ardupilot/Tools/autotest/pysim/euclid.py

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#!/usr/bin/env python
#
# euclid graphics maths module
#
# Copyright (c) 2006 Alex Holkner
# Alex.Holkner@mail.google.com
#
# This library 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
'''euclid graphics maths module
Documentation and tests are included in the file "euclid.txt", or online
at http://code.google.com/p/pyeuclid
'''
__docformat__ = 'restructuredtext'
__version__ = '$Id$'
__revision__ = '$Revision$'
import math
import operator
import types
# Some magic here. If _use_slots is True, the classes will derive from
# object and will define a __slots__ class variable. If _use_slots is
# False, classes will be old-style and will not define __slots__.
#
# _use_slots = True: Memory efficient, probably faster in future versions
# of Python, "better".
# _use_slots = False: Ordinary classes, much faster than slots in current
# versions of Python (2.4 and 2.5).
_use_slots = True
# If True, allows components of Vector2 and Vector3 to be set via swizzling;
# e.g. v.xyz = (1, 2, 3). This is much, much slower than the more verbose
# v.x = 1; v.y = 2; v.z = 3, and slows down ordinary element setting as
# well. Recommended setting is False.
_enable_swizzle_set = False
# Requires class to derive from object.
if _enable_swizzle_set:
_use_slots = True
# Implement _use_slots magic.
class _EuclidMetaclass(type):
def __new__(cls, name, bases, dct):
if '__slots__' in dct:
dct['__getstate__'] = cls._create_getstate(dct['__slots__'])
dct['__setstate__'] = cls._create_setstate(dct['__slots__'])
if _use_slots:
return type.__new__(cls, name, bases + (object,), dct)
else:
if '__slots__' in dct:
del dct['__slots__']
return types.ClassType.__new__(types.ClassType, name, bases, dct)
@classmethod
def _create_getstate(cls, slots):
def __getstate__(self):
d = {}
for slot in slots:
d[slot] = getattr(self, slot)
return d
return __getstate__
@classmethod
def _create_setstate(cls, slots):
def __setstate__(self, state):
for name, value in state.items():
setattr(self, name, value)
return __setstate__
__metaclass__ = _EuclidMetaclass
class Vector2:
__slots__ = ['x', 'y']
__hash__ = None
def __init__(self, x=0, y=0):
self.x = x
self.y = y
def __copy__(self):
return self.__class__(self.x, self.y)
copy = __copy__
def __repr__(self):
return 'Vector2(%.2f, %.2f)' % (self.x, self.y)
def __eq__(self, other):
if isinstance(other, Vector2):
return self.x == other.x and \
self.y == other.y
else:
assert hasattr(other, '__len__') and len(other) == 2
return self.x == other[0] and \
self.y == other[1]
def __ne__(self, other):
return not self.__eq__(other)
def __nonzero__(self):
return self.x != 0 or self.y != 0
def __len__(self):
return 2
def __getitem__(self, key):
return (self.x, self.y)[key]
def __setitem__(self, key, value):
l = [self.x, self.y]
l[key] = value
self.x, self.y = l
def __iter__(self):
return iter((self.x, self.y))
def __getattr__(self, name):
try:
return tuple([(self.x, self.y)['xy'.index(c)] \
for c in name])
except ValueError:
raise AttributeError, name
if _enable_swizzle_set:
# This has detrimental performance on ordinary setattr as well
# if enabled
def __setattr__(self, name, value):
if len(name) == 1:
object.__setattr__(self, name, value)
else:
try:
l = [self.x, self.y]
for c, v in map(None, name, value):
l['xy'.index(c)] = v
self.x, self.y = l
except ValueError:
raise AttributeError, name
def __add__(self, other):
if isinstance(other, Vector2):
# Vector + Vector -> Vector
# Vector + Point -> Point
# Point + Point -> Vector
if self.__class__ is other.__class__:
_class = Vector2
else:
_class = Point2
return _class(self.x + other.x,
self.y + other.y)
else:
assert hasattr(other, '__len__') and len(other) == 2
return Vector2(self.x + other[0],
self.y + other[1])
__radd__ = __add__
def __iadd__(self, other):
if isinstance(other, Vector2):
self.x += other.x
self.y += other.y
else:
self.x += other[0]
self.y += other[1]
return self
def __sub__(self, other):
if isinstance(other, Vector2):
# Vector - Vector -> Vector
# Vector - Point -> Point
# Point - Point -> Vector
if self.__class__ is other.__class__:
_class = Vector2
else:
_class = Point2
return _class(self.x - other.x,
self.y - other.y)
else:
assert hasattr(other, '__len__') and len(other) == 2
return Vector2(self.x - other[0],
self.y - other[1])
def __rsub__(self, other):
if isinstance(other, Vector2):
return Vector2(other.x - self.x,
other.y - self.y)
else:
assert hasattr(other, '__len__') and len(other) == 2
return Vector2(other.x - self[0],
other.y - self[1])
def __mul__(self, other):
assert type(other) in (int, long, float)
return Vector2(self.x * other,
self.y * other)
__rmul__ = __mul__
def __imul__(self, other):
assert type(other) in (int, long, float)
self.x *= other
self.y *= other
return self
def __div__(self, other):
assert type(other) in (int, long, float)
return Vector2(operator.div(self.x, other),
operator.div(self.y, other))
def __rdiv__(self, other):
assert type(other) in (int, long, float)
return Vector2(operator.div(other, self.x),
operator.div(other, self.y))
def __floordiv__(self, other):
assert type(other) in (int, long, float)
return Vector2(operator.floordiv(self.x, other),
operator.floordiv(self.y, other))
def __rfloordiv__(self, other):
assert type(other) in (int, long, float)
return Vector2(operator.floordiv(other, self.x),
operator.floordiv(other, self.y))
def __truediv__(self, other):
assert type(other) in (int, long, float)
return Vector2(operator.truediv(self.x, other),
operator.truediv(self.y, other))
def __rtruediv__(self, other):
assert type(other) in (int, long, float)
return Vector2(operator.truediv(other, self.x),
operator.truediv(other, self.y))
def __neg__(self):
return Vector2(-self.x,
-self.y)
__pos__ = __copy__
def __abs__(self):
return math.sqrt(self.x ** 2 + \
self.y ** 2)
magnitude = __abs__
def magnitude_squared(self):
return self.x ** 2 + \
self.y ** 2
def normalize(self):
d = self.magnitude()
if d:
self.x /= d
self.y /= d
return self
def normalized(self):
d = self.magnitude()
if d:
return Vector2(self.x / d,
self.y / d)
return self.copy()
def dot(self, other):
assert isinstance(other, Vector2)
return self.x * other.x + \
self.y * other.y
def cross(self):
return Vector2(self.y, -self.x)
def reflect(self, normal):
