// 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) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_SPOT_LIGHT_H #define RENDERER_SPOT_LIGHT_H #include namespace SampleRenderer { class RendererSpotLightDesc; class RendererSpotLight : public RendererLight { protected: RendererSpotLight(const RendererSpotLightDesc &desc); virtual ~RendererSpotLight(void); public: const PxVec3 &getPosition(void) const; void setPosition(const PxVec3 &pos); const PxVec3 &getDirection(void) const; void setDirection(const PxVec3 &dir); PxF32 getInnerRadius(void) const; PxF32 getOuterRadius(void) const; void setRadius(PxF32 innerRadius, PxF32 outerRadius); PxF32 getInnerCone(void) const; PxF32 getOuterCone(void) const; void setCone(PxF32 innerCone, PxF32 outerCone); protected: PxVec3 m_position; PxVec3 m_direction; PxF32 m_innerRadius; PxF32 m_outerRadius; PxF32 m_innerCone; PxF32 m_outerCone; }; } // namespace SampleRenderer #endif