/** * 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 public typealias float3 = SIMD3 public typealias float4 = SIMD4 let π: Float = .pi func radians(fromDegrees degrees: Float) -> Float { return (degrees / 180) * π } func degrees(fromRadians radians: Float) -> Float { return (radians / π) * 180 } extension Float { var radiansToDegrees: Float { return (self / π) * 180 } var degreesToRadians: Float { return (self / 180) * π } } extension float4x4 { init(translation: float3) { self = matrix_identity_float4x4 columns.3.x = translation.x columns.3.y = translation.y columns.3.z = translation.z } init(scaling: float3) { self = matrix_identity_float4x4 columns.0.x = scaling.x columns.1.y = scaling.y columns.2.z = scaling.z } init(scaling: Float) { self = matrix_identity_float4x4 columns.3.w = 1 / scaling } init(rotationX angle: Float) { self = matrix_identity_float4x4 columns.1.y = cos(angle) columns.1.z = sin(angle) columns.2.y = -sin(angle) columns.2.z = cos(angle) } init(rotationY angle: Float) { self = matrix_identity_float4x4 columns.0.x = cos(angle) columns.0.z = -sin(angle) columns.2.x = sin(angle) columns.2.z = cos(angle) } init(rotationZ angle: Float) { self = matrix_identity_float4x4 columns.0.x = cos(angle) columns.0.y = sin(angle) columns.1.x = -sin(angle) columns.1.y = cos(angle) } 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 } static func identity() -> float4x4 { let matrix:float4x4 = matrix_identity_float4x4 return matrix } func upperLeft() -> float3x3 { let x = float3(columns.0.x, columns.0.y, columns.0.z) let y = float3(columns.1.x, columns.1.y, columns.1.z) let z = float3(columns.2.x, columns.2.y, columns.2.z) return float3x3(columns: (x, y, z)) } init(projectionFov fov: Float, near: Float, far: Float, aspect: Float, lhs: Bool = true) { let y = 1 / tan(fov * 0.5) let x = y / aspect let z = lhs ? far / (far - near) : far / (near - far) let X = float4( x, 0, 0, 0) let Y = float4( 0, y, 0, 0) let Z = lhs ? float4( 0, 0, z, 1) : float4( 0, 0, z, -1) let W = lhs ? float4( 0, 0, z * -near, 0) : float4( 0, 0, z * near, 0) self.init() columns = (X, Y, Z, W) } // left-handed LookAt init(eye: float3, center: float3, up: float3) { let z = normalize(eye - center) let x = normalize(cross(up, z)) let y = cross(z, x) let w = float3(-dot(x, eye), -dot(y, eye), -dot(z, eye)) let X = float4(x.x, y.x, z.x, 0) let Y = float4(x.y, y.y, z.y, 0) let Z = float4(x.z, y.z, z.z, 0) let W = float4(w.x, w.y, x.z, 1) self.init() columns = (X, Y, Z, W) } }