# assume normal is normalized
assert isinstance(normal, Vector2)
d = 2 * (self.x * normal.x + self.y * normal.y)
return Vector2(self.x - d * normal.x,
self.y - d * normal.y)
class Vector3:
__slots__ = ['x', 'y', 'z']
__hash__ = None
def __init__(self, x=0, y=0, z=0):
self.x = x
self.y = y
self.z = z
def __copy__(self):
return self.__class__(self.x, self.y, self.z)
copy = __copy__
def __repr__(self):
return 'Vector3(%.2f, %.2f, %.2f)' % (self.x,
self.y,
self.z)
def __eq__(self, other):
if isinstance(other, Vector3):
return self.x == other.x and \
self.y == other.y and \
self.z == other.z
else:
assert hasattr(other, '__len__') and len(other) == 3
return self.x == other[0] and \
self.y == other[1] and \
self.z == other[2]
def __ne__(self, other):
return not self.__eq__(other)
def __nonzero__(self):
return self.x != 0 or self.y != 0 or self.z != 0
def __len__(self):
return 3
def __getitem__(self, key):
return (self.x, self.y, self.z)[key]
def __setitem__(self, key, value):
l = [self.x, self.y, self.z]
l[key] = value
self.x, self.y, self.z = l
def __iter__(self):
return iter((self.x, self.y, self.z))
def __getattr__(self, name):
try:
return tuple([(self.x, self.y, self.z)['xyz'.index(c)] \
for c in name])
except ValueError:
raise AttributeError, name
if _enable_swizzle_set:
# This has detrimental performance on ordinary setattr as well
# if enabled
def __setattr__(self, name, value):
if len(name) == 1:
object.__setattr__(self, name, value)
else:
try:
l = [self.x, self.y, self.z]
for c, v in map(None, name, value):
l['xyz'.index(c)] = v
self.x, self.y, self.z = l
except ValueError:
raise AttributeError, name
def __add__(self, other):
if isinstance(other, Vector3):
# Vector + Vector -> Vector
# Vector + Point -> Point
# Point + Point -> Vector
if self.__class__ is other.__class__:
_class = Vector3
else:
_class = Point3
return _class(self.x + other.x,
self.y + other.y,
self.z + other.z)
else:
assert hasattr(other, '__len__') and len(other) == 3
return Vector3(self.x + other[0],
self.y + other[1],
self.z + other[2])
__radd__ = __add__
def __iadd__(self, other):
if isinstance(other, Vector3):
self.x += other.x
self.y += other.y
self.z += other.z
else:
self.x += other[0]
self.y += other[1]
self.z += other[2]
return self
def __sub__(self, other):
if isinstance(other, Vector3):
# Vector - Vector -> Vector
# Vector - Point -> Point
# Point - Point -> Vector
if self.__class__ is other.__class__:
_class = Vector3
else:
_class = Point3
return Vector3(self.x - other.x,
self.y - other.y,
self.z - other.z)
else:
assert hasattr(other, '__len__') and len(other) == 3
return Vector3(self.x - other[0],
self.y - other[1],
self.z - other[2])
def __rsub__(self, other):
if isinstance(other, Vector3):
return Vector3(other.x - self.x,
other.y - self.y,
other.z - self.z)
else:
assert hasattr(other, '__len__') and len(other) == 3
return Vector3(other.x - self[0],
other.y - self[1],
other.z - self[2])
def __mul__(self, other):
if isinstance(other, Vector3):
# TODO component-wise mul/div in-place and on Vector2; docs.
if self.__class__ is Point3 or other.__class__ is Point3:
_class = Point3
else:
_class = Vector3
return _class(self.x * other.x,
self.y * other.y,
self.z * other.z)
else:
assert type(other) in (int, long, float)
return Vector3(self.x * other,
self.y * other,
self.z * other)
__rmul__ = __mul__
def __imul__(self, other):
assert type(other) in (int, long, float)
self.x *= other
self.y *= other
self.z *= other
return self
def __div__(self, other):
assert type(other) in (int, long, float)
return Vector3(operator.div(self.x, other),
operator.div(self.y, other),
operator.div(self.z, other))
def __rdiv__(self, other):
assert type(other) in (int, long, float)
return Vector3(operator.div(other, self.x),
operator.div(other, self.y),
operator.div(other, self.z))
def __floordiv__(self, other):
assert type(other) in (int, long, float)
return Vector3(operator.floordiv(self.x, other),
operator.floordiv(self.y, other),
operator.floordiv(self.z, other))
def __rfloordiv__(self, other):
assert type(other) in (int, long, float)
return Vector3(operator.floordiv(other, self.x),
operator.floordiv(other, self.y),
operator.floordiv(other, self.z))
def __truediv__(self, other):
assert type(other) in (int, long, float)
return Vector3(operator.truediv(self.x, other),
operator.truediv(self.y, other),
operator.truediv(self.z, other))
def __rtruediv__(self, other):
assert type(other) in (int, long, float)
return Vector3(operator.truediv(other, self.x),
operator.truediv(other, self.y),
operator.truediv(other, self.z))
def __neg__(self):
return Vector3(-self.x,
-self.y,
-self.z)
__pos__ = __copy__
def __abs__(self):
return math.sqrt(self.x ** 2 + \
self.y ** 2 + \
self.z ** 2)
magnitude = __abs__
def magnitude_squared(self):
return self.x ** 2 + \
self.y ** 2 + \
self.z ** 2
def normalize(self):
d = self.magnitude()
if d:
self.x /= d
self.y /= d
self.z /= d
return self
def normalized(self):
d = self.magnitude()
if d:
return Vector3(self.x / d,
self.y / d,
self.z / d)
return self.copy()
def dot(self, other):
assert isinstance(other, Vector3)
return self.x * other.x + \
self.y * other.y + \
self.z * other.z
def cross(self, other):
assert isinstance(other, Vector3)
return Vector3(self.y * other.z - self.z * other.y,
-self.x * other.z + self.z * other.x,
self.x * other.y - self.y * other.x)
def reflect(self, normal):
# assume normal is normalized
assert isinstance(normal, Vector3)
d = 2 * (self.x * normal.x + self.y * normal.y + self.z * normal.z)
return Vector3(self.x - d * normal.x,
self.y - d * normal.y,
self.z - d * normal.z)
# a b c
# e f g
# i j k
class Matrix3:
__slots__ = list('abcefgijk')
def __init__(self):
self.identity()
def __copy__(self):
M = Matrix3()
M.a = self.a
M.b = self.b
M.c = self.c
M.e = self.e
M.f = self.f
M.g = self.g
M.i = self.i
M.j = self.j
M.k = self.k
return M
copy = __copy__
def __repr__(self):
return ('Matrix3([% 8.2f % 8.2f % 8.2f\n' \
' % 8.2f % 8.2f % 8.2f\n' \
' % 8.2f % 8.2f % 8.2f])') \
% (self.a, self.b, self.c,
self.e, self.f, self.g,
self.i, self.j, self.k)
def __getitem__(self, key):
return [self.a, self.e, self.i,
self.b, self.f, self.j,
self.c, self.g, self.k][key]
def __setitem__(self, key, value):
L = self[:]
L[key] = value
(self.a, self.e, self.i,
self.b, self.f, self.j,
self.c, self.g, self.k) = L
def __mul__(self, other):
if isinstance(other, Matrix3):
