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| void | dirToYawPitch (const glm::vec3 &dir, float &outYaw, float &outPitch) |
| | Convert a world-space direction into yaw/pitch matching the renderer convention used by cachedCamFwd_: fwd = (sin(yaw)·cos(pitch), −sin(pitch), cos(yaw)·cos(pitch)).
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| float | coneFalloff (float angleRad, float innerRad, float outerRad) |
| | Linear cone falloff: 1.0 inside innerRad, 0.0 outside outerRad.
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| glm::vec3 | rayOntoAABB (const glm::vec3 &eye, const glm::vec3 &dir, const glm::vec3 &aabbMin, const glm::vec3 &aabbMax, float fallbackDist) |
| | Find the world point where the camera ray hits the target's AABB, or — if it misses — the closest point on the AABB to the ray's projection at target distance.
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