// // MathUtils.swift // chapter07 // // Created by Marius on 3/1/16. // Copyright © 2016 Marius Horga. All rights reserved. // import simd struct Vertex { var position: vector_float4 var color: vector_float4 } struct Matrix { var m: [Float] init() { m = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] } func translationMatrix(_ matrix: Matrix, _ position: float3) -> Matrix { var matrix = matrix matrix.m[12] = position.x matrix.m[13] = position.y matrix.m[14] = position.z return matrix } func scalingMatrix(_ matrix: Matrix, _ scale: Float) -> Matrix { var matrix = matrix matrix.m[0] = scale matrix.m[5] = scale matrix.m[10] = scale matrix.m[15] = 1.0 return matrix } func rotationMatrix(_ matrix: Matrix, _ rot: float3) -> Matrix { var matrix = matrix matrix.m[0] = cos(rot.y) * cos(rot.z) matrix.m[4] = cos(rot.z) * sin(rot.x) * sin(rot.y) - cos(rot.x) * sin(rot.z) matrix.m[8] = cos(rot.x) * cos(rot.z) * sin(rot.y) + sin(rot.x) * sin(rot.z) matrix.m[1] = cos(rot.y) * sin(rot.z) matrix.m[5] = cos(rot.x) * cos(rot.z) + sin(rot.x) * sin(rot.y) * sin(rot.z) matrix.m[9] = -cos(rot.z) * sin(rot.x) + cos(rot.x) * sin(rot.y) * sin(rot.z) matrix.m[2] = -sin(rot.y) matrix.m[6] = cos(rot.y) * sin(rot.x) matrix.m[10] = cos(rot.x) * cos(rot.y) matrix.m[15] = 1.0 return matrix } func modelMatrix(_ matrix: Matrix) -> Matrix { var matrix = matrix matrix = rotationMatrix(matrix, float3(0.0, 0.0, 0.1)) matrix = scalingMatrix(matrix, 0.25) matrix = translationMatrix(matrix, float3(0.0, 0.5, 0.0)) return matrix } }