# Caching repeatedly accessed attributes in local variables
# apparently increases performance by 20%. Attrib: Will McGugan.
Aa = self.a
Ab = self.b
Ac = self.c
Ae = self.e
Af = self.f
Ag = self.g
Ai = self.i
Aj = self.j
Ak = self.k
Ba = other.a
Bb = other.b
Bc = other.c
Be = other.e
Bf = other.f
Bg = other.g
Bi = other.i
Bj = other.j
Bk = other.k
C = Matrix3()
C.a = Aa * Ba + Ab * Be + Ac * Bi
C.b = Aa * Bb + Ab * Bf + Ac * Bj
C.c = Aa * Bc + Ab * Bg + Ac * Bk
C.e = Ae * Ba + Af * Be + Ag * Bi
C.f = Ae * Bb + Af * Bf + Ag * Bj
C.g = Ae * Bc + Af * Bg + Ag * Bk
C.i = Ai * Ba + Aj * Be + Ak * Bi
C.j = Ai * Bb + Aj * Bf + Ak * Bj
C.k = Ai * Bc + Aj * Bg + Ak * Bk
return C
elif isinstance(other, Point2):
A = self
B = other
P = Point2(0, 0)
P.x = A.a * B.x + A.b * B.y + A.c
P.y = A.e * B.x + A.f * B.y + A.g
return P
elif isinstance(other, Vector2):
A = self
B = other
V = Vector2(0, 0)
V.x = A.a * B.x + A.b * B.y
V.y = A.e * B.x + A.f * B.y
return V
else:
other = other.copy()
other._apply_transform(self)
return other
def __imul__(self, other):
assert isinstance(other, Matrix3)
# Cache attributes in local vars (see Matrix3.__mul__).
Aa = self.a
Ab = self.b
Ac = self.c
Ae = self.e
Af = self.f
Ag = self.g
Ai = self.i
Aj = self.j
Ak = self.k
Ba = other.a
Bb = other.b
Bc = other.c
Be = other.e
Bf = other.f
Bg = other.g
Bi = other.i
Bj = other.j
Bk = other.k
self.a = Aa * Ba + Ab * Be + Ac * Bi
self.b = Aa * Bb + Ab * Bf + Ac * Bj
self.c = Aa * Bc + Ab * Bg + Ac * Bk
self.e = Ae * Ba + Af * Be + Ag * Bi
self.f = Ae * Bb + Af * Bf + Ag * Bj
self.g = Ae * Bc + Af * Bg + Ag * Bk
self.i = Ai * Ba + Aj * Be + Ak * Bi
self.j = Ai * Bb + Aj * Bf + Ak * Bj
self.k = Ai * Bc + Aj * Bg + Ak * Bk
return self
def identity(self):
self.a = self.f = self.k = 1.
self.b = self.c = self.e = self.g = self.i = self.j = 0
return self
def scale(self, x, y):
self *= Matrix3.new_scale(x, y)
return self
def translate(self, x, y):
self *= Matrix3.new_translate(x, y)
return self
def rotate(self, angle):
self *= Matrix3.new_rotate(angle)
return self
# Static constructors
def new_identity(cls):
self = cls()
return self
new_identity = classmethod(new_identity)
def new_scale(cls, x, y):
self = cls()
self.a = x
self.f = y
return self
new_scale = classmethod(new_scale)
def new_translate(cls, x, y):
self = cls()
self.c = x
self.g = y
return self
new_translate = classmethod(new_translate)
def new_rotate(cls, angle):
self = cls()
s = math.sin(angle)
c = math.cos(angle)
self.a = self.f = c
self.b = -s
self.e = s
return self
new_rotate = classmethod(new_rotate)
def determinant(self):
return (self.a*self.f*self.k
+ self.b*self.g*self.i
+ self.c*self.e*self.j
- self.a*self.g*self.j
- self.b*self.e*self.k
- self.c*self.f*self.i)
def inverse(self):
tmp = Matrix3()
d = self.determinant()
if abs(d) < 0.001:
# No inverse, return identity
return tmp
else:
d = 1.0 / d
tmp.a = d * (self.f*self.k - self.g*self.j)
tmp.b = d * (self.c*self.j - self.b*self.k)
tmp.c = d * (self.b*self.g - self.c*self.f)
tmp.e = d * (self.g*self.i - self.e*self.k)
tmp.f = d * (self.a*self.k - self.c*self.i)
tmp.g = d * (self.c*self.e - self.a*self.g)
tmp.i = d * (self.e*self.j - self.f*self.i)
tmp.j = d * (self.b*self.i - self.a*self.j)
tmp.k = d * (self.a*self.f - self.b*self.e)
return tmp
# a b c d
# e f g h
# i j k l
# m n o p
class Matrix4:
__slots__ = list('abcdefghijklmnop')
def __init__(self):
self.identity()
def __copy__(self):
M = Matrix4()
M.a = self.a
M.b = self.b
M.c = self.c
M.d = self.d
M.e = self.e
M.f = self.f
M.g = self.g
M.h = self.h
M.i = self.i
M.j = self.j
M.k = self.k
M.l = self.l
M.m = self.m
M.n = self.n
M.o = self.o
M.p = self.p
return M
copy = __copy__
def __repr__(self):
return ('Matrix4([% 8.2f % 8.2f % 8.2f % 8.2f\n' \
' % 8.2f % 8.2f % 8.2f % 8.2f\n' \
' % 8.2f % 8.2f % 8.2f % 8.2f\n' \
' % 8.2f % 8.2f % 8.2f % 8.2f])') \
% (self.a, self.b, self.c, self.d,
self.e, self.f, self.g, self.h,
self.i, self.j, self.k, self.l,
self.m, self.n, self.o, self.p)
def __getitem__(self, key):
return [self.a, self.e, self.i, self.m,
self.b, self.f, self.j, self.n,
self.c, self.g, self.k, self.o,
self.d, self.h, self.l, self.p][key]
def __setitem__(self, key, value):
L = self[:]
L[key] = value
(self.a, self.e, self.i, self.m,
self.b, self.f, self.j, self.n,
self.c, self.g, self.k, self.o,
self.d, self.h, self.l, self.p) = L
def __mul__(self, other):
if isinstance(other, Matrix4):
