Plug in an MDLCamera in place of hard coded transforms
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					 1 changed files with 8 additions and 2 deletions
				
			
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			@ -48,6 +48,7 @@ class Renderer: NSObject, MTKViewDelegate {
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    var projectionMatrix: matrix_float4x4 = matrix_float4x4()
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    var rotation: Float = 0
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    var camera = MDLCamera()
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    var terrain: Terrain
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    var drawLines = true {
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			@ -110,6 +111,11 @@ class Renderer: NSObject, MTKViewDelegate {
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        super.init()
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        camera.nearVisibilityDistance = 0.1
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        camera.farVisibilityDistance = 100
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        camera.focalLength = 50
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        camera.look(at: float3(0), from: float3(0, 2, 8))
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        populateLights()
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        populateMaterials()
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    }
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			@ -211,11 +217,11 @@ class Renderer: NSObject, MTKViewDelegate {
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            }
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        }
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        geometryUniforms.pointer[0].projectionMatrix = projectionMatrix
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        geometryUniforms.pointer[0].projectionMatrix = camera.projectionMatrix
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        let rotationAxis = float3(0, 1, 0)
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        let modelMatrix = matrix4x4_rotation(radians: rotation, axis: rotationAxis)
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        let viewMatrix = matrix4x4_translation(0.0, -2.0, -8.0)
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        let viewMatrix = camera.transform!.matrix.inverse
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        let modelViewMatrix = simd_mul(viewMatrix, modelMatrix)
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        geometryUniforms.pointer[0].modelViewMatrix = modelViewMatrix
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        rotation += 0.003
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