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) -> 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) -> 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)) } static func perspective(verticalFov: T, aspect: T, near: T, far: T) -> Self { let h = 1 / tan(verticalFov * T(0.5)) let w = h / aspect let invClipRange = 1 / (far - near) let z = -(far + near) * invClipRange let z2 = -(2 * far * near) * invClipRange return .init( .init(w, 0, 0, 0), .init(0, h, 0, 0), .init(0, 0, z, -1), .init(0, 0, z2, 0)) } }