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