MetalByTutorials/13-procedural-generation/final/procedural/Procedural/Nodes/Node.swift

99 lines
3.2 KiB
Swift

//
/**
* 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
class Node {
var name: String = "untitled"
var position: float3 = [0, 0, 0]
var rotation: float3 = [0, 0, 0] {
didSet {
let rotationMatrix = float4x4(rotation: rotation)
quaternion = simd_quatf(rotationMatrix)
}
}
var quaternion = simd_quatf()
var scale:float3 = [1, 1, 1]
var modelMatrix: float4x4 {
let translateMatrix = float4x4(translation: position)
let rotateMatrix = float4x4(quaternion)
let scaleMatrix = float4x4(scaling: scale)
return translateMatrix * rotateMatrix * scaleMatrix
}
var boundingBox = MDLAxisAlignedBoundingBox()
var size: float3 {
return boundingBox.maxBounds - boundingBox.minBounds
}
var parent: Node?
var children: [Node] = []
func update(deltaTime: Float) {
// override this
}
final func add(childNode: Node) {
children.append(childNode)
childNode.parent = self
}
final func remove(childNode: Node) {
for child in childNode.children {
child.parent = self
children.append(child)
}
childNode.children = []
guard let index = (children.firstIndex {
$0 === childNode
}) else { return }
children.remove(at: index)
childNode.parent = nil
}
var worldTransform: float4x4 {
if let parent = parent {
return parent.worldTransform * self.modelMatrix
}
return modelMatrix
}
var forwardVector: float3 {
return normalize([sin(rotation.y), 0, cos(rotation.y)])
}
var rightVector: float3 {
return [forwardVector.z, forwardVector.y, -forwardVector.x]
}
}