changeset 436:cb5c68598ab0

Cythonize pytouhou.utils.maths and pytouhou.utils.vector.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 07 Aug 2013 11:34:42 +0200
parents 878273a984c4
children d778db08190f
files pytouhou/utils/maths.pxd pytouhou/utils/maths.pyx pytouhou/utils/vector.pxd pytouhou/utils/vector.py pytouhou/utils/vector.pyx
diffstat 4 files changed, 54 insertions(+), 41 deletions(-) [+]
line wrap: on
line diff
--- a/pytouhou/utils/maths.pxd
+++ b/pytouhou/utils/maths.pxd
@@ -1,4 +1,5 @@
-cpdef ortho_2d(left, right, bottom, top)
-cpdef look_at(eye, center, up)
-cpdef perspective(fovy, aspect, zNear, zFar)
-cpdef setup_camera(dx, dy, dz)
+from .matrix cimport Matrix
+
+cdef Matrix ortho_2d(float left, float right, float bottom, float top)
+cdef Matrix perspective(float fovy, float aspect, float zNear, float zFar)
+cdef Matrix setup_camera(float dx, float dy, float dz)
--- a/pytouhou/utils/maths.pyx
+++ b/pytouhou/utils/maths.pyx
@@ -12,14 +12,16 @@
 ## GNU General Public License for more details.
 ##
 
-from math import radians
-from libc.math cimport tan
+from libc.math cimport tan, M_PI as pi
 
-from .matrix cimport Matrix
-from .vector import Vector, normalize, cross, dot
+from .vector cimport Vector, normalize, cross, dot
 
 
-cpdef ortho_2d(left, right, bottom, top):
+cdef double radians(double degrees) nogil:
+    return degrees * pi / 180
+
+
+cdef Matrix ortho_2d(float left, float right, float bottom, float top):
     cdef float *data
 
     mat = Matrix()
@@ -32,23 +34,19 @@ cpdef ortho_2d(left, right, bottom, top)
     return mat
 
 
-cpdef look_at(eye, center, up):
-    eye = Vector(eye)
-    center = Vector(center)
-    up = Vector(up)
-
-    f = normalize(center - eye)
+cdef Matrix look_at(Vector eye, Vector center, Vector up):
+    f = normalize(center.sub(eye))
     u = normalize(up)
     s = normalize(cross(f, u))
     u = cross(s, f)
 
-    return Matrix([s[0], u[0], -f[0], 0,
-                   s[1], u[1], -f[1], 0,
-                   s[2], u[2], -f[2], 0,
+    return Matrix([s.x, u.x, -f.x, 0,
+                   s.y, u.y, -f.y, 0,
+                   s.z, u.z, -f.z, 0,
                    -dot(s, eye), -dot(u, eye), dot(f, eye), 1])
 
 
-cpdef perspective(fovy, aspect, z_near, z_far):
+cdef Matrix perspective(float fovy, float aspect, float z_near, float z_far):
     cdef float *data
 
     top = tan(radians(fovy / 2)) * z_near
@@ -67,11 +65,11 @@ cpdef perspective(fovy, aspect, z_near, 
     return mat
 
 
-cpdef setup_camera(dx, dy, dz):
+cdef Matrix setup_camera(float dx, float dy, float dz):
     # Some explanations on the magic constants:
     # 192. = 384. / 2. = width / 2.
     # 224. = 448. / 2. = height / 2.
     # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
     # This is so that objects on the (O, x, y) plane use pixel coordinates
-    return look_at((192., 224., - 835.979370 * dz),
-                   (192. + dx, 224. - dy, 0.), (0., -1., 0.))
+    return look_at(Vector(192., 224., - 835.979370 * dz),
+                   Vector(192. + dx, 224. - dy, 0.), Vector(0., -1., 0.))
new file mode 100644
--- /dev/null
+++ b/pytouhou/utils/vector.pxd
@@ -0,0 +1,8 @@
+cdef class Vector:
+    cdef float x, y, z
+
+    cdef Vector sub(self, Vector other)
+
+cdef Vector cross(Vector vec1, Vector vec2)
+cdef float dot(Vector vec1, Vector vec2)
+cdef Vector normalize(Vector vec)
rename from pytouhou/utils/vector.py
rename to pytouhou/utils/vector.pyx
--- a/pytouhou/utils/vector.py
+++ b/pytouhou/utils/vector.pyx
@@ -12,32 +12,38 @@
 ## GNU General Public License for more details.
 ##
 
-from math import sqrt
+from libc.math cimport sqrt
 
 
-class Vector(list):
-    def __init__(self, data=None):
-        list.__init__(self, data or [0] * 3)
-
-
-    def __add__(self, other):
-        return Vector([a+b for a, b in zip(self, other)])
+cdef class Vector:
+    def __init__(self, float x, float y, float z):
+        self.x = x
+        self.y = y
+        self.z = z
 
 
-    def __sub__(self, other):
-        return Vector([a-b for a, b in zip(self, other)])
+    cdef Vector sub(self, Vector other):
+        cdef float x, y, z
+
+        x = self.x - other.x
+        y = self.y - other.y
+        z = self.z - other.z
+
+        return Vector(x, y, z)
 
 
-def cross(vec1, vec2):
-    return Vector([vec1[1] * vec2[2] - vec2[1] * vec1[2],
-                   vec1[2] * vec2[0] - vec2[2] * vec1[0],
-                   vec1[0] * vec2[1] - vec2[0] * vec1[1]])
+cdef Vector cross(Vector vec1, Vector vec2):
+    return Vector(vec1.y * vec2.z - vec2.y * vec1.z,
+                  vec1.z * vec2.x - vec2.z * vec1.x,
+                  vec1.x * vec2.y - vec2.x * vec1.y)
 
 
-def dot(vec1, vec2):
-    return vec1[0] * vec2[0] + vec2[1] * vec1[1] + vec1[2] * vec2[2]
+cdef float dot(Vector vec1, Vector vec2):
+    return vec1.x * vec2.x + vec2.y * vec1.y + vec1.z * vec2.z
 
 
-def normalize(vec1):
-    normal = 1 / sqrt(vec1[0] * vec1[0] + vec1[1] * vec1[1] + vec1[2] * vec1[2])
-    return Vector(x * normal for x in vec1)
+cdef Vector normalize(Vector vec):
+    cdef float normal
+
+    normal = 1 / sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z)
+    return Vector(vec.x * normal, vec.y * normal, vec.z * normal)