Mercurial > touhou
annotate pytouhou/ui/sprite.pyx @ 435:878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Aug 2013 11:34:40 +0200 |
parents | 3a7b36324611 |
children | 723a3e67a223 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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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 |
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16 from math import pi |
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17 |
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18 from pytouhou.utils.matrix cimport Matrix |
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19 |
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20 |
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21 cpdef object get_sprite_rendering_data(object sprite): |
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22 cdef Matrix vertmat |
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23 |
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24 if not sprite.changed: |
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25 return sprite._rendering_data |
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26 |
435
878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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27 vertmat = Matrix([-.5, .5, .5, -.5, |
878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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28 -.5, -.5, .5, .5, |
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Improve Matrix representation, using float[16] instead of imbricated python lists.
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29 .0, .0, .0, .0, |
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Improve Matrix representation, using float[16] instead of imbricated python lists.
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30 1., 1., 1., 1.]) |
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31 |
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32 tx, ty, tw, th = sprite.texcoords |
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33 sx, sy = sprite.rescale |
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34 width = sprite.width_override or (tw * sx) |
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35 height = sprite.height_override or (th * sy) |
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36 |
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37 vertmat.scale2d(width, height) |
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38 if sprite.mirrored: |
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39 vertmat.flip() |
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40 |
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41 rx, ry, rz = sprite.rotations_3d |
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42 if sprite.automatic_orientation: |
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43 rz += pi/2. - sprite.angle |
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44 elif sprite.force_rotation: |
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45 rz += sprite.angle |
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46 |
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47 if (rx, ry, rz) != (0., 0., 0.): |
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48 if rx: |
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49 vertmat.rotate_x(-rx) |
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50 if ry: |
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51 vertmat.rotate_y(ry) |
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52 if rz: |
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53 vertmat.rotate_z(-rz) #TODO: minus, really? |
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54 if sprite.allow_dest_offset: |
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55 vertmat.translate(sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2]) |
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56 if sprite.corner_relative_placement: # Reposition |
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57 vertmat.translate(width / 2., height / 2., 0.) |
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58 |
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59 x_1 = 1. / sprite.anm.size[0] |
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60 y_1 = 1. / sprite.anm.size[1] |
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61 tox, toy = sprite.texoffsets |
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62 uvs = (tx * x_1 + tox, |
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63 (tx + tw) * x_1 + tox, |
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64 ty * y_1 + toy, |
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65 (ty + th) * y_1 + toy) |
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66 |
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67 key = sprite.anm.texture, sprite.blendfunc |
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68 r, g, b = sprite.color |
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Improve Matrix representation, using float[16] instead of imbricated python lists.
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parents:
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69 values = tuple([x for x in vertmat.data[:12]]), uvs, (r, g, b, sprite.alpha) |
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70 sprite._rendering_data = key, values |
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71 sprite.changed = False |
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72 |
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73 return sprite._rendering_data |
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74 |