# Cache attributes in local vars (see Matrix3.__mul__).
Aa = self.a
Ab = self.b
Ac = self.c
Ad = self.d
Ae = self.e
Af = self.f
Ag = self.g
Ah = self.h
Ai = self.i
Aj = self.j
Ak = self.k
Al = self.l
Am = self.m
An = self.n
Ao = self.o
Ap = self.p
Ba = other.a
Bb = other.b
Bc = other.c
Bd = other.d
Be = other.e
Bf = other.f
Bg = other.g
Bh = other.h
Bi = other.i
Bj = other.j
Bk = other.k
Bl = other.l
Bm = other.m
Bn = other.n
Bo = other.o
Bp = other.p
C = Matrix4()
C.a = Aa * Ba + Ab * Be + Ac * Bi + Ad * Bm
C.b = Aa * Bb + Ab * Bf + Ac * Bj + Ad * Bn
C.c = Aa * Bc + Ab * Bg + Ac * Bk + Ad * Bo
C.d = Aa * Bd + Ab * Bh + Ac * Bl + Ad * Bp
C.e = Ae * Ba + Af * Be + Ag * Bi + Ah * Bm
C.f = Ae * Bb + Af * Bf + Ag * Bj + Ah * Bn
C.g = Ae * Bc + Af * Bg + Ag * Bk + Ah * Bo
C.h = Ae * Bd + Af * Bh + Ag * Bl + Ah * Bp
C.i = Ai * Ba + Aj * Be + Ak * Bi + Al * Bm
C.j = Ai * Bb + Aj * Bf + Ak * Bj + Al * Bn
C.k = Ai * Bc + Aj * Bg + Ak * Bk + Al * Bo
C.l = Ai * Bd + Aj * Bh + Ak * Bl + Al * Bp
C.m = Am * Ba + An * Be + Ao * Bi + Ap * Bm
C.n = Am * Bb + An * Bf + Ao * Bj + Ap * Bn
C.o = Am * Bc + An * Bg + Ao * Bk + Ap * Bo
C.p = Am * Bd + An * Bh + Ao * Bl + Ap * Bp
return C
elif isinstance(other, Point3):
A = self
B = other
P = Point3(0, 0, 0)
P.x = A.a * B.x + A.b * B.y + A.c * B.z + A.d
P.y = A.e * B.x + A.f * B.y + A.g * B.z + A.h
P.z = A.i * B.x + A.j * B.y + A.k * B.z + A.l
return P
elif isinstance(other, Vector3):
A = self
B = other
V = Vector3(0, 0, 0)
V.x = A.a * B.x + A.b * B.y + A.c * B.z
V.y = A.e * B.x + A.f * B.y + A.g * B.z
V.z = A.i * B.x + A.j * B.y + A.k * B.z
return V
else:
other = other.copy()
other._apply_transform(self)
return other
def __imul__(self, other):
assert isinstance(other, Matrix4)
# Cache attributes in local vars (see Matrix3.__mul__).
Aa = self.a
Ab = self.b
Ac = self.c
Ad = self.d
Ae = self.e
Af = self.f
Ag = self.g
Ah = self.h
Ai = self.i
Aj = self.j
Ak = self.k
Al = self.l
Am = self.m
An = self.n
Ao = self.o
Ap = self.p
Ba = other.a
Bb = other.b
Bc = other.c
Bd = other.d
Be = other.e
Bf = other.f
Bg = other.g
Bh = other.h
Bi = other.i
Bj = other.j
Bk = other.k
Bl = other.l
Bm = other.m
Bn = other.n
Bo = other.o
Bp = other.p
self.a = Aa * Ba + Ab * Be + Ac * Bi + Ad * Bm
self.b = Aa * Bb + Ab * Bf + Ac * Bj + Ad * Bn
self.c = Aa * Bc + Ab * Bg + Ac * Bk + Ad * Bo
self.d = Aa * Bd + Ab * Bh + Ac * Bl + Ad * Bp
self.e = Ae * Ba + Af * Be + Ag * Bi + Ah * Bm
self.f = Ae * Bb + Af * Bf + Ag * Bj + Ah * Bn
self.g = Ae * Bc + Af * Bg + Ag * Bk + Ah * Bo
self.h = Ae * Bd + Af * Bh + Ag * Bl + Ah * Bp
self.i = Ai * Ba + Aj * Be + Ak * Bi + Al * Bm
self.j = Ai * Bb + Aj * Bf + Ak * Bj + Al * Bn
self.k = Ai * Bc + Aj * Bg + Ak * Bk + Al * Bo
self.l = Ai * Bd + Aj * Bh + Ak * Bl + Al * Bp
self.m = Am * Ba + An * Be + Ao * Bi + Ap * Bm
self.n = Am * Bb + An * Bf + Ao * Bj + Ap * Bn
self.o = Am * Bc + An * Bg + Ao * Bk + Ap * Bo
self.p = Am * Bd + An * Bh + Ao * Bl + Ap * Bp
return self
def transform(self, other):
A = self
B = other
P = Point3(0, 0, 0)
P.x = A.a * B.x + A.b * B.y + A.c * B.z + A.d
P.y = A.e * B.x + A.f * B.y + A.g * B.z + A.h
P.z = A.i * B.x + A.j * B.y + A.k * B.z + A.l
w = A.m * B.x + A.n * B.y + A.o * B.z + A.p
if w != 0:
P.x /= w
P.y /= w
P.z /= w
return P
def identity(self):
self.a = self.f = self.k = self.p = 1.
