// 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 #include #include 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; // Values of the near and far planes float nearPlane, farPlane; // Projection matrix aspect ratio float aspectRatio; }; // 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); }