/** * 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 extension Renderer { func zoomUsing(delta: CGFloat, sensitivity: Float) { camera.position.z += Float(delta) * sensitivity } func rotateUsing(translation: float2) { let sensitivity: Float = 0.01 camera.rotation.x += Float(translation.y) * sensitivity camera.rotation.y -= Float(translation.x) * sensitivity } func random(range: CountableClosedRange) -> Int { var offset = 0 if range.lowerBound < 0 { offset = abs(range.lowerBound) } let min = UInt32(range.lowerBound + offset) let max = UInt32(range.upperBound + offset) return Int(min + arc4random_uniform(max-min)) - offset } func createPointLights(count: Int, min: float3, max: float3) { let colors: [float3] = [ float3(1, 0, 0), float3(1, 1, 0), float3(1, 1, 1), float3(0, 1, 0), float3(0, 1, 1), float3(0, 0, 1), float3(0, 1, 1), float3(1, 0, 1) ] let newMin = min * 100 let newMax = max * 100 for _ in 0..