// /** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import MetalKit class Node { var name: String = "untitled" var position: float3 = [0, 0, 0] var rotation: float3 = [0, 0, 0] { didSet { let rotationMatrix = float4x4(rotation: rotation) quaternion = simd_quatf(rotationMatrix) } } var quaternion = simd_quatf() var scale:float3 = [1, 1, 1] var modelMatrix: float4x4 { let translateMatrix = float4x4(translation: position) let rotateMatrix = float4x4(quaternion) let scaleMatrix = float4x4(scaling: scale) return translateMatrix * rotateMatrix * scaleMatrix } var boundingBox = MDLAxisAlignedBoundingBox() var size: float3 { return boundingBox.maxBounds - boundingBox.minBounds } var parent: Node? var children: [Node] = [] func update(deltaTime: Float) { // override this } final func add(childNode: Node) { children.append(childNode) childNode.parent = self } final func remove(childNode: Node) { for child in childNode.children { child.parent = self children.append(child) } childNode.children = [] guard let index = (children.firstIndex { $0 === childNode }) else { return } children.remove(at: index) childNode.parent = nil } var worldTransform: float4x4 { if let parent = parent { return parent.worldTransform * self.modelMatrix } return modelMatrix } var forwardVector: float3 { return normalize([sin(rotation.y), 0, cos(rotation.y)]) } var rightVector: float3 { return [forwardVector.z, forwardVector.y, -forwardVector.x] } }