Mercurial > fife-parpg
view engine/python/fife/extensions/fife_math.py @ 589:d1df6cf5ff23
* Fixed a bug in RenderBackendSDL, the clip area was not properly set.
* Renamed the backquad and border commands of the FloatingTextRenderer.
* Added the TransparentArea commands to the InstanceRenderer.
Note: with addTransparentArea(instance, string, width, height, transparent, front) you can enable an area, that make all instances in this zone and with the same namespace transparent. The string is for the namespace, so you can set one or more namespaces to be transparent. Width and height specifies the size of the area. Transparent defines the intensity of transparency, 255 = invisible. The bool front, enable or disable the z check, so that only instances in front of the source instance could be transparent.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Fri, 13 Aug 2010 16:33:36 +0000 |
parents | ae9f5383f5b1 |
children | c0c3f64bfc2d |
line wrap: on
line source
# -*- coding: utf-8 -*- # #################################################################### # Copyright (C) 2005-2010 by the FIFE team # http://www.fifengine.net # This file is part of FIFE. # # FIFE is free software; you can redistribute it and/or # modify it under the terms of the GNU Lesser General Public # License as published by the Free Software Foundation; either # version 2.1 of the License, or (at your option) any later version. # # This library 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 # Lesser General Public License for more details. # # You should have received a copy of the GNU Lesser General Public # License along with this library; if not, write to the # Free Software Foundation, Inc., # 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA # #################################################################### """ Math Library ================================== This is a collection of useful 2D math functions/classes. """ from fife import fife import math def normalize(vector): """ Helper function to normalize a 2D vector @param vector: a L{fife.DoublePoint} to be normalized @type vector: L{fife.DoublePoint} @return: A normalized L{fife.DoublePoint} """ norm = fife.DoublePoint(0,0) invLength = 1.0/vector.length() if invLength > 1e-06: norm.x = vector.x * invLength; norm.y = vector.y * invLength; else: norm.x = 0 norm.y = 0 return norm class Rect(object): """ A simple rectangle class that allows floating point values. A class used to specify the bounding box of objects. For use with collision detection. This was written in python because FIFE does not provide a Rect class that can use floating point values. """ def __init__(self, x = 0, y = 0, w = 0, h = 0): """ @param x: The x coordinate @type x: C{int} or C{float} @param y: The y coordinate @type y: C{int} or C{float} @param w: The width @type w: C{int} or C{float} @param h: The height @type h: C{int} or C{float} """ self._x = x self._y = y self._w = w self._h = h def intersects(self, rect): """ Tests for intersection of rect. @param rect: the L{Rect} to perform the test against. @type rect: L{Rect} @return: True if the rectancles intersect, False if not. @rtype: C{boolean} """ _x = self._x - rect.x; _y = self._y - rect.y; _w = self._w; _h = self._h; if _x < 0: _w += _x _x = 0 if _y < 0: _h += _y _y = 0 if _x + _w > rect.w: _w = rect.w - _x if _y + _h > rect.h: _h = rect.h - _y if _w <= 0 or _h <= 0: return False return True def _setX(self, x): self._x = x def _getX(self): return self._x def _setY(self, y): self._y = y def _getY(self): return self._y def _setW(self, w): self._w = w def _getW(self): return self._w def _setH(self, h): self._h = h def _getH(self): return self._h x = property(_getX, _setX) y = property(_getY, _setY) w = property(_getW, _setW) h = property(_getH, _setH) def rotatePoint(origin, point, angle): """ Rotates a point around the specified origin. @param origin: A point specifying the origin. @type origin: L{fife.DoublePoint} @param point: The point to be rotated. @type point: L{fife.DoublePoint} @param angle: The angle in which to rotate the point. @type angle: C{int} or C{float} @return: The rotated point. @rtype: L{fife.DoublePoint} """ newp = fife.DoublePoint(0,0) theta = (angle * math.pi)/180 costheta = math.cos(theta) sintheta = math.sin(theta) x = point.x - origin.x y = point.y - origin.y newp.x = costheta * x - sintheta * y newp.y = sintheta * x + costheta * y return newp __all__ = ['normalize','Rect','rotatePoint']