annotate pytouhou/utils/vector.py @ 401:3ce4065840e9

Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 14 Feb 2013 20:07:23 +0100
parents 74471afbac37
children
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2012 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 math import sqrt
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16
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17
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18 class Vector(list):
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19 def __init__(self, data=None):
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20 list.__init__(self, data or [0] * 3)
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22
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23 def __add__(self, other):
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24 return Vector([a+b for a, b in zip(self, other)])
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27 def __sub__(self, other):
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28 return Vector([a-b for a, b in zip(self, other)])
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29
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30
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31 def cross(vec1, vec2):
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32 return Vector([vec1[1] * vec2[2] - vec2[1] * vec1[2],
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33 vec1[2] * vec2[0] - vec2[2] * vec1[0],
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34 vec1[0] * vec2[1] - vec2[0] * vec1[1]])
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37 def dot(vec1, vec2):
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38 return vec1[0] * vec2[0] + vec2[1] * vec1[1] + vec1[2] * vec2[2]
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40
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41 def normalize(vec1):
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42 normal = 1 / sqrt(vec1[0] * vec1[0] + vec1[1] * vec1[1] + vec1[2] * vec1[2])
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43 return Vector(x * normal for x in vec1)