Mercurial > touhou
view pytouhou/utils/matrix.pyx @ 527:db28538cd399
Use Sprite C arrays instead of their tuple representation where it makes sense.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:19:08 +0100 |
parents | 6e3b3d5d4691 |
children | e15672733c93 |
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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 libc.math cimport sin, cos from libc.stdlib cimport malloc, free from libc.string cimport memcpy cdef Matrix identity identity = Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) cdef Matrix *new_matrix(Matrix *data) nogil: mat = <Matrix*> malloc(sizeof(Matrix)) memcpy(mat, data, sizeof(Matrix)) return mat cdef Matrix *new_identity() nogil: return new_matrix(&identity) cdef void mul(Matrix *mat1, Matrix *mat2) nogil: cdef float *d3 out = <Matrix*> malloc(sizeof(Matrix)) d1 = <float*>mat1 d2 = <float*>mat2 d3 = <float*>out for i in xrange(4): for j in xrange(4): d3[4*i+j] = 0 for k in xrange(4): d3[4*i+j] += d1[4*i+k] * d2[4*k+j] memcpy(mat1, out, sizeof(Matrix)) free(out) cdef void flip(Matrix *mat) nogil: data = <float*>mat for i in xrange(4): data[i] = -data[i] cdef void scale(Matrix *mat, float x, float y, float z) nogil: cdef float coordinate[3] data = <float*>mat coordinate[0] = x coordinate[1] = y coordinate[2] = z for i in xrange(3): for j in xrange(4): data[4*i+j] *= coordinate[i] cdef void scale2d(Matrix *mat, float x, float y) nogil: data = <float*>mat for i in xrange(4): data[ i] *= x data[4+i] *= y cdef void translate(Matrix *mat, float[3] offset) nogil: cdef float item[3] data = <float*>mat for i in xrange(3): item[i] = data[12+i] * offset[i] for i in xrange(3): for j in xrange(4): data[4*i+j] += item[i] cdef void translate2d(Matrix *mat, float x, float y) nogil: cdef float[3] offset offset[0] = x offset[1] = y offset[2] = 0 translate(mat, offset) cdef void rotate_x(Matrix *mat, float angle) nogil: cdef float cos_a, sin_a cdef float lines[8] data = <float*>mat cos_a = cos(angle) sin_a = sin(angle) for i in xrange(8): lines[i] = data[i+4] for i in xrange(4): data[4+i] = cos_a * lines[i] - sin_a * lines[4+i] data[8+i] = sin_a * lines[i] + cos_a * lines[4+i] cdef void rotate_y(Matrix *mat, float angle) nogil: cdef float cos_a, sin_a cdef float lines[8] data = <float*>mat cos_a = cos(angle) sin_a = sin(angle) for i in xrange(4): lines[i] = data[i] lines[i+4] = data[i+8] for i in xrange(4): data[ i] = cos_a * lines[i] + sin_a * lines[4+i] data[8+i] = -sin_a * lines[i] + cos_a * lines[4+i] cdef void rotate_z(Matrix *mat, float angle) nogil: cdef float cos_a, sin_a cdef float lines[8] data = <float*>mat cos_a = cos(angle) sin_a = sin(angle) for i in xrange(8): lines[i] = data[i] for i in xrange(4): data[ i] = cos_a * lines[i] - sin_a * lines[4+i] data[4+i] = sin_a * lines[i] + cos_a * lines[4+i]