// 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. #include #include using namespace SampleRenderer; RendererSpotLight::RendererSpotLight(const RendererSpotLightDesc &desc) : RendererLight(desc) { setPosition(desc.position); setDirection(desc.direction); setRadius(desc.innerRadius, desc.outerRadius); setCone(desc.innerCone, desc.outerCone); } RendererSpotLight::~RendererSpotLight(void) { } const PxVec3 &RendererSpotLight::getPosition(void) const { return m_position; } void RendererSpotLight::setPosition(const PxVec3 &pos) { m_position = pos; } const PxVec3 &RendererSpotLight::getDirection(void) const { return m_direction; } void RendererSpotLight::setDirection(const PxVec3 &dir) { RENDERER_ASSERT(dir.magnitudeSquared() >= 0.1f, "Trying to give Direction Light invalid Direction value."); if(dir.magnitudeSquared() >= 0.1f) { m_direction = dir; m_direction.normalize(); } } PxF32 RendererSpotLight::getInnerRadius(void) const { return m_innerRadius; } PxF32 RendererSpotLight::getOuterRadius(void) const { return m_outerRadius; } void RendererSpotLight::setRadius(PxF32 innerRadius, PxF32 outerRadius) { RENDERER_ASSERT(innerRadius>=0 && innerRadius<=outerRadius, "Invalid Spot Light radius values."); if(innerRadius>=0 && innerRadius<=outerRadius) { m_innerRadius = innerRadius; m_outerRadius = outerRadius; } } PxF32 RendererSpotLight::getInnerCone(void) const { return m_innerCone; } PxF32 RendererSpotLight::getOuterCone(void) const { return m_outerCone; } void RendererSpotLight::setCone(PxF32 innerCone, PxF32 outerCone) { RENDERER_ASSERT(innerCone<=1 && innerCone>=outerCone, "Invalid Spot Light cone values."); if(innerCone<=1 && innerCone>=outerCone) { m_innerCone = innerCone; m_outerCone = outerCone; } }