122 lines
3.8 KiB
Swift
122 lines
3.8 KiB
Swift
//
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/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import Foundation
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class Camera: Node {
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var fovDegrees: Float = 70
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var fovRadians: Float {
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return fovDegrees.degreesToRadians
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}
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var aspect: Float = 1
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var near: Float = 0.001
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var far: Float = 100
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var projectionMatrix: float4x4 {
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return float4x4(projectionFov: fovRadians,
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near: near,
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far: far,
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aspect: aspect)
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}
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var viewMatrix: float4x4 {
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let translateMatrix = float4x4(translation: position)
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let rotateMatrix = float4x4(rotation: rotation)
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let scaleMatrix = float4x4(scaling: scale)
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return (translateMatrix * scaleMatrix * rotateMatrix).inverse
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}
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func zoom(delta: Float) {}
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func rotate(delta: float2) {}
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}
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class ArcballCamera: Camera {
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var minDistance: Float = 0.5
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var maxDistance: Float = 10
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var target: float3 = [0, 0, 0] {
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didSet {
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_viewMatrix = updateViewMatrix()
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}
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}
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var distance: Float = 0 {
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didSet {
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_viewMatrix = updateViewMatrix()
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}
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}
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override var rotation: float3 {
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didSet {
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_viewMatrix = updateViewMatrix()
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}
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}
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override var viewMatrix: float4x4 {
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return _viewMatrix
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}
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private var _viewMatrix = float4x4.identity()
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override init() {
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super.init()
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_viewMatrix = updateViewMatrix()
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}
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private func updateViewMatrix() -> float4x4 {
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let translateMatrix = float4x4(translation: [target.x, target.y, target.z - distance])
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let rotateMatrix = float4x4(rotationYXZ: [-rotation.x,
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rotation.y,
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0])
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let matrix = (rotateMatrix * translateMatrix).inverse
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position = rotateMatrix.upperLeft * -matrix.columns.3.xyz
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return matrix
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}
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override func zoom(delta: Float) {
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let sensitivity: Float = 0.05
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distance -= delta * sensitivity
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_viewMatrix = updateViewMatrix()
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}
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override func rotate(delta: float2) {
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let sensitivity: Float = 0.005
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rotation.y += delta.x * sensitivity
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rotation.x += delta.y * sensitivity
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rotation.x = max(-Float.pi/2,
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min(rotation.x,
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Float.pi/2))
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_viewMatrix = updateViewMatrix()
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}
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}
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