view_all();
}
-Ray View3D::create_ray(int x, int y)
+Ray View3D::create_ray(int x, int y) const
{
return create_ray(x*2.0f/width-1.0f, y*2.0f/height-1.0f);
}
-Ray View3D::create_ray(float x, float y)
+Ray View3D::create_ray(float x, float y) const
{
const GL::Vector3 &start = camera.get_position();
GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0));
Msp::GL::Camera &get_camera() { return camera; }
Msp::GL::Pipeline &get_pipeline() { return pipeline; }
- Ray create_ray(int, int);
- Ray create_ray(float, float);
+ Ray create_ray(int, int) const;
+ Ray create_ray(float, float) const;
void view_all(bool = false);