Mercurial > touhou
diff pytouhou/ui/opengl/sprite.pyx @ 523:6e3b3d5d4691
Make matrix a struct.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Wed, 18 Dec 2013 17:53:29 +0100 |
parents | b3193b43a86c |
children | 43ecf0f98f4d |
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--- a/pytouhou/ui/opengl/sprite.pyx +++ b/pytouhou/ui/opengl/sprite.pyx @@ -15,29 +15,30 @@ from libc.math cimport M_PI as pi -from pytouhou.utils.matrix cimport Matrix +from pytouhou.utils.matrix cimport Matrix, scale2d, flip, rotate_x, rotate_y, rotate_z, translate, translate2d from .renderer cimport Texture #XXX cpdef tuple get_sprite_rendering_data(Sprite sprite): cdef double tx, ty, tw, th, sx, sy, rx, ry, rz, tox, toy + cdef Matrix vertmat if not sprite.changed: return sprite._rendering_data - vertmat = Matrix([-.5, .5, .5, -.5, - -.5, -.5, .5, .5, - 0, 0, 0, 0, - 1, 1, 1, 1]) + vertmat = Matrix(-.5, .5, .5, -.5, + -.5, -.5, .5, .5, + 0, 0, 0, 0, + 1, 1, 1, 1) tx, ty, tw, th = sprite.texcoords sx, sy = sprite.rescale width = sprite.width_override or (tw * sx) height = sprite.height_override or (th * sy) - vertmat.scale2d(width, height) + scale2d(&vertmat, width, height) if sprite.mirrored: - vertmat.flip() + flip(&vertmat) rx, ry, rz = sprite.rotations_3d if sprite.automatic_orientation: @@ -46,15 +47,15 @@ cpdef tuple get_sprite_rendering_data(Sp rz += sprite.angle if rx: - vertmat.rotate_x(-rx) + rotate_x(&vertmat, -rx) if ry: - vertmat.rotate_y(ry) + rotate_y(&vertmat, ry) if rz: - vertmat.rotate_z(-rz) #TODO: minus, really? + rotate_z(&vertmat, -rz) #TODO: minus, really? if sprite.allow_dest_offset: - vertmat.translate(sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2]) + translate(&vertmat, sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2]) if sprite.corner_relative_placement: # Reposition - vertmat.translate(width / 2, height / 2, 0) + translate2d(&vertmat, width / 2, height / 2) size = sprite.anm.size x_1 = 1 / <double>size[0] @@ -67,7 +68,7 @@ cpdef tuple get_sprite_rendering_data(Sp key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc r, g, b = sprite.color - values = tuple([x for x in vertmat.data[:12]]), uvs, (r, g, b, sprite.alpha) + values = tuple([x for x in (<float*>&vertmat)[:12]]), uvs, (r, g, b, sprite.alpha) sprite._rendering_data = key, values sprite.changed = False