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//
// VectorMath+SceneKit.swift
// VectorMath
//
// Version 0.9
//
// Created by Janne Raiskila, based on VectorMath created by Nick Lockwood
// on 24/11/2014. Copyright (c) 2014-2015 Nick Lockwood and Janne Raiskila
//
// Distributed under the permissive zlib License
// Get the latest version from here:
//
// https://github.com/acdx/VectorMath
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
import SceneKit
extension SCNVector3: Vector3Type {
var __x: Scalar { return Scalar(x) }
var __y: Scalar { return Scalar(y) }
var __z: Scalar { return Scalar(z) }
}
extension SCNVector4: Vector4Type {
var __x: Scalar { return Scalar(x) }
var __y: Scalar { return Scalar(y) }
var __z: Scalar { return Scalar(z) }
var __w: Scalar { return Scalar(w) }
}
extension SCNQuaternion: QuaternionType {}
extension SCNMatrix4: Matrix4Type {
var __m11: Scalar { return Scalar(m11) }
var __m12: Scalar { return Scalar(m12) }
var __m13: Scalar { return Scalar(m13) }
var __m14: Scalar { return Scalar(m14) }
var __m21: Scalar { return Scalar(m21) }
var __m22: Scalar { return Scalar(m22) }
var __m23: Scalar { return Scalar(m23) }
var __m24: Scalar { return Scalar(m24) }
var __m31: Scalar { return Scalar(m31) }
var __m32: Scalar { return Scalar(m32) }
var __m33: Scalar { return Scalar(m33) }
var __m34: Scalar { return Scalar(m34) }
var __m41: Scalar { return Scalar(m41) }
var __m42: Scalar { return Scalar(m42) }
var __m43: Scalar { return Scalar(m43) }
var __m44: Scalar { return Scalar(m44) }
}
extension SCNVector3: InstantiableVector3Type {
init(__x: Scalar, __y: Scalar, __z: Scalar) {
self.init(x: Float(__x), y: Float(__y), z: Float(__z))
}
}
extension SCNVector4: InstantiableVector4Type {
init(__x: Scalar, __y: Scalar, __z: Scalar, __w: Scalar) {
self.init(x: Float(__x), y: Float(__y), z: Float(__z), w: Float(__w))
}
}
extension SCNQuaternion : InstantiableQuaternionType {
init(axisAngle: Vector4Type) {
self.init(__axisAngle: axisAngle)
}
init(pitch: Scalar, yaw: Scalar, roll: Scalar) {
self.init(__pitch: pitch, __yaw: yaw, __roll: roll)
}
init(rotationMatrix: Matrix4Type) {
self.init(__rotationMatrix: rotationMatrix)
}
}
extension SCNMatrix4 : InstantiableMatrix4Type {
init(
__m11: Scalar, __m12: Scalar, __m13: Scalar, __m14: Scalar,
__m21: Scalar, __m22: Scalar, __m23: Scalar, __m24: Scalar,
__m31: Scalar, __m32: Scalar, __m33: Scalar, __m34: Scalar,
__m41: Scalar, __m42: Scalar, __m43: Scalar, __m44: Scalar
) {
self.init(
m11: Float(__m11), m12: Float(__m12), m13: Float(__m13), m14: Float(__m14),
m21: Float(__m21), m22: Float(__m22), m23: Float(__m23), m24: Float(__m24),
m31: Float(__m31), m32: Float(__m32), m33: Float(__m33), m34: Float(__m34),
m41: Float(__m41), m42: Float(__m42), m43: Float(__m43), m44: Float(__m44)
)
}
init(scale: Vector3Type) {
self.init(__scale: scale)
}
init(translation: Vector3Type) {
self.init(__translation: translation)
}
init(rotation: Vector4Type) {
self.init(__rotation: rotation)
}
init(quaternion: QuaternionType) {
self.init(__quaternion: quaternion)
}
init(fovx: Scalar, fovy: Scalar, near: Scalar, far: Scalar) {
self.init(__fovx: fovx, __fovy: fovy, __near: near, __far: far)
}
init(fovx: Scalar, aspect: Scalar, near: Scalar, far: Scalar) {
self.init(__fovx: fovx, __aspect: aspect, __near: near, __far: far)
}
init(fovy: Scalar, aspect: Scalar, near: Scalar, far: Scalar) {
self.init(__fovy: fovy, __aspect: aspect, __near: near, __far: far)
}
init(top: Scalar, right: Scalar, bottom: Scalar, left: Scalar, near: Scalar, far: Scalar) {
self.init(__top: top, __right: right, __bottom: bottom, __left: left, __near: near, __far: far)
}
}
//MARK: SceneKit extensions
extension SCNVector3 {
init(_ v: __Vector3) {
self.init(x: Float(v.x), y: Float(v.y), z: Float(v.z))
}
}
extension SCNVector4 {
init(_ v: __Vector4) {
self.init(x: Float(v.x), y: Float(v.y), z: Float(v.z), w: Float(v.w))
}
}
extension SCNQuaternion {
init(_ q:__Quaternion) {
self.init(x: Float(q.x), y: Float(q.y), z: Float(q.z), w: Float(q.w))
}
}
extension SCNMatrix4 {
init(_ m: __Matrix4) {
self.init(
m11: Float(m.m11), m12: Float(m.m12), m13: Float(m.m13), m14: Float(m.m14),
m21: Float(m.m21), m22: Float(m.m22), m23: Float(m.m23), m24: Float(m.m24),
m31: Float(m.m31), m32: Float(m.m32), m33: Float(m.m33), m34: Float(m.m34),
m41: Float(m.m41), m42: Float(m.m42), m43: Float(m.m43), m44: Float(m.m44)
)
}
}
//MARK: VectorMath extensions
extension __Vector3 {
init(_ v: SCNVector3) {
self.init(x: Scalar(v.x), y: Scalar(v.y), z: Scalar(v.z))
}
}
extension __Vector4 {
init(_ v: SCNVector4) {
self.init(x: Scalar(v.x), y: Scalar(v.y), z: Scalar(v.z), w: Scalar(v.w))
}
}
extension __Quaternion {
init(_ q: SCNQuaternion) {
self.init(x: Scalar(q.x), y: Scalar(q.y), z: Scalar(q.z), w: Scalar(q.w))
}
}
extension __Matrix4 {
init(_ m: SCNMatrix4) {
self.init(
m11: Scalar(m.m11), m12: Scalar(m.m12), m13: Scalar(m.m13), m14: Scalar(m.m14),
m21: Scalar(m.m21), m22: Scalar(m.m22), m23: Scalar(m.m23), m24: Scalar(m.m24),
m31: Scalar(m.m31), m32: Scalar(m.m32), m33: Scalar(m.m33), m34: Scalar(m.m34),
m41: Scalar(m.m41), m42: Scalar(m.m42), m43: Scalar(m.m43), m44: Scalar(m.m44)
)
}
}