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voxelotl-engine/Sources/Voxelotl/Matrix4x4.swift

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import simd
public extension simd_float4x4 {
typealias T = Float
@inline(__always) static var identity: Self { matrix_identity_float4x4 }
@inline(__always) static func translate(_ v: SIMD3<T>) -> Self {
Self(
.init( 1, 0, 0, 0),
.init( 0, 1, 0, 0),
.init( 0, 0, 1, 0),
.init(v.x, v.y, v.z, 1))
}
@inline(__always) static func scale(_ v: SIMD3<T>) -> Self { Self(diagonal: .init(v.x, v.y, v.z, 1)) }
@inline(__always) static func scale(_ s: T) -> Self { Self(diagonal: .init(s, s, s, 1)) }
static func rotate(x theta: T) -> Self {
let c = cos(theta), s = sin(theta)
return Self(
.init(1, 0, 0, 0),
.init(0, c, s, 0),
.init(0, -s, c, 0),
.init(0, 0, 0, 1))
}
static func rotate(y theta: T) -> Self {
let c = cos(theta), s = sin(theta)
return Self(
.init(c, 0, -s, 0),
.init(0, 1, 0, 0),
.init(s, 0, c, 0),
.init(0, 0, 0, 1))
}
static func rotate(z theta: T) -> Self {
let c = cos(theta), s = sin(theta)
return Self(
.init(c, -s, 0, 0),
.init(s, c, 0, 0),
.init(0, 0, 1, 0),
.init(0, 0, 0, 1))
}
@inline(__always) static func rotate(yawPitch yp: SIMD2<T>) -> Self { rotate(yaw: yp.x, pitch: yp.y) }
static func rotate(yaw ytheta: T, pitch xtheta: T) -> Self {
let xc = cos(xtheta), xs = sin(xtheta)
let yc = cos(ytheta), ys = sin(ytheta)
return .init(
.init(yc, ys * xs, -ys * xc, 0),
.init( 0, xc, xs, 0),
.init(ys, yc * -xs, yc * xc, 0),
.init( 0, 0, 0, 1))
}
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static func orthographic(left: T, right: T, bottom: T, top: T, near: T, far: T) -> Self {
let
invWidth = 1 / (right - left),
invHeight = 1 / (top - bottom),
invDepth = 1 / (far - near)
let
tx = -(right + left) * invWidth,
ty = -(top + bottom) * invHeight,
tz = -near * invDepth
let x = 2 * invWidth, y = 2 * invHeight, z = invDepth
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return .init(
.init( x, 0, 0, 0),
.init( 0, y, 0, 0),
.init( 0, 0, z, 0),
.init(tx, ty, tz, 1))
}
static func perspective(verticalFov fovY: T, aspect: T, near: T, far: T) -> Self {
let tanHalfFovY = tan(fovY * T(0.5))
let invClipRange = 1 / (near - far)
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let y = 1 / tanHalfFovY
let x = y / aspect
let z = far * invClipRange
let w = near * z // (far * near) * invClipRange
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return .init(
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.init(x, 0, 0, 0),
.init(0, y, 0, 0),
.init(0, 0, z, -1),
.init(0, 0, w, 0))
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}
}