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| author | Halldor Fannar <[email protected]> | 2017-02-09 15:26:47 +0000 |
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| committer | Halldor Fannar <[email protected]> | 2017-02-09 15:26:47 +0000 |
| commit | b814d180089b1e5415f89554e46de2edd978a592 (patch) | |
| tree | b6a61b518e2b567c7d485913a7fca54f6719bc5c /include/ansel/Camera.h | |
| parent | Initial commit (diff) | |
| download | anselsdk-b814d180089b1e5415f89554e46de2edd978a592.tar.xz anselsdk-b814d180089b1e5415f89554e46de2edd978a592.zip | |
First publish of the SDK.
Diffstat (limited to 'include/ansel/Camera.h')
| -rw-r--r-- | include/ansel/Camera.h | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/include/ansel/Camera.h b/include/ansel/Camera.h new file mode 100644 index 0000000..cdd3d9f --- /dev/null +++ b/include/ansel/Camera.h @@ -0,0 +1,63 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright 2015 NVIDIA Corporation. All rights reserved. + +#pragma once +#include <ansel/Defines.h> +#include <nv/Vec3.h> +#include <nv/Quat.h> + +namespace ansel +{ + struct Camera + { + // Position of camera, in the game's coordinate space + nv::Vec3 position; + // Rotation of the camera, in the game's coordinate space. I.e. if you apply this + // rotation to the default orientation of the game's camera you will get the current + // orientation of the camera (again, in game's coordinate space) + nv::Quat rotation; + // Field of view in degrees. This value is either vertical or horizontal field of + // view based on the 'fovType' setting passed in with setConfiguration. + float fov; + // The amount that the projection matrix needs to be offset by. These values are + // applied directly as translations to the projection matrix. These values are only + // non-zero during Highres capture. + float projectionOffsetX, projectionOffsetY; + }; + + // Must be called on every frame an Ansel session is active. The 'camera' must contain + // the current display camera settings when called. After calling 'camera' will contain the + // new requested camera from Ansel. + ANSEL_SDK_API void updateCamera(Camera& camera); + + // Converts quaternion to rotation matrix vectors. + ANSEL_SDK_API void quaternionToRotationMatrixVectors(const nv::Quat& q, nv::Vec3& right, nv::Vec3& up, nv::Vec3& forward); + + // Converts rotation matrix vectors to quaternion. + ANSEL_SDK_API void rotationMatrixVectorsToQuaternion(const nv::Vec3& right, const nv::Vec3& up, const nv::Vec3& forward, nv::Quat& q); +} + |