Mercurial > touhou
annotate pytouhou/utils/maths.pyx @ 515:b3193b43a86c
Add an indirection layer for textures, to cope with drivers assigning them random names.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 06 Dec 2013 19:02:42 +0100 |
parents | cb5c68598ab0 |
children | 6e3b3d5d4691 |
rev | line source |
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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 |
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17 from .vector cimport Vector, normalize, cross, dot |
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18 |
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19 |
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20 cdef double radians(double degrees) nogil: |
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21 return degrees * pi / 180 |
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22 |
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23 |
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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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35 |
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36 |
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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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47 |
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48 |
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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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66 |
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67 |
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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.)) |