annotate pytouhou/utils/maths.pyx @ 525:43ecf0f98f4d

Precalculate the inverse of the texture size at ANM load, to not recalculate at every sprite change.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 18 Dec 2013 18:15:45 +0100
parents 7f016dfbdfb1
children
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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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16 cimport cython
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17
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18 from .matrix cimport new_matrix, new_identity
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19 from .vector cimport Vector, sub, cross, dot, normalize
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22 cdef double radians(double degrees) nogil:
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23 return degrees * pi / 180
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25
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26 @cython.cdivision(True)
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27 cdef Matrix *ortho_2d(float left, float right, float bottom, float top) nogil:
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28 mat = new_identity()
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29 data = <float*>mat
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30 data[4*0+0] = 2 / (right - left)
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31 data[4*1+1] = 2 / (top - bottom)
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32 data[4*2+2] = -1
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33 data[4*3+0] = -(right + left) / (right - left)
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34 data[4*3+1] = -(top + bottom) / (top - bottom)
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35 return mat
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37
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38 cdef Matrix *look_at(Vector eye, Vector center, Vector up):
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39 cdef Matrix mat
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40
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41 f = normalize(sub(center, eye))
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42 u = normalize(up)
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43 s = normalize(cross(f, u))
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44 u = cross(s, f)
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45
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46 mat = Matrix(s.x, u.x, -f.x, 0,
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47 s.y, u.y, -f.y, 0,
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48 s.z, u.z, -f.z, 0,
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49 -dot(s, eye), -dot(u, eye), dot(f, eye), 1)
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50
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51 return new_matrix(&mat)
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54 @cython.cdivision(True)
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55 cdef Matrix *perspective(float fovy, float aspect, float z_near, float z_far) nogil:
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56 top = tan(radians(fovy / 2)) * z_near
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57 bottom = -top
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58 left = -top * aspect
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59 right = top * aspect
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60
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61 mat = new_identity()
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62 data = <float*>mat
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63 data[4*0+0] = (2 * z_near) / (right - left)
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64 data[4*1+1] = (2 * z_near) / (top - bottom)
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65 data[4*2+2] = -(z_far + z_near) / (z_far - z_near)
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66 data[4*2+3] = -1
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67 data[4*3+2] = -(2 * z_far * z_near) / (z_far - z_near)
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68 data[4*3+3] = 0
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69 return mat
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71
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72 cdef Matrix *setup_camera(float dx, float dy, float dz):
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73 # Some explanations on the magic constants:
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74 # 192. = 384. / 2. = width / 2.
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75 # 224. = 448. / 2. = height / 2.
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76 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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77 # This is so that objects on the (O, x, y) plane use pixel coordinates
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78 return look_at(Vector(192., 224., - 835.979370 * dz),
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79 Vector(192. + dx, 224. - dy, 0.), Vector(0., -1., 0.))