/** * Copyright (c) 2018 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 simd let π = Float.pi public typealias int2 = SIMD2 public typealias float2 = SIMD2 public typealias float3 = SIMD3 public typealias float4 = SIMD4 extension Float { var radiansToDegrees: Float { return (self / π) * 180 } var degreesToRadians: Float { return (self / 180) * π } } extension float4x4 { init(translation: float3) { let matrix = float4x4( [ 1, 0, 0, 0], [ 0, 1, 0, 0], [ 0, 0, 1, 0], [translation.x, translation.y, translation.z, 1] ) self = matrix } init(scaling: float3) { let matrix = float4x4( [scaling.x, 0, 0, 0], [ 0, scaling.y, 0, 0], [ 0, 0, scaling.z, 0], [ 0, 0, 0, 1] ) self = matrix } public init(scaling: Float) { self = matrix_identity_float4x4 columns.3.w = 1 / scaling } init(rotationX angle: Float) { let matrix = float4x4( [1, 0, 0, 0], [0, cos(angle), sin(angle), 0], [0, -sin(angle), cos(angle), 0], [0, 0, 0, 1] ) self = matrix } init(rotationY angle: Float) { let matrix = float4x4( [cos(angle), 0, -sin(angle), 0], [ 0, 1, 0, 0], [sin(angle), 0, cos(angle), 0], [ 0, 0, 0, 1] ) self = matrix } init(rotationZ angle: Float) { let matrix = float4x4( [ cos(angle), sin(angle), 0, 0], [-sin(angle), cos(angle), 0, 0], [ 0, 0, 1, 0], [ 0, 0, 0, 1] ) self = matrix } init(rotation angle: float3) { let rotationX = float4x4(rotationX: angle.x) let rotationY = float4x4(rotationY: angle.y) let rotationZ = float4x4(rotationZ: angle.z) self = rotationX * rotationY * rotationZ } public static func identity() -> float4x4 { let matrix:float4x4 = matrix_identity_float4x4 return matrix } public init(projectionFov fov: Float, near: Float, far: Float, aspect: Float) { let y = 1 / tan(fov * 0.5) let x = y / aspect let z = far / (near - far) self.init(columns: ( float4( x, 0, 0, 0), float4( 0, y, 0, 0), float4( 0, 0, z, -1), float4( 0, 0, z * near, 0) )) } }