131 lines
4.0 KiB
Swift
131 lines
4.0 KiB
Swift
/**
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* Copyright (c) 2018 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 simd
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let π = Float.pi
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public typealias int2 = SIMD2<Int32>
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public typealias float2 = SIMD2<Float>
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public typealias float3 = SIMD3<Float>
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public typealias float4 = SIMD4<Float>
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extension Float {
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var radiansToDegrees: Float {
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return (self / π) * 180
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}
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var degreesToRadians: Float {
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return (self / 180) * π
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}
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}
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extension float4x4 {
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init(translation: float3) {
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let matrix = float4x4(
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[ 1, 0, 0, 0],
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[ 0, 1, 0, 0],
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[ 0, 0, 1, 0],
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[translation.x, translation.y, translation.z, 1]
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)
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self = matrix
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}
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init(scaling: float3) {
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let matrix = float4x4(
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[scaling.x, 0, 0, 0],
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[ 0, scaling.y, 0, 0],
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[ 0, 0, scaling.z, 0],
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[ 0, 0, 0, 1]
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)
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self = matrix
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}
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public init(scaling: Float) {
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self = matrix_identity_float4x4
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columns.3.w = 1 / scaling
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}
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init(rotationX angle: Float) {
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let matrix = float4x4(
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[1, 0, 0, 0],
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[0, cos(angle), sin(angle), 0],
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[0, -sin(angle), cos(angle), 0],
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[0, 0, 0, 1]
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)
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self = matrix
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}
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init(rotationY angle: Float) {
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let matrix = float4x4(
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[cos(angle), 0, -sin(angle), 0],
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[ 0, 1, 0, 0],
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[sin(angle), 0, cos(angle), 0],
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[ 0, 0, 0, 1]
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)
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self = matrix
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}
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init(rotationZ angle: Float) {
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let matrix = float4x4(
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[ cos(angle), sin(angle), 0, 0],
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[-sin(angle), cos(angle), 0, 0],
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[ 0, 0, 1, 0],
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[ 0, 0, 0, 1]
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)
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self = matrix
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}
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init(rotation angle: float3) {
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let rotationX = float4x4(rotationX: angle.x)
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let rotationY = float4x4(rotationY: angle.y)
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let rotationZ = float4x4(rotationZ: angle.z)
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self = rotationX * rotationY * rotationZ
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}
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public static func identity() -> float4x4 {
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let matrix:float4x4 = matrix_identity_float4x4
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return matrix
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}
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public init(projectionFov fov: Float, near: Float, far: Float, aspect: Float) {
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let y = 1 / tan(fov * 0.5)
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let x = y / aspect
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let z = far / (near - far)
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self.init(columns: (
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float4( x, 0, 0, 0),
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float4( 0, y, 0, 0),
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float4( 0, 0, z, -1),
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float4( 0, 0, z * near, 0)
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))
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}
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}
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