/// <summary> /// Gets a position on the projectors frustum in world coordinates. /// </summary> /// <param name="_position"></param> /// <returns></returns> public Vector3 GetFrustumPosition(FrustumPositions _position) { return(m_frustumIntersections.GetCameraFrustumWorldPoint(_position)); }
//////////////////////////////////////////////////////////////////////// // PUBLIC API //////////////////////////////////////////////////////////////////////// /// <summary> /// Gets the current world-coordinate point for a particular location on /// camera's frustum. /// </summary> /// <param name="_position"> /// Determines what point of the frustum will be returned. /// </param> /// <returns> /// Vector3 in world-coordinates. /// </returns> public Vector3 GetCameraFrustumWorldPoint(FrustumPositions _position) { CalculateWorldPoints(DefaultDistance); return(m_frustumWorldPositions[_position]); }