145 lines
4.5 KiB
Swift
Executable File
145 lines
4.5 KiB
Swift
Executable File
/**
|
|
* 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<Float>
|
|
public typealias float4 = SIMD4<Float>
|
|
|
|
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)
|
|
}
|
|
}
|