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August 22, 2017 17:12
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Convert Gameplaykit simd_float3x3 to simd_float4x4 (and back)
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import Foundation | |
import GameplayKit | |
func convertToFloat3x3(float4x4: simd_float4x4) -> simd_float3x3 { | |
let column0 = convertToFloat3 ( float4: float4x4.columns.0 ) | |
let column1 = convertToFloat3 ( float4: float4x4.columns.1 ) | |
let column2 = convertToFloat3 ( float4: float4x4.columns.2 ) | |
return simd_float3x3.init(column0, column1, column2) | |
} | |
func convertToFloat3(float4: simd_float4) -> simd_float3 { | |
return simd_float3.init(float4.x, float4.y, float4.z) | |
} | |
func convertToFloat4x4(float3x3: simd_float3x3) -> simd_float4x4 { | |
let column0 = convertToFloat4 ( float3: float3x3.columns.0 ) | |
let column1 = convertToFloat4 ( float3: float3x3.columns.1 ) | |
let column2 = convertToFloat4 ( float3: float3x3.columns.2 ) | |
let identity3 = simd_float4.init(x: 0, y: 0, z: 0, w: 1) | |
return simd_float4x4.init(column0, column1, column2, identity3) | |
} | |
func convertToFloat4(float3: simd_float3) -> simd_float4 { | |
return simd_float4.init(float3.x, float3.y, float3.z, 0) | |
} |
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import Foundation | |
import SceneKit | |
import GameplayKit | |
class MoveComponent: GKScnComponent, GKAgentDelegate { | |
//this class is abbreviated for perfunctory sakes | |
func agentWillUpdate(_ agent: GKAgent) { | |
guard let visualComponent = entity?.component(ofType: self.visualType) as? VisualComponent else { | |
return | |
} | |
//works with just "position", but turns possessed with both rotation and position | |
agentSeeking.rotation = convertToFloat3x3(float4x4: visualComponent.parentMostNode.simdTransform) | |
agentSeeking.position = visualComponent.parentMostNode.simdPosition | |
} | |
func agentDidUpdate(_ agent: GKAgent) { | |
guard let visualComponent = entity?.component(ofType: self.visualType) as? VisualComponent else { | |
return | |
} | |
//works with just "position", but turns possessed with both rotation and position | |
visualComponent.parentMostNode.simdPosition = agentSeeking.position | |
visualComponent.parentMostNode.simdTransform = convertToFloat4x4(float3x3: agentSeeking.rotation) | |
} | |
} |
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