MetalArrayTexture/AAPLTransforms.h

/*
 Copyright (C) 2015 Apple Inc. All Rights Reserved.
 See LICENSE.txt for this sample’s licensing information
 
 Abstract:
 Utility methods for linear transformations of projective
  geometry of the left-handed coordinate system.
 */
 
#ifndef _AAPL_MATH_TRANSFORMS_H_
#define _AAPL_MATH_TRANSFORMS_H_
 
#import <simd/simd.h>
 
#ifdef __cplusplus
 
namespace AAPL
{
    namespace Math
    {
        float radians(const float& degrees);
        
        simd::float4x4 scale(const float& x,
                             const float& y,
                             const float& z);
        
        simd::float4x4 scale(const simd::float3& s);
        
        simd::float4x4 translate(const float& x,
                                 const float& y,
                                 const float& z);
        
        simd::float4x4 translate(const simd::float3& t);
        
        simd::float4x4 rotate(const float& angle,
                              const float& x,
                              const float& y,
                              const float& z);
        
        simd::float4x4 rotate(const float& angle,
                              const simd::float3& u);
        
        simd::float4x4 frustum(const float& fovH,
                               const float& fovV,
                               const float& near,
                               const float& far);
        
        simd::float4x4 frustum(const float& left,
                               const float& right,
                               const float& bottom,
                               const float& top,
                               const float& near,
                               const float& far);
        
        simd::float4x4 frustum_oc(const float& left,
                                  const float& right,
                                  const float& bottom,
                                  const float& top,
                                  const float& near,
                                  const float& far);
        
        simd::float4x4 lookAt(const float * const pEye,
                              const float * const pCenter,
                              const float * const pUp);
        
        simd::float4x4 lookAt(const simd::float3& eye,
                              const simd::float3& center,
                              const simd::float3& up);
        
        simd::float4x4 perspective(const float& width,
                                   const float& height,
                                   const float& near,
                                   const float& far);
        
        simd::float4x4 perspective_fov(const float& fovy,
                                       const float& aspect,
                                       const float& near,
                                       const float& far);
        
        simd::float4x4 perspective_fov(const float& fovy,
                                       const float& width,
                                       const float& height,
                                       const float& near,
                                       const float& far);
        
        simd::float4x4 ortho2d_oc(const float& left,
                                  const float& right,
                                  const float& bottom,
                                  const float& top,
                                  const float& near,
                                  const float& far);
        
        simd::float4x4 ortho2d_oc(const simd::float3& origin,
                                  const simd::float3& size);
        
        simd::float4x4 ortho2d(const float& left,
                               const float& right,
                               const float& bottom,
                               const float& top,
                               const float& near,
                               const float& far);
        
        simd::float4x4 ortho2d(const simd::float3& origin,
                               const simd::float3& size);
    } // Math
} // AAPL
 
#endif
 
#endif