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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 (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef SAMPLE_CAMERA_H
#define SAMPLE_CAMERA_H
#include "SampleAllocator.h"
#include "RendererProjection.h"
#include "foundation/PxPlane.h"
class RenderPhysX3Debug;
struct Viewport : public SampleAllocateable
{
Viewport() : mClientWidth(0), mClientHeight(0), mWindowWidth(0), mWindowHeight(0) {}
PxU32 mClientWidth;
PxU32 mClientHeight;
PxU32 mWindowWidth;
PxU32 mWindowHeight;
PX_FORCE_INLINE PxReal computeRatio() const { return PxReal(mWindowWidth)/PxReal(mWindowHeight); }
};
enum PlaneAABBCode
{
PLANEAABB_EXCLUSION,
PLANEAABB_INTERSECT,
PLANEAABB_INCLUSION
};
class Camera : public SampleAllocateable
{
public:
Camera();
~Camera();
///////////////////////////////////////////////////////////////////////////////
// Projection part
PX_FORCE_INLINE PxReal getFOV() const { return mFOV; }
PX_FORCE_INLINE PxReal getNearPlane() const { return mNearPlane; }
PX_FORCE_INLINE PxReal getFarPlane() const { return mFarPlane; }
PX_FORCE_INLINE PxU32 getScreenWidth() const { return mViewport.mClientWidth; }
PX_FORCE_INLINE PxU32 getScreenHeight() const { return mViewport.mClientHeight; }
PX_FORCE_INLINE void setFOV(PxReal fov) { mFOV = fov; mDirtyProj = true; }
PX_FORCE_INLINE void setNearPlane(PxReal d) { mNearPlane = d; mDirtyProj = true; }
PX_FORCE_INLINE void setFarPlane(PxReal d) { mFarPlane = d; mDirtyProj = true; }
PX_FORCE_INLINE void setScreenSize(PxU32 clientWidth, PxU32 clientHeight, PxU32 windowWidth, PxU32 windowHeight)
{
mViewport.mClientWidth = clientWidth;
mViewport.mClientHeight = clientHeight;
mViewport.mWindowWidth = windowWidth;
mViewport.mWindowHeight = windowHeight;
mDirtyProj = true;
}
PX_FORCE_INLINE const SampleRenderer::RendererProjection&
getProjMatrix() const
{
if(mDirtyProj)
const_cast<Camera*>(this)->updateInternals();
return mProjMatrix;
}
///////////////////////////////////////////////////////////////////////////////
// View part
PX_FORCE_INLINE const PxVec3& getPos() const { return mPos; }
PX_FORCE_INLINE const PxVec3& getRot() const { return mRot; }
PX_FORCE_INLINE void setPos(const PxVec3& pos) { mPos = pos; mDirtyView = true; }
PX_FORCE_INLINE void setRot(const PxVec3& rot) { mRot = rot; mDirtyView = true; }
PX_FORCE_INLINE void setView(const PxTransform& view) { mViewMatrix = view; mPos = view.p; mDirtyView = false; }
PX_FORCE_INLINE const PxTransform& getViewMatrix() const
{
if(mDirtyView)
const_cast<Camera*>(this)->updateInternals();
return mViewMatrix;
}
PxVec3 getViewDir() const;
void lookAt(const PxVec3& position, const PxVec3& target);
///////////////////////////////////////////////////////////////////////////////
PX_FORCE_INLINE const PxVec3* getFrustumVerts() const { return mFrustum; }
///////////////////////////////////////////////////////////////////////////////
// Culling
PlaneAABBCode cull(const PxBounds3& aabb) const;
bool mDrawDebugData;
bool mFreezeFrustum;
bool mPerformVFC;
///////////////////////////////////////////////////////////////////////////////
void drawDebug(RenderPhysX3Debug*);
private:
mutable SampleRenderer::RendererProjection
mProjMatrix;
mutable PxTransform mViewMatrix;
PxVec3 mPos;
PxVec3 mRot;
Viewport mViewport;
PxReal mFOV;
PxReal mNearPlane;
PxReal mFarPlane;
PxVec3 mFrustum[8]; //!< Frustum's vertices
PxPlane mPlanes[6]; //!< Frustum's planes
bool mDirtyProj;
bool mDirtyView;
void updateInternals();
public:
void BuildFrustum();
};
#endif
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