self.b = self.c = self.d = self.e = self.g = self.h = \
self.i = self.j = self.l = self.m = self.n = self.o = 0
return self
def scale(self, x, y, z):
self *= Matrix4.new_scale(x, y, z)
return self
def translate(self, x, y, z):
self *= Matrix4.new_translate(x, y, z)
return self
def rotatex(self, angle):
self *= Matrix4.new_rotatex(angle)
return self
def rotatey(self, angle):
self *= Matrix4.new_rotatey(angle)
return self
def rotatez(self, angle):
self *= Matrix4.new_rotatez(angle)
return self
def rotate_axis(self, angle, axis):
self *= Matrix4.new_rotate_axis(angle, axis)
return self
def rotate_euler(self, heading, attitude, bank):
self *= Matrix4.new_rotate_euler(heading, attitude, bank)
return self
def rotate_triple_axis(self, x, y, z):
self *= Matrix4.new_rotate_triple_axis(x, y, z)
return self
def transpose(self):
(self.a, self.e, self.i, self.m,
self.b, self.f, self.j, self.n,
self.c, self.g, self.k, self.o,
self.d, self.h, self.l, self.p) = \
(self.a, self.b, self.c, self.d,
self.e, self.f, self.g, self.h,
self.i, self.j, self.k, self.l,
self.m, self.n, self.o, self.p)
def transposed(self):
M = self.copy()
M.transpose()
return M
# Static constructors
def new(cls, *values):
M = cls()
M[:] = values
return M
new = classmethod(new)
def new_identity(cls):
self = cls()
return self
new_identity = classmethod(new_identity)
def new_scale(cls, x, y, z):
self = cls()
self.a = x
self.f = y
self.k = z
return self
new_scale = classmethod(new_scale)
def new_translate(cls, x, y, z):
self = cls()
self.d = x
self.h = y
self.l = z
return self
new_translate = classmethod(new_translate)
def new_rotatex(cls, angle):
self = cls()
s = math.sin(angle)
c = math.cos(angle)
self.f = self.k = c
self.g = -s
self.j = s
return self
new_rotatex = classmethod(new_rotatex)
def new_rotatey(cls, angle):
self = cls()
s = math.sin(angle)
c = math.cos(angle)
self.a = self.k = c
self.c = s
self.i = -s
return self
new_rotatey = classmethod(new_rotatey)
def new_rotatez(cls, angle):
self = cls()
s = math.sin(angle)
c = math.cos(angle)
self.a = self.f = c
self.b = -s
self.e = s
return self
new_rotatez = classmethod(new_rotatez)
def new_rotate_axis(cls, angle, axis):
assert(isinstance(axis, Vector3))
vector = axis.normalized()
x = vector.x
y = vector.y
z = vector.z
self = cls()
s = math.sin(angle)
c = math.cos(angle)
c1 = 1. - c
# from the glRotate man page
self.a = x * x * c1 + c
self.b = x * y * c1 - z * s
self.c = x * z * c1 + y * s
self.e = y * x * c1 + z * s
self.f = y * y * c1 + c
self.g = y * z * c1 - x * s
self.i = x * z * c1 - y * s
self.j = y * z * c1 + x * s
self.k = z * z * c1 + c
return self
new_rotate_axis = classmethod(new_rotate_axis)
def new_rotate_euler(cls, heading, attitude, bank):
# from http://www.euclideanspace.com/
ch = math.cos(heading)
sh = math.sin(heading)
ca = math.cos(attitude)
sa = math.sin(attitude)
cb = math.cos(bank)
sb = math.sin(bank)
self = cls()
self.a = ch * ca
self.b = sh * sb - ch * sa * cb
self.c = ch * sa * sb + sh * cb
self.e = sa
self.f = ca * cb
self.g = -ca * sb
self.i = -sh * ca
self.j = sh * sa * cb + ch * sb
self.k = -sh * sa * sb + ch * cb
return self
new_rotate_euler = classmethod(new_rotate_euler)
def new_rotate_triple_axis(cls, x, y, z):
m = cls()
m.a, m.b, m.c = x.x, y.x, z.x
m.e, m.f, m.g = x.y, y.y, z.y
m.i, m.j, m.k = x.z, y.z, z.z
return m
new_rotate_triple_axis = classmethod(new_rotate_triple_axis)
def new_look_at(cls, eye, at, up):
z = (eye - at).normalized()
x = up.cross(z).normalized()
y = z.cross(x)
m = cls.new_rotate_triple_axis(x, y, z)
m.d, m.h, m.l = eye.x, eye.y, eye.z
return m
new_look_at = classmethod(new_look_at)
def new_perspective(cls, fov_y, aspect, near, far):
# from the gluPerspective man page
f = 1 / math.tan(fov_y / 2)
self = cls()
assert near != 0.0 and near != far
self.a = f / aspect
self.f = f
self.k = (far + near) / (near - far)
self.l = 2 * far * near / (near - far)
self.o = -1
self.p = 0
return self
new_perspective = classmethod(new_perspective)
def determinant(self):
return ((self.a * self.f - self.e * self.b)
* (self.k * self.p - self.o * self.l)
- (self.a * self.j - self.i * self.b)
* (self.g * self.p - self.o * self.h)
+ (self.a * self.n - self.m * self.b)
* (self.g * self.l - self.k * self.h)
+ (self.e * self.j - self.i * self.f)
* (self.c * self.p - self.o * self.d)
- (self.e * self.n - self.m * self.f)
* (self.c * self.l - self.k * self.d)
+ (self.i * self.n - self.m * self.j)
* (self.c * self.h - self.g * self.d))
def inverse(self):
tmp = Matrix4()
d = self.determinant();
if abs(d) < 0.001:
# No inverse, return identity
return tmp
else:
d = 1.0 / d;
tmp.a = d * (self.f * (self.k * self.p - self.o * self.l) + self.j * (self.o * self.h - self.g * self.p) + self.n * (self.g * self.l - self.k * self.h));
tmp.e = d * (self.g * (self.i * self.p - self.m * self.l) + self.k * (self.m * self.h - self.e * self.p) + self.o * (self.e * self.l - self.i * self.h));
