Mercurial > touhou
annotate pytouhou/utils/maths.pyx @ 428:f41a26971a19
Remove all Loader uses from outside pytouhou.games, and add a --no-music option to disable bgm.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:17:22 +0200 |
parents | 5fe6cd6ceb48 |
children | 878273a984c4 |
rev | line source |
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412
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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 math import radians |
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16 from libc.math cimport tan |
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17 |
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18 from .matrix cimport Matrix |
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19 from .vector import Vector, normalize, cross, dot |
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20 |
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21 |
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22 cpdef ortho_2d(left, right, bottom, top): |
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23 mat = Matrix() |
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24 data = mat.data |
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25 data[0][0] = 2 / (right - left) |
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26 data[1][1] = 2 / (top - bottom) |
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27 data[2][2] = -1 |
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28 data[3][0] = -(right + left) / (right - left) |
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29 data[3][1] = -(top + bottom) / (top - bottom) |
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30 return mat |
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31 |
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32 |
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33 cpdef look_at(eye, center, up): |
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34 eye = Vector(eye) |
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35 center = Vector(center) |
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36 up = Vector(up) |
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37 |
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38 f = normalize(center - 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[0], u[0], -f[0], 0], |
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44 [s[1], u[1], -f[1], 0], |
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45 [s[2], u[2], -f[2], 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 cpdef perspective(fovy, aspect, z_near, z_far): |
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50 top = tan(radians(fovy / 2)) * z_near |
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51 bottom = -top |
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52 left = -top * aspect |
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53 right = top * aspect |
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54 |
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55 mat = Matrix() |
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56 data = mat.data |
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57 data[0][0] = (2 * z_near) / (right - left) |
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58 data[1][1] = (2 * z_near) / (top - bottom) |
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59 data[2][2] = -(z_far + z_near) / (z_far - z_near) |
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60 data[2][3] = -1 |
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61 data[3][2] = -(2 * z_far * z_near) / (z_far - z_near) |
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62 data[3][3] = 0 |
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63 return mat |
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64 |
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65 |
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66 cpdef setup_camera(dx, dy, dz): |
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67 # Some explanations on the magic constants: |
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68 # 192. = 384. / 2. = width / 2. |
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69 # 224. = 448. / 2. = height / 2. |
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70 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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71 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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72 return look_at((192., 224., - 835.979370 * dz), |
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73 (192. + dx, 224. - dy, 0.), (0., -1., 0.)) |