Actually have matrixed cubes working

This commit is contained in:
2023-02-24 22:32:28 -08:00
parent 7b5bb990b0
commit cf222c469c
11 changed files with 132 additions and 53 deletions

View File

@ -7,6 +7,7 @@
#include "scene/SceneItemComponent.hpp"
#include "display/RenderTarget.hpp"
#include "scene/Scene.hpp"
#include "physics/3d/Ray3D.hpp"
namespace Dawn {
enum CameraType {
@ -79,6 +80,18 @@ namespace Dawn {
*/
float_t getAspect();
/**
* Creates the directional vector for a given point on the screen space
* coordinates provided. This is useful if you want to, say, cast a ray
* based on a position on the screen. The directional vector is normalized
* between -1 and 1 where -1 is the near clipping plane, and 1 is the
* far clipping plane.
*
* @param screenSpace Screen space vector (-1,-1 to 1,1) on the screen.
* @return The vector for the direction to cast from.
*/
glm::vec3 getRayDirectionFromScreenSpace(glm::vec2 screenSpace);
/**
* Event triggered by the scene item when the item is added to the scene.
*/