/** * 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 MetalKit public class Camera { public var near: Float = 0.1 public var far: Float = 100 public var aspect: Float = 1 public var fov: Float = radians(fromDegrees: 60) public var projectionMatrix: float4x4 { return float4x4(projectionFov: fov, near: near, far: far, aspect: aspect) } public init() {} public init(near: Float, far: Float, aspect: Float, fov: Float = 1.135) { self.near = near self.far = far self.aspect = aspect self.fov = fov } public var viewMatrix = float4x4.identity() public var transform = Transform() { didSet { let translateMatrix = float4x4(translation: [-transform.position.x, -transform.position.y, -transform.position.z]) let translateBackMatrix = float4x4(translation: transform.position) let rotateMatrix = float4x4(rotation: transform.rotation) let scaleMatrix = float4x4(scaling: transform.scale) viewMatrix = translateMatrix * translateBackMatrix * rotateMatrix * translateMatrix * scaleMatrix } } }