Created
March 3, 2024 20:19
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class Camera { | |
private var _zoom: Float = 45.0 | |
var position: SIMD3<Float> = .init(0, 0, 3) | |
var rotation: SIMD3<Float> = .init(repeating: 0) | |
var scale: SIMD3<Float> = .init(repeating: 1) | |
var projectionMatrix: matrix_float4x4 { | |
return Matrix.perspective(fov: Angle(degrees: Double(self._zoom)), | |
aspectRatio: Renderer.aspectRatio, | |
near: 0.1, | |
far: 1000) | |
} | |
var viewMatrix: matrix_float4x4 { | |
matrix_identity_float4x4 | |
* Matrix.rotation(angle: .degrees(Double(rotation.x)), axis: Axis.x.simd) | |
* Matrix.rotation(angle: .degrees(Double(rotation.y)), axis: Axis.y.simd) | |
* Matrix.rotation(angle: .degrees(Double(rotation.z)), axis: Axis.z.simd) | |
* Matrix.translation(direction: -position) | |
} | |
} | |
extension Matrix { | |
static func perspective(fov: Angle, aspectRatio: Float, near: Float, far: Float) -> matrix_float4x4 { | |
let fov = Float(fov.radians) | |
let t: Float = tan(fov / 2) | |
let x: Float = 1 / (aspectRatio * t) | |
let y: Float = 1 / t | |
let z: Float = -((far + near) / (far - near)) | |
let w: Float = -((2 * far * near) / (far - near)) | |
var result = matrix_identity_float4x4 | |
result.columns = ( | |
SIMD4<Float>(x, 0, 0, 0), | |
SIMD4<Float>(0, y, 0, 0), | |
SIMD4<Float>(0, 0, z, -1), | |
SIMD4<Float>(0, 0, w, 0) | |
) | |
return result | |
} | |
} |
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