tmp.i = d * (self.h * (self.i * self.n - self.m * self.j) + self.l * (self.m * self.f - self.e * self.n) + self.p * (self.e * self.j - self.i * self.f));
tmp.m = d * (self.e * (self.n * self.k - self.j * self.o) + self.i * (self.f * self.o - self.n * self.g) + self.m * (self.j * self.g - self.f * self.k));
tmp.b = d * (self.j * (self.c * self.p - self.o * self.d) + self.n * (self.k * self.d - self.c * self.l) + self.b * (self.o * self.l - self.k * self.p));
tmp.f = d * (self.k * (self.a * self.p - self.m * self.d) + self.o * (self.i * self.d - self.a * self.l) + self.c * (self.m * self.l - self.i * self.p));
tmp.j = d * (self.l * (self.a * self.n - self.m * self.b) + self.p * (self.i * self.b - self.a * self.j) + self.d * (self.m * self.j - self.i * self.n));
tmp.n = d * (self.i * (self.n * self.c - self.b * self.o) + self.m * (self.b * self.k - self.j * self.c) + self.a * (self.j * self.o - self.n * self.k));
tmp.c = d * (self.n * (self.c * self.h - self.g * self.d) + self.b * (self.g * self.p - self.o * self.h) + self.f * (self.o * self.d - self.c * self.p));
tmp.g = d * (self.o * (self.a * self.h - self.e * self.d) + self.c * (self.e * self.p - self.m * self.h) + self.g * (self.m * self.d - self.a * self.p));
tmp.k = d * (self.p * (self.a * self.f - self.e * self.b) + self.d * (self.e * self.n - self.m * self.f) + self.h * (self.m * self.b - self.a * self.n));
tmp.o = d * (self.m * (self.f * self.c - self.b * self.g) + self.a * (self.n * self.g - self.f * self.o) + self.e * (self.b * self.o - self.n * self.c));
tmp.d = d * (self.b * (self.k * self.h - self.g * self.l) + self.f * (self.c * self.l - self.k * self.d) + self.j * (self.g * self.d - self.c * self.h));
tmp.h = d * (self.c * (self.i * self.h - self.e * self.l) + self.g * (self.a * self.l - self.i * self.d) + self.k * (self.e * self.d - self.a * self.h));
tmp.l = d * (self.d * (self.i * self.f - self.e * self.j) + self.h * (self.a * self.j - self.i * self.b) + self.l * (self.e * self.b - self.a * self.f));
tmp.p = d * (self.a * (self.f * self.k - self.j * self.g) + self.e * (self.j * self.c - self.b * self.k) + self.i * (self.b * self.g - self.f * self.c));
return tmp;
class Quaternion:
# All methods and naming conventions based off
# http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions
# w is the real part, (x, y, z) are the imaginary parts
__slots__ = ['w', 'x', 'y', 'z']
def __init__(self, w=1, x=0, y=0, z=0):
self.w = w
self.x = x
self.y = y
self.z = z
def __copy__(self):
Q = Quaternion()
Q.w = self.w
Q.x = self.x
Q.y = self.y
Q.z = self.z
return Q
copy = __copy__
def __repr__(self):
return 'Quaternion(real=%.2f, imag=<%.2f, %.2f, %.2f>)' % \
(self.w, self.x, self.y, self.z)
def __mul__(self, other):
if isinstance(other, Quaternion):
Ax = self.x
Ay = self.y
Az = self.z
Aw = self.w
Bx = other.x
By = other.y
Bz = other.z
Bw = other.w
Q = Quaternion()
Q.x = Ax * Bw + Ay * Bz - Az * By + Aw * Bx
Q.y = -Ax * Bz + Ay * Bw + Az * Bx + Aw * By
Q.z = Ax * By - Ay * Bx + Az * Bw + Aw * Bz
Q.w = -Ax * Bx - Ay * By - Az * Bz + Aw * Bw
return Q
elif isinstance(other, Vector3):
w = self.w
x = self.x
y = self.y
z = self.z
Vx = other.x
Vy = other.y
Vz = other.z
ww = w * w
w2 = w * 2
wx2 = w2 * x
wy2 = w2 * y
wz2 = w2 * z
xx = x * x
x2 = x * 2
xy2 = x2 * y
xz2 = x2 * z
yy = y * y
yz2 = 2 * y * z
zz = z * z
return other.__class__(\
ww * Vx + wy2 * Vz - wz2 * Vy + \
xx * Vx + xy2 * Vy + xz2 * Vz - \
zz * Vx - yy * Vx,
xy2 * Vx + yy * Vy + yz2 * Vz + \
wz2 * Vx - zz * Vy + ww * Vy - \
wx2 * Vz - xx * Vy,
xz2 * Vx + yz2 * Vy + \
zz * Vz - wy2 * Vx - yy * Vz + \
wx2 * Vy - xx * Vz + ww * Vz)
else:
other = other.copy()
other._apply_transform(self)
return other
def __imul__(self, other):
assert isinstance(other, Quaternion)
Ax = self.x
Ay = self.y
Az = self.z
Aw = self.w
Bx = other.x
By = other.y
Bz = other.z
Bw = other.w
self.x = Ax * Bw + Ay * Bz - Az * By + Aw * Bx
self.y = -Ax * Bz + Ay * Bw + Az * Bx + Aw * By
self.z = Ax * By - Ay * Bx + Az * Bw + Aw * Bz
self.w = -Ax * Bx - Ay * By - Az * Bz + Aw * Bw
return self
def __abs__(self):
return math.sqrt(self.w ** 2 + \
self.x ** 2 + \
self.y ** 2 + \
self.z ** 2)
magnitude = __abs__
def magnitude_squared(self):
return self.w ** 2 + \
self.x ** 2 + \
self.y ** 2 + \
self.z ** 2
def identity(self):
self.w = 1
self.x = 0
self.y = 0
self.z = 0
return self
def rotate_axis(self, angle, axis):
self *= Quaternion.new_rotate_axis(angle, axis)
return self
def rotate_euler(self, heading, attitude, bank):
self *= Quaternion.new_rotate_euler(heading, attitude, bank)
return self
def rotate_matrix(self, m):
self *= Quaternion.new_rotate_matrix(m)
return self
def conjugated(self):
Q = Quaternion()
Q.w = self.w
Q.x = -self.x
Q.y = -self.y
Q.z = -self.z
return Q
def normalize(self):
d = self.magnitude()
if d != 0:
self.w /= d
self.x /= d
self.y /= d
self.z /= d
return self
def normalized(self):
d = self.magnitude()
if d != 0:
Q = Quaternion()
Q.w = self.w / d
Q.x = self.x / d
Q.y = self.y / d
Q.z = self.z / d
return Q
