Add Render Layers to Camera and Render View for masking objects during rendering
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@@ -3,13 +3,16 @@
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#pragma once
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#include "../Actor.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Core/Math/BoundingFrustum.h"
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#include "Engine/Core/Math/Viewport.h"
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#include "Engine/Core/Math/Ray.h"
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#include "Engine/Core/Config/LayersMask.h"
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#if USE_EDITOR
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Graphics/Models/ModelInstanceEntry.h"
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#include "Engine/Content/Assets/Model.h"
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#endif
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/// <summary>
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/// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).
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@@ -21,6 +24,7 @@ DECLARE_SCENE_OBJECT(Camera);
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// List with all created cameras actors on the scene
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static Array<Camera*> Cameras;
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// The current cut-scene camera. Set by the Scene Animation Player to the current shot camera.
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static Camera* CutSceneCamera;
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// The overriden main camera.
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@@ -161,6 +165,12 @@ public:
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/// </summary>
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API_PROPERTY() void SetOrthographicScale(float value);
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/// <summary>
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/// The layers mask used for rendering using this camera. Can be used to include or exclude specific actor layers from the drawing.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"Camera\")")
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LayersMask RenderLayersMask;
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public:
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/// <summary>
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