mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
185 lines
5.4 KiB
Swift
185 lines
5.4 KiB
Swift
import simd
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public final class Camera {
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private struct Dirty: OptionSet {
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let rawValue: UInt8
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static let projection = Self(rawValue: 1 << 0)
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static let view = Self(rawValue: 1 << 1)
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static let viewProj = Self(rawValue: 1 << 2)
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}
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private var _position = SIMD3<Float>.zero
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private var _rotation = simd_quatf.identity
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private var _fieldOfView: Float
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private var _aspectRatio: Float
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private var _zNearFar: ClosedRange<Float>
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private var _viewport: Rect<Float>
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private var _dirty: Dirty
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private var _projection = matrix_identity_float4x4
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private var _view = matrix_identity_float4x4
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private var _viewProjection = matrix_identity_float4x4
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private var _invViewProjection = matrix_identity_float4x4
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public var position: SIMD3<Float> {
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get { self._position }
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set(position) {
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if self._position != position {
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self._position = position
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self._dirty.insert(.view)
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}
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}
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}
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public var rotation: simd_quatf {
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get { self._rotation }
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set(rotation) {
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if self._rotation != rotation {
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self._rotation = rotation
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self._dirty.insert(.view)
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}
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}
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}
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public var fieldOfView: Float {
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get { self._fieldOfView.degrees }
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set(fov) {
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let fovRad = fov.radians
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self._fieldOfView = fovRad
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self._dirty.insert(.projection)
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}
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}
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public var aspectRatio: Float {
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get { self._aspectRatio }
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set(aspect) {
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if self._aspectRatio != aspect {
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self._aspectRatio = aspect
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self._dirty.insert(.projection)
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}
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}
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}
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public var viewport: Rect<Float> {
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get { self._viewport }
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set {
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self._viewport = newValue
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self.aspectRatio = Float(newValue.w) / Float(newValue.h)
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}
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}
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public var size: Size<Int> {
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get { Size<Int>(self._viewport.size) }
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set {
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self._viewport.size = Size<Float>(newValue)
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self.aspectRatio = Float(newValue.w) / Float(newValue.h)
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}
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}
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public var range: ClosedRange<Float> {
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get { self._zNearFar }
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set(range) {
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self._zNearFar = range
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self._dirty.insert(.projection)
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}
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}
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public var projection: matrix_float4x4 {
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if self._dirty.contains(.projection) {
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self._projection = .perspective(
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verticalFov: self._fieldOfView,
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aspect: self._aspectRatio,
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near: self._zNearFar.lowerBound,
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far: self._zNearFar.upperBound)
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self._dirty.remove(.projection)
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self._dirty.insert(.viewProj)
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}
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return self._projection
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}
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public var view: matrix_float4x4 {
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if self._dirty.contains(.view) {
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self._view = matrix_float4x4(rotation) * .translate(-position)
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self._dirty.remove(.view)
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self._dirty.insert(.viewProj)
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}
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return self._view
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}
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public var viewProjection: matrix_float4x4 {
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if !self._dirty.isEmpty {
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self._viewProjection = self.projection * self.view
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self._invViewProjection = self._viewProjection.inverse
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self._dirty.remove(.viewProj)
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}
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return self._viewProjection
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}
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public var invViewProjection: matrix_float4x4 {
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if !self._dirty.isEmpty {
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self._viewProjection = self.projection * self.view
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self._invViewProjection = self._viewProjection.inverse
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self._dirty.remove(.viewProj)
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}
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return self._invViewProjection
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}
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init(fov: Float, size: Size<Int>, range: ClosedRange<Float>) {
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self._fieldOfView = fov.radians
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self._aspectRatio = Float(size.w) / Float(size.h)
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self._zNearFar = range
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self._viewport = .init(origin: .zero, size: Size<Float>(size))
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self._dirty = [ .projection, .view, .viewProj ]
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}
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//TODO: maybe make this a struct instead?
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convenience init(_ copy: Camera) {
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self.init(fov: copy._fieldOfView, size: copy.size, range: copy._zNearFar)
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self._position = copy._position
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self._rotation = copy._rotation
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self._aspectRatio = copy._aspectRatio
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self._viewport = copy._viewport
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self._dirty = copy._dirty
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self._projection = copy._projection
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self._view = copy._view
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self._viewProjection = copy._viewProjection
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self._invViewProjection = copy._invViewProjection
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}
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public func screenRay(_ screen: SIMD2<Float>) -> SIMD3<Float> {
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#if true
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simd_normalize(self.unproject(screen: SIMD3(screen, 1)) - self.unproject(screen: SIMD3(screen, 0)))
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#else
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let inverse = self.projection.inverse
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var viewportCoord = screen - SIMD2(self._viewport.origin)
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viewportCoord = (viewportCoord * 2) / SIMD2(self.viewport.size) - 1
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return simd_normalize(self._rotation * inverse.project(SIMD3(viewportCoord.x, -viewportCoord.y, 1)))
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#endif
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}
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public func unproject(screen2D: SIMD2<Float>) -> SIMD3<Float> {
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self.unproject(screen: SIMD3(screen2D, self._zNearFar.lowerBound))
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}
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public func unproject(screen: SIMD3<Float>) -> SIMD3<Float> {
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let inverse = self.invViewProjection
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var viewportCoord = screen.xy - SIMD2(self._viewport.origin)
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viewportCoord = (viewportCoord * 2) / SIMD2(self._viewport.size) - 1
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#if true
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return inverse.project(SIMD3(viewportCoord.x, -viewportCoord.y, screen.z))
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#else
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let projected = inverse * SIMD4(viewportCoord.x, -viewportCoord.y, screen.z, 1)
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return projected.xyz * (1 / projected.w)
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#endif
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}
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public func project(world position: SIMD3<Float>) -> SIMD2<Float> {
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let viewport = self.viewProjection * SIMD4(position, 1)
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if viewport.w == 0 {
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// World point is exactly on focus point, screenpoint is undefined
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return .zero
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}
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return (viewport.xy + 1) * 0.5 * SIMD2(self._viewport.size)
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}
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}
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