else:
return self.copy()
def get_angle_axis(self):
if self.w > 1:
self = self.normalized()
angle = 2 * math.acos(self.w)
s = math.sqrt(1 - self.w ** 2)
if s < 0.001:
return angle, Vector3(1, 0, 0)
else:
return angle, Vector3(self.x / s, self.y / s, self.z / s)
def get_euler(self):
t = self.x * self.y + self.z * self.w
if t > 0.4999:
heading = 2 * math.atan2(self.x, self.w)
attitude = math.pi / 2
bank = 0
elif t < -0.4999:
heading = -2 * math.atan2(self.x, self.w)
attitude = -math.pi / 2
bank = 0
else:
sqx = self.x ** 2
sqy = self.y ** 2
sqz = self.z ** 2
heading = math.atan2(2 * self.y * self.w - 2 * self.x * self.z,
1 - 2 * sqy - 2 * sqz)
attitude = math.asin(2 * t)
bank = math.atan2(2 * self.x * self.w - 2 * self.y * self.z,
1 - 2 * sqx - 2 * sqz)
return heading, attitude, bank
def get_matrix(self):
xx = self.x ** 2
xy = self.x * self.y
xz = self.x * self.z
xw = self.x * self.w
yy = self.y ** 2
yz = self.y * self.z
yw = self.y * self.w
zz = self.z ** 2
zw = self.z * self.w
M = Matrix4()
M.a = 1 - 2 * (yy + zz)
M.b = 2 * (xy - zw)
M.c = 2 * (xz + yw)
M.e = 2 * (xy + zw)
M.f = 1 - 2 * (xx + zz)
M.g = 2 * (yz - xw)
M.i = 2 * (xz - yw)
M.j = 2 * (yz + xw)
M.k = 1 - 2 * (xx + yy)
return M
# Static constructors
def new_identity(cls):
return cls()
new_identity = classmethod(new_identity)
def new_rotate_axis(cls, angle, axis):
assert(isinstance(axis, Vector3))
axis = axis.normalized()
s = math.sin(angle / 2)
Q = cls()
Q.w = math.cos(angle / 2)
Q.x = axis.x * s
Q.y = axis.y * s
Q.z = axis.z * s
return Q
new_rotate_axis = classmethod(new_rotate_axis)
def new_rotate_euler(cls, heading, attitude, bank):
Q = cls()
c1 = math.cos(heading / 2)
s1 = math.sin(heading / 2)
c2 = math.cos(attitude / 2)
s2 = math.sin(attitude / 2)
c3 = math.cos(bank / 2)
s3 = math.sin(bank / 2)
Q.w = c1 * c2 * c3 - s1 * s2 * s3
Q.x = s1 * s2 * c3 + c1 * c2 * s3
Q.y = s1 * c2 * c3 + c1 * s2 * s3
Q.z = c1 * s2 * c3 - s1 * c2 * s3
return Q
new_rotate_euler = classmethod(new_rotate_euler)
def new_rotate_matrix(cls, m):
if m[0*4 + 0] + m[1*4 + 1] + m[2*4 + 2] > 0.00000001:
t = m[0*4 + 0] + m[1*4 + 1] + m[2*4 + 2] + 1.0
s = 0.5/math.sqrt(t)
return cls(
s*t,
(m[1*4 + 2] - m[2*4 + 1])*s,
(m[2*4 + 0] - m[0*4 + 2])*s,
(m[0*4 + 1] - m[1*4 + 0])*s
)
elif m[0*4 + 0] > m[1*4 + 1] and m[0*4 + 0] > m[2*4 + 2]:
t = m[0*4 + 0] - m[1*4 + 1] - m[2*4 + 2] + 1.0
s = 0.5/math.sqrt(t)
return cls(
(m[1*4 + 2] - m[2*4 + 1])*s,
s*t,
(m[0*4 + 1] + m[1*4 + 0])*s,
(m[2*4 + 0] + m[0*4 + 2])*s
)
elif m[1*4 + 1] > m[2*4 + 2]:
t = -m[0*4 + 0] + m[1*4 + 1] - m[2*4 + 2] + 1.0
s = 0.5/math.sqrt(t)
return cls(
(m[2*4 + 0] - m[0*4 + 2])*s,
(m[0*4 + 1] + m[1*4 + 0])*s,
s*t,
(m[1*4 + 2] + m[2*4 + 1])*s
)
else:
t = -m[0*4 + 0] - m[1*4 + 1] + m[2*4 + 2] + 1.0
s = 0.5/math.sqrt(t)
return cls(
(m[0*4 + 1] - m[1*4 + 0])*s,
(m[2*4 + 0] + m[0*4 + 2])*s,
(m[1*4 + 2] + m[2*4 + 1])*s,
s*t
)
new_rotate_matrix = classmethod(new_rotate_matrix)
def new_interpolate(cls, q1, q2, t):
assert isinstance(q1, Quaternion) and isinstance(q2, Quaternion)
Q = cls()
costheta = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z
if costheta < 0.:
costheta = -costheta
q1 = q1.conjugated()
elif costheta > 1:
costheta = 1
theta = math.acos(costheta)
if abs(theta) < 0.01:
Q.w = q2.w
Q.x = q2.x
Q.y = q2.y
Q.z = q2.z
return Q
sintheta = math.sqrt(1.0 - costheta * costheta)
if abs(sintheta) < 0.01:
Q.w = (q1.w + q2.w) * 0.5
Q.x = (q1.x + q2.x) * 0.5
Q.y = (q1.y + q2.y) * 0.5
Q.z = (q1.z + q2.z) * 0.5
return Q
ratio1 = math.sin((1 - t) * theta) / sintheta
ratio2 = math.sin(t * theta) / sintheta
Q.w = q1.w * ratio1 + q2.w * ratio2
Q.x = q1.x * ratio1 + q2.x * ratio2
Q.y = q1.y * ratio1 + q2.y * ratio2
Q.z = q1.z * ratio1 + q2.z * ratio2
return Q
new_interpolate = classmethod(new_interpolate)
# Geometry
# Much maths thanks to Paul Bourke, http://astronomy.swin.edu.au/~pbourke
# ---------------------------------------------------------------------------
class Geometry:
def _connect_unimplemented(self, other):
raise AttributeError, 'Cannot connect %s to %s' % \
(self.__class__, other.__class__)
def _intersect_unimplemented(self, other):
raise AttributeError, 'Cannot intersect %s and %s' % \
(self.__class__, other.__class__)
_intersect_point2 = _intersect_unimplemented
_intersect_line2 = _intersect_unimplemented
_intersect_circle = _intersect_unimplemented
_connect_point2 = _connect_unimplemented
_connect_line2 = _connect_unimplemented
_connect_circle = _connect_unimplemented
_intersect_point3 = _intersect_unimplemented
_intersect_line3 = _intersect_unimplemented
_intersect_sphere = _intersect_unimplemented
_intersect_plane = _intersect_unimplemented
_connect_point3 = _connect_unimplemented
_connect_line3 = _connect_unimplemented
_connect_sphere = _connect_unimplemented
_connect_plane = _connect_unimplemented
def intersect(self, other):
raise NotImplementedError
def connect(self, other):
raise NotImplementedError
def distance(self, other):
c = self.connect(other)
if c:
