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// 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;
// 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);
}
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