Mercurial > touhou
view pytouhou/opengl/sprite.py @ 129:284ac8f97a96
Fix potential crash
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 10 Sep 2011 18:33:45 +0200 |
parents | 0313ca2c50e9 |
children |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from math import pi from pytouhou.utils.matrix import Matrix def get_sprite_rendering_data(sprite): 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.]]) 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) if sprite.mirrored: vertmat.flip() rx, ry, rz = sprite.rotations_3d if sprite.automatic_orientation: rz += pi/2. - sprite.angle elif sprite.force_rotation: rz += sprite.angle if (rx, ry, rz) != (0., 0., 0.): if rx: vertmat.rotate_x(-rx) if ry: vertmat.rotate_y(ry) if rz: vertmat.rotate_z(-rz) #TODO: minus, really? if sprite.corner_relative_placement: # Reposition vertmat.translate(width / 2., height / 2., 0.) if sprite.allow_dest_offset: vertmat.translate(*sprite.dest_offset) x_1 = 1. / sprite.anm.size[0] y_1 = 1. / sprite.anm.size[1] tox, toy = sprite.texoffsets uvs = [tx * x_1 + tox, 1. - (ty * y_1) + toy, (tx + tw) * x_1 + tox, 1. - (ty * y_1) + toy, (tx + tw) * x_1 + tox, 1. - ((ty + th) * y_1 + toy), tx * x_1 + tox, 1. - ((ty + th) * y_1 + toy)] (x1, x2 , x3, x4), (y1, y2, y3, y4), (z1, z2, z3, z4), _ = vertmat.data key = (sprite.anm.first_name, sprite.anm.secondary_name), sprite.blendfunc r, g, b = sprite.color values = ((x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4)), uvs, [r, g, b, sprite.alpha] * 4 sprite._rendering_data = key, values sprite._changed = False return sprite._rendering_data