import evas_canvas3d_types; class Evas.Canvas3D.Camera (Evas.Canvas3D.Object) { [[Evas 3D canvas camera class]] data: Evas_Canvas3D_Camera_Data; methods { projection_matrix_set { [[Set the projection matrix of the given camera. Default projection matrix is identity matrix. See also @.projection_perspective_set, @.projection_ortho_set and @.projection_frustum_set.]] params { @in matrix: ptr(const(Evas.Real)); [[Projection Matrix]] } } projection_matrix_get @const { [[Get the projection matrix of the given camera. See also @.projection_matrix_set.]] params { @out matrix: Evas.Real; [[Projection Matrix]] } } projection_perspective_set { [[Set the projection matrix of the given camera with perspective projection. See also @.projection_matrix_set.]] params { fovy: Evas.Real; [[Field of view angle in Y direction.]] aspect: Evas.Real; [[Aspect ratio.]] dnear: Evas.Real; [[Distance to near clipping plane.]] dfar: Evas.Real; [[Distance to far clipping plane.]] } } projection_frustum_set { [[Set the projection matrix of the given camera with frustum projection. See also @.projection_matrix_set.]] params { left: Evas.Real; [[Left X coordinate of the near clipping plane.]] right: Evas.Real; [[Right X coordinate of the near clipping plane..]] bottom: Evas.Real; [[Bottom Y coordinate of the near clipping plane.]] top: Evas.Real; [[Top Y coordinate of the near clipping plane]] dnear: Evas.Real; [[Distance to near clipping plane.]] dfar: Evas.Real; [[Distance to far clipping plane.]] } } projection_ortho_set { [[Set the projection matrix of the given camera with orthogonal projection. See also @.projection_matrix_set.]] params { left: Evas.Real; [[Left X coordinate of the near clipping plane.]] right: Evas.Real; [[Right X coordinate of the near clipping plane..]] bottom: Evas.Real; [[Bottom Y coordinate of the near clipping plane.]] top: Evas.Real; [[Top Y coordinate of the near clipping plane]] dnear: Evas.Real; [[Distance to near clipping plane.]] dfar: Evas.Real; [[Distance to far clipping plane.]] } } node_visible_get { [[Check is bounding sphere of given node inside frustum of camera node. If the nodes are $null or nodes type mismatch error wrong type of nodes will be generated and returned $false.]] return: bool; [[$true in frustum, $false otherwise]] params { @in camera_node: Evas.Canvas3D.Node; [[The given camera node.]] @in node: Evas.Canvas3D.Node; [[The given node.]] @in key: Evas.Canvas3D.Frustum_Mode; [[The given key]] } } } implements { Efl.Object.constructor; Efl.Object.destructor; Evas.Canvas3D.Object.update_notify; Evas.Canvas3D.Object.change_notify; } }