public readonly record struct MeshInstanceViewThe camera a frame's instances are drawn from.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ The camera is here because the selection outline needs it per vertex. An inverted hull is the object's own geometry pushed outwards across the view by a width measured in pixels, which is a different world distance at every vertex and in every projection. The host used to have every vertex in hand and could do that arithmetic itself; a path that uploads geometry once cannot, so what crosses the boundary is the four numbers the arithmetic is made of.
Fields and properties (6)
public Matrix4x4 ViewProjectionThe world-to-clip matrix.
public Vector3 PositionWhere the camera is.
public Vector3 ForwardWhich way it looks. Expected to be unit length.
public float NearPlaneIts near plane, which floors the depth the pixel scale is taken at.
public bool OrthographicWhether the projection is orthographic.
public float PixelScaleHow many world units a render pixel is: the whole answer for an orthographic view, and the factor a perspective one is linear in depth by. See WorldPerPixel.
Methods (2)
Used by (4)
- FixtureVixen.Rendering.Tests
- MeshInstanceRendererVixen.Rendering
- ScenePresenterVixen.Editor.App
- ViewportStateTestsVixen.Editor.SceneView.Tests