// 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 (c) 2008-2017 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_PROJECTION_H #define RENDERER_PROJECTION_H #include namespace SampleRenderer { class RendererProjection { public: RendererProjection(float fov, float aspectRatio, float nearPlane, float farPlane); RendererProjection(float left, float right, float bottom, float top, float near, float far); RendererProjection(const PxMat44 mat); void getColumnMajor44(float *f) const; void getRowMajor44(float *f) const; operator PxMat44 () const { return *reinterpret_cast( m_matrix ); } PxMat44& getPxMat44() { return reinterpret_cast(*m_matrix ); } const PxMat44& getPxMat44() const { return reinterpret_cast(*m_matrix ); } private: float m_matrix[16]; }; void buildProjectMatrix(float *dst, const RendererProjection &proj, const physx::PxTransform &view); void buildUnprojectMatrix(float *dst, const RendererProjection &proj, const physx::PxTransform &view); PxVec3 unproject(const RendererProjection &proj, const physx::PxTransform &view, PxF32 x, PxF32 y, PxF32 z = 0); PxVec3 project( const RendererProjection &proj, const physx::PxTransform &view, const PxVec3& pos); } // namespace SampleRenderer #endif