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-rw-r--r--include/ansel/Camera.h126
1 files changed, 63 insertions, 63 deletions
diff --git a/include/ansel/Camera.h b/include/ansel/Camera.h
index 435b53f..5741af2 100644
--- a/include/ansel/Camera.h
+++ b/include/ansel/Camera.h
@@ -1,63 +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 2016 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);
-}
-
+// 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 2016 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);
+}
+