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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.
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// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
#include <RendererDirectionalLight.h>
#include <RendererDirectionalLightDesc.h>

using namespace SampleRenderer;

RendererDirectionalLight::RendererDirectionalLight(const RendererDirectionalLightDesc &desc) :
RendererLight(desc)
{
	setDirection(desc.direction);
}

RendererDirectionalLight::~RendererDirectionalLight(void)
{

}

const PxVec3 &RendererDirectionalLight::getDirection(void) const
{
	return m_direction;
}

void RendererDirectionalLight::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();
	}
}