Mercurial > touhou
view pytouhou/game/sprite.py @ 16:66ce9bb440ac
Refactor in order to support multiple textures
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 06 Aug 2011 12:36:25 +0200 |
parents | 07fba4e1da65 |
children | d940d004b840 |
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from struct import unpack from pytouhou.utils.matrix import Matrix class Sprite(object): def __init__(self, anm, script_index): self.anm = anm self.script_index = script_index self.texcoords = (0, 0, 0, 0) # x, y, width, height self.mirrored = False self.rescale = (1., 1.) self.rotations_3d = (0., 0., 0.) self.corner_relative_placement = False self._uvs = [] self._vertices = [] def update_uvs_vertices(self, override_width=0, override_height=0): vertmat = Matrix() vertmat.data[0][0] = -.5 vertmat.data[1][0] = -.5 vertmat.data[0][1] = .5 vertmat.data[1][1] = -.5 vertmat.data[0][2] = .5 vertmat.data[1][2] = .5 vertmat.data[0][3] = -.5 vertmat.data[1][3] = .5 for i in range(4): vertmat.data[2][i] = 0. vertmat.data[3][i] = 1. tx, ty, tw, th = self.texcoords sx, sy = self.rescale width = override_width or (tw * sx) height = override_height or (th * sy) transform = Matrix.get_scaling_matrix(width, height, 1.) if self.mirrored: transform = Matrix.get_scaling_matrix(-1., 1., 1.).mult(transform) if self.rotations_3d != (0., 0., 0.): rx, ry, rz = self.rotations_3d transform = Matrix.get_rotation_matrix(-rx, 'x').mult(transform) transform = Matrix.get_rotation_matrix(ry, 'y').mult(transform) transform = Matrix.get_rotation_matrix(-rz, 'z').mult(transform) #TODO: minus, really? if self.corner_relative_placement: # Reposition transform = Matrix.get_translation_matrix(width / 2., height / 2., 0.).mult(transform) vertmat = transform.mult(vertmat) uvs = [(tx / self.anm.size[0], 1. - (ty / self.anm.size[1])), ((tx + tw) / self.anm.size[0], 1. - (ty / self.anm.size[1])), ((tx + tw) / self.anm.size[0], 1. - ((ty + th) / self.anm.size[1])), (tx / self.anm.size[0], 1. - ((ty + th) / self.anm.size[1]))] vertices = [] for i in xrange(4): w = vertmat.data[3][i] vertices.append((vertmat.data[0][i] / w, vertmat.data[1][i] / w, vertmat.data[2][i] / w)) self._uvs, self._vertices = uvs, vertices def update(self, frame, override_width=0, override_height=0): properties = {} for time, instr_type, data in self.anm.scripts[self.script_index]: if time == frame: if instr_type == 15: #Return break else: properties[instr_type] = data if properties: if 1 in properties: self.texcoords = self.anm.sprites[unpack('<I', properties[1])[0]] del properties[1] if 2 in properties: self.rescale = unpack('<ff', properties[2]) del properties[2] if 7 in properties: self.mirrored = True #TODO del properties[7] if 9 in properties: self.rotations_3d = unpack('<fff', properties[9]) del properties[9] if 23 in properties: self.corner_relative_placement = True #TODO del properties[23] if properties: print('Leftover properties: %r' % properties) #TODO self.update_uvs_vertices(override_width, override_height) return True return False