate in relation to the camera. Default is to follow camera rotation on all axes (FC_ROTATE_XYZ.) /// </summary> private void SetFaceCameraMode(FaceCameraMode mode) { Runtime.ValidateRefCounted(this); BillboardSet_SetFaceCameraMode(handle, mode); }
internal static extern void BillboardSet_SetFaceCameraMode(IntPtr handle, FaceCameraMode mode);
/// <summary> /// Set how the text should rotate in relation to the camera. Default is to not rotate (FC_NONE.) /// </summary> private void SetFaceCameraMode(FaceCameraMode mode) { Runtime.ValidateRefCounted(this); Text3D_SetFaceCameraMode(handle, mode); }
internal static extern void Text3D_SetFaceCameraMode(IntPtr handle, FaceCameraMode mode);
/// <summary> /// Return a world rotation for facing a camera on certain axes based on the existing world rotation. /// </summary> public Quaternion GetFaceCameraRotation(Urho.Vector3 position, Urho.Quaternion rotation, FaceCameraMode mode, float minAngle) { Runtime.ValidateRefCounted(this); return(Camera_GetFaceCameraRotation(handle, ref position, ref rotation, mode, minAngle)); }
internal static extern Quaternion Camera_GetFaceCameraRotation(IntPtr handle, ref Urho.Vector3 position, ref Urho.Quaternion rotation, FaceCameraMode mode, float minAngle);