annotate pytouhou/utils/maths.pyx @ 458:1b56d62250ab

Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 05 Sep 2013 23:11:54 +0200
parents cb5c68598ab0
children 6e3b3d5d4691
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15 from libc.math cimport tan, M_PI as pi
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17 from .vector cimport Vector, normalize, cross, dot
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20 cdef double radians(double degrees) nogil:
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21 return degrees * pi / 180
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24 cdef Matrix ortho_2d(float left, float right, float bottom, float top):
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25 cdef float *data
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26
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27 mat = Matrix()
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28 data = mat.data
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29 data[4*0+0] = 2 / (right - left)
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30 data[4*1+1] = 2 / (top - bottom)
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31 data[4*2+2] = -1
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32 data[4*3+0] = -(right + left) / (right - left)
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33 data[4*3+1] = -(top + bottom) / (top - bottom)
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34 return mat
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37 cdef Matrix look_at(Vector eye, Vector center, Vector up):
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38 f = normalize(center.sub(eye))
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39 u = normalize(up)
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40 s = normalize(cross(f, u))
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41 u = cross(s, f)
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42
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43 return Matrix([s.x, u.x, -f.x, 0,
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44 s.y, u.y, -f.y, 0,
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45 s.z, u.z, -f.z, 0,
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46 -dot(s, eye), -dot(u, eye), dot(f, eye), 1])
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49 cdef Matrix perspective(float fovy, float aspect, float z_near, float z_far):
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50 cdef float *data
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51
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52 top = tan(radians(fovy / 2)) * z_near
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53 bottom = -top
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54 left = -top * aspect
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55 right = top * aspect
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56
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57 mat = Matrix()
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58 data = mat.data
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59 data[4*0+0] = (2 * z_near) / (right - left)
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60 data[4*1+1] = (2 * z_near) / (top - bottom)
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61 data[4*2+2] = -(z_far + z_near) / (z_far - z_near)
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62 data[4*2+3] = -1
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63 data[4*3+2] = -(2 * z_far * z_near) / (z_far - z_near)
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64 data[4*3+3] = 0
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65 return mat
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68 cdef Matrix setup_camera(float dx, float dy, float dz):
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69 # Some explanations on the magic constants:
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70 # 192. = 384. / 2. = width / 2.
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71 # 224. = 448. / 2. = height / 2.
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72 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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73 # This is so that objects on the (O, x, y) plane use pixel coordinates
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74 return look_at(Vector(192., 224., - 835.979370 * dz),
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75 Vector(192. + dx, 224. - dy, 0.), Vector(0., -1., 0.))