generated from krampus/template-godot4
	
		
			
				
	
	
		
			118 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using Godot;
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namespace PhantomCamera;
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public enum KeepAspect
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{
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    KeepWidth,
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    KeepHeight
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}
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public enum ProjectionType
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{
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    Perspective,
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    Orthogonal,
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    Frustum
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}
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public class Camera3DResource(Resource resource)
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{
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    public readonly Resource Resource = resource;
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    public KeepAspect KeepAspect
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    {
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        get => (KeepAspect)(int)Resource.Call(MethodName.GetKeepAspect);
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        set => Resource.Call(MethodName.SetKeepAspect, (int)value);
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    }
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    public int CullMask
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    {
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        get => (int)Resource.Call(MethodName.GetCullMask);
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        set => Resource.Call(MethodName.SetCullMask, value);
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    }
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    public void SetCullMaskValue(int layer, bool value) => Resource.Call(MethodName.SetCullMaskValue, layer, value);
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    public float HOffset
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    {
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        get => (float)Resource.Call(MethodName.GetHOffset);
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        set => Resource.Call(MethodName.SetHOffset, value);
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    }
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    public float VOffset
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    {
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        get => (float)Resource.Call(MethodName.GetVOffset);
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        set => Resource.Call(MethodName.SetVOffset, value);
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    }
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    public ProjectionType Projection
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    {
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        get => (ProjectionType)(int)Resource.Call(MethodName.GetProjection);
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        set => Resource.Call(MethodName.SetProjection, (int)value);
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    }
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    public float Fov
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    {
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        get => (float)Resource.Call(MethodName.GetFov);
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        set => Resource.Call(MethodName.SetFov, Mathf.Clamp(value, 1, 179));
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    }
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    public float Size
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    {
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        get => (float)Resource.Call(MethodName.GetSize);
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        set => Resource.Call(MethodName.SetSize, Mathf.Clamp(value, 0.001f, float.PositiveInfinity));
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    }
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    public Vector2 FrustumOffset
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    {
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        get => (Vector2)Resource.Call(MethodName.GetFrustumOffset);
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        set => Resource.Call(MethodName.SetFrustumOffset, value);
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    }
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    public float Near
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    {
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        get => (float)Resource.Call(MethodName.GetNear);
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        set => Resource.Call(MethodName.SetNear, Mathf.Clamp(value, 0.001f, float.PositiveInfinity));
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    }
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    public float Far
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    {
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        get => (float)Resource.Call(MethodName.GetFar);
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        set => Resource.Call(MethodName.SetFar, Mathf.Clamp(value, 0.01f, float.PositiveInfinity));
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    }
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    public static class MethodName
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    {
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        public const string GetKeepAspect = "get_keep_aspect";
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        public const string SetKeepAspect = "set_keep_aspect";
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        public const string GetCullMask = "get_cull_mask";
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        public const string SetCullMask = "set_cull_mask";
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        public const string SetCullMaskValue = "set_cull_mask_value";
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        public const string GetHOffset = "get_h_offset";
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        public const string SetHOffset = "set_h_offset";
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        public const string GetVOffset = "get_v_offset";
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        public const string SetVOffset = "set_v_offset";
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        public const string GetProjection = "get_projection";
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        public const string SetProjection = "set_projection";
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        public const string GetFov = "get_fov";
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        public const string SetFov = "set_fov";
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        public const string GetSize = "get_size";
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        public const string SetSize = "set_size";
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        public const string GetFrustumOffset = "get_frustum_offset";
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        public const string SetFrustumOffset = "set_frustum_offset";
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        public const string GetNear = "get_near";
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        public const string SetNear = "set_near";
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        public const string GetFar = "get_far";
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        public const string SetFar = "set_far";
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    }
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}
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