pub fn ray(&self, point: Vec2) -> Ray3 {
        ray_from_window_point(
            point,
            self.screen_size,
            self.camera_transform,
            self.camera_projection,
        )
    }
/// Calculates the ray from camera eye to cursor in window coordinates `point`.
Calculates the ray from camera eye to cursor in window coordinates `point`.
Calculates the ray from camera eye to cursor in window coordinates ` point ` .
pub fn ray(&self, point: Vec2) -> Ray3 {
        ray_from_window_point(
            point,
            self.screen_size,
            self.camera_transform,
            self.camera_projection,
        )
    }
pub fn ray ( & self , point : Vec2 ) -> Ray3 { ray_from_window_point ( point , self . screen_size , self . camera_transform , self . camera_projection , ) }
Calculates the ray from camera eye to cursor in window coordinates `point`.
Calculates the ray from camera eye to cursor in window coordinates ` point ` .
&self
point
Vec2
&self
point
Vec2