proc keepAspect(self: Camera): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc keepAspect=(self: Camera; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cullMask(self: Camera): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc cullMask=(self: Camera; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc environment(self: Camera): Environment {.gcsafe, locks: 0, raises: [Exception],
tags: [RootEffect]
.}
-
proc environment=(self: Camera; val: Environment) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc hOffset(self: Camera): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc hOffset=(self: Camera; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc vOffset(self: Camera): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc vOffset=(self: Camera; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc dopplerTracking(self: Camera): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc dopplerTracking=(self: Camera; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc projection(self: Camera): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc projection=(self: Camera; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc current(self: Camera): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc current=(self: Camera; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc fov(self: Camera): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc fov=(self: Camera; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc size(self: Camera): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc size=(self: Camera; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc near(self: Camera): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc near=(self: Camera; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc far(self: Camera): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc far=(self: Camera; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc projectRayNormal(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc projectLocalRayNormal(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe,
locks: 0, raises: [], tags: []
.}
-
proc projectRayOrigin(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc unprojectPosition(self: Camera; worldPoint: Vector3): Vector2 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc isPositionBehind(self: Camera; worldPoint: Vector3): bool {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc projectPosition(self: Camera; screenPoint: Vector2): Vector3 {.gcsafe, locks: 0,
raises: [], tags: []
.}
-
proc setPerspective(self: Camera; fov: float64; zNear: float64; zFar: float64) {.gcsafe,
locks: 0, raises: [], tags: []
.}
-
proc setOrthogonal(self: Camera; size: float64; zNear: float64; zFar: float64) {.gcsafe,
locks: 0, raises: [], tags: []
.}
-
proc makeCurrent(self: Camera) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc clearCurrent(self: Camera; enableNext: bool = true) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc getCameraTransform(self: Camera): Transform {.gcsafe, locks: 0, raises: [], tags: []
.}
-