voxelotl-engine/Sources/Voxelotl/Camera.swift

114 lines
2.9 KiB
Swift

import simd
public final class Camera {
private struct Dirty: OptionSet {
let rawValue: UInt8
static let projection = Self(rawValue: 1 << 0)
static let view = Self(rawValue: 1 << 1)
static let viewProj = Self(rawValue: 1 << 2)
}
private var _position: SIMD3<Float>
private var _rotation: simd_quatf
private var _fieldOfView: Float
private var _aspectRatio: Float
private var _zNearFar: ClosedRange<Float>
private var _dirty: Dirty
private var _projection: matrix_float4x4
private var _view: matrix_float4x4
private var _viewProjection: matrix_float4x4
public var position: SIMD3<Float> {
get { self._position }
set(position) {
if self._position != position {
self._position = position
self._dirty.insert(.view)
}
}
}
public var rotation: simd_quatf {
get { self._rotation }
set(rotation) {
if self._rotation != rotation {
self._rotation = rotation
self._dirty.insert(.view)
}
}
}
public var fieldOfView: Float {
get { self._fieldOfView.degrees }
set(fov) {
let fovRad = fov.radians
self._fieldOfView = fovRad
self._dirty.insert(.projection)
}
}
public var aspectRatio: Float {
get { self._aspectRatio }
set(aspect) {
if self._aspectRatio != aspect {
self._aspectRatio = aspect
self._dirty.insert(.projection)
}
}
}
public func setSize(_ size: Size<Int>) {
self.aspectRatio = Float(size.w) / Float(size.h)
}
public var range: ClosedRange<Float> {
get { self._zNearFar }
set(range) {
self._zNearFar = range
self._dirty.insert(.projection)
}
}
public var projection: matrix_float4x4 {
if self._dirty.contains(.projection) {
self._projection = .perspective(
verticalFov: self._fieldOfView,
aspect: self._aspectRatio,
near: self._zNearFar.lowerBound,
far: self._zNearFar.upperBound)
self._dirty.remove(.projection)
self._dirty.insert(.viewProj)
}
return self._projection
}
public var view: matrix_float4x4 {
if self._dirty.contains(.view) {
self._view = matrix_float4x4(rotation) * .translate(-position)
self._dirty.remove(.view)
self._dirty.insert(.viewProj)
}
return self._view
}
public var viewProjection: matrix_float4x4 {
if !self._dirty.isEmpty {
self._viewProjection = self.projection * self.view
self._dirty.remove(.viewProj)
}
return self._viewProjection
}
init(fov: Float, size: Size<Int>, range: ClosedRange<Float>) {
self._position = .zero
self._rotation = .identity
self._fieldOfView = fov.radians
self._aspectRatio = Float(size.w) / Float(size.h)
self._zNearFar = range
self._dirty = [ .projection, .view, .viewProj ]
self._projection = .init()
self._view = .init()
self._viewProjection = .init()
}
}