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  // Copyright 2015 NVIDIA Corporation. All rights reserved.
  
  #pragma once
  #include <ansel/Defines.h>
  #include <nv/Vec3.h>
  #include <nv/Quat.h>
  
  namespace ansel
  {
      struct Camera
      {
          // Position of camera, in the game's coordinate space
          nv::Vec3 position;
          // Rotation of the camera, in the game's coordinate space. I.e. if you apply this
          // rotation to the default orientation of the game's camera you will get the current
          // orientation of the camera (again, in game's coordinate space)
          nv::Quat rotation;
          // Field of view in degrees. This value is either vertical or horizontal field of
          // view based on the 'fovType' setting passed in with setConfiguration.
          float fov;
          // The amount that the projection matrix needs to be offset by. These values are
          // applied directly as translations to the projection matrix. These values are only
          // non-zero during Highres capture.
          float projectionOffsetX, projectionOffsetY;
      };
  
      // Must be called on every frame an Ansel session is active. The 'camera' must contain
      // the current display camera settings when called. After calling 'camera' will contain the
      // new requested camera from Ansel.
      ANSEL_SDK_API void updateCamera(Camera& camera);
  
      // Converts quaternion to rotation matrix vectors.
      ANSEL_SDK_API void quaternionToRotationMatrixVectors(const nv::Quat& q, nv::Vec3& right, nv::Vec3& up, nv::Vec3& forward);
  
      // Converts rotation matrix vectors to quaternion. 
      ANSEL_SDK_API void rotationMatrixVectorsToQuaternion(const nv::Vec3& right, const nv::Vec3& up, const nv::Vec3& forward, nv::Quat& q);
  }
  
  