return c.length
return 0.0
def _intersect_point2_circle(P, C):
return abs(P - C.c) <= C.r
def _intersect_line2_line2(A, B):
d = B.v.y * A.v.x - B.v.x * A.v.y
if d == 0:
return None
dy = A.p.y - B.p.y
dx = A.p.x - B.p.x
ua = (B.v.x * dy - B.v.y * dx) / d
if not A._u_in(ua):
return None
ub = (A.v.x * dy - A.v.y * dx) / d
if not B._u_in(ub):
return None
return Point2(A.p.x + ua * A.v.x,
A.p.y + ua * A.v.y)
def _intersect_line2_circle(L, C):
a = L.v.magnitude_squared()
b = 2 * (L.v.x * (L.p.x - C.c.x) + \
L.v.y * (L.p.y - C.c.y))
c = C.c.magnitude_squared() + \
L.p.magnitude_squared() - \
2 * C.c.dot(L.p) - \
C.r ** 2
det = b ** 2 - 4 * a * c
if det < 0:
return None
sq = math.sqrt(det)
u1 = (-b + sq) / (2 * a)
u2 = (-b - sq) / (2 * a)
if not L._u_in(u1):
u1 = max(min(u1, 1.0), 0.0)
if not L._u_in(u2):
u2 = max(min(u2, 1.0), 0.0)
# Tangent
if u1 == u2:
return Point2(L.p.x + u1 * L.v.x,
L.p.y + u1 * L.v.y)
return LineSegment2(Point2(L.p.x + u1 * L.v.x,
L.p.y + u1 * L.v.y),
Point2(L.p.x + u2 * L.v.x,
L.p.y + u2 * L.v.y))
def _connect_point2_line2(P, L):
d = L.v.magnitude_squared()
assert d != 0
u = ((P.x - L.p.x) * L.v.x + \
(P.y - L.p.y) * L.v.y) / d
if not L._u_in(u):
u = max(min(u, 1.0), 0.0)
return LineSegment2(P,
Point2(L.p.x + u * L.v.x,
L.p.y + u * L.v.y))
def _connect_point2_circle(P, C):
v = P - C.c
v.normalize()
v *= C.r
return LineSegment2(P, Point2(C.c.x + v.x, C.c.y + v.y))
def _connect_line2_line2(A, B):
d = B.v.y * A.v.x - B.v.x * A.v.y
if d == 0:
# Parallel, connect an endpoint with a line
if isinstance(B, Ray2) or isinstance(B, LineSegment2):
p1, p2 = _connect_point2_line2(B.p, A)
return p2, p1
# No endpoint (or endpoint is on A), possibly choose arbitrary point
# on line.
return _connect_point2_line2(A.p, B)
dy = A.p.y - B.p.y
dx = A.p.x - B.p.x
ua = (B.v.x * dy - B.v.y * dx) / d
if not A._u_in(ua):
ua = max(min(ua, 1.0), 0.0)
ub = (A.v.x * dy - A.v.y * dx) / d
if not B._u_in(ub):
ub = max(min(ub, 1.0), 0.0)
return LineSegment2(Point2(A.p.x + ua * A.v.x, A.p.y + ua * A.v.y),
Point2(B.p.x + ub * B.v.x, B.p.y + ub * B.v.y))
def _connect_circle_line2(C, L):
d = L.v.magnitude_squared()
assert d != 0
u = ((C.c.x - L.p.x) * L.v.x + (C.c.y - L.p.y) * L.v.y) / d
if not L._u_in(u):
u = max(min(u, 1.0), 0.0)
point = Point2(L.p.x + u * L.v.x, L.p.y + u * L.v.y)
v = (point - C.c)
v.normalize()
v *= C.r
return LineSegment2(Point2(C.c.x + v.x, C.c.y + v.y), point)
def _connect_circle_circle(A, B):
v = B.c - A.c
v.normalize()
return LineSegment2(Point2(A.c.x + v.x * A.r, A.c.y + v.y * A.r),
Point2(B.c.x - v.x * B.r, B.c.y - v.y * B.r))
class Point2(Vector2, Geometry):
def __repr__(self):
return 'Point2(%.2f, %.2f)' % (self.x, self.y)
def intersect(self, other):
return other._intersect_point2(self)
def _intersect_circle(self, other):
return _intersect_point2_circle(self, other)
def connect(self, other):
return other._connect_point2(self)
def _connect_point2(self, other):
return LineSegment2(other, self)
def _connect_line2(self, other):
c = _connect_point2_line2(self, other)
if c:
return c._swap()
def _connect_circle(self, other):
c = _connect_point2_circle(self, other)
if c:
return c._swap()
class Line2(Geometry):
__slots__ = ['p', 'v']
def __init__(self, *args):
if len(args) == 3:
assert isinstance(args[0], Point2) and \
isinstance(args[1], Vector2) and \
type(args[2]) == float
self.p = args[0].copy()
self.v = args[1] * args[2] / abs(args[1])
elif len(args) == 2:
if isinstance(args[0], Point2) and isinstance(args[1], Point2):
self.p = args[0].copy()
self.v = args[1] - args[0]
elif isinstance(args[0], Point2) and isinstance(args[1], Vector2):
self.p = args[0].copy()
self.v = args[1].copy()
else:
raise AttributeError, '%r' % (args,)
elif len(args) == 1:
if isinstance(args[0], Line2):
self.p = args[0].p.copy()
self.v = args[0].v.copy()
else:
raise AttributeError, '%r' % (args,)
else:
raise AttributeError, '%r' % (args,)
if not self.v:
raise AttributeError, 'Line has zero-length vector'
def __copy__(self):
return self.__class__(self.p, self.v)
copy = __copy__
def __repr__(self):
return 'Line2(<%.2f, %.2f> + u<%.2f, %.2f>)' % \
(self.p.x, self.p.y, self.v.x, self.v.y)
p1 = property(lambda self: self.p)
p2 = property(lambda self: Point2(self.p.x + self.v.x,
self.p.y + self.v.y))
def _apply_transform(self, t):
self.p = t * self.p
self.v = t * self.v
def _u_in(self, u):
return True
def intersect(self, other):
return other._intersect_line2(self)
def _intersect_line2(self, other):
return _intersect_line2_line2(self, other)
def _intersect_circle(self, other):
return _intersect_line2_circle(self, other)
def connect(self, other):
return other._connect_line2(self)
def _connect_point2(self, other):
return _connect_point2_line2(other, self)
def _connect_line2(self, other):
return _connect_line2_line2(other, self)
def _connect_circle(self, other):
return _connect_circle_line2(other, self)
class Ray2(Line2):
def __repr__(self):
return 'Ray2(<%.2f, %.2f> + u<%.2f, %.2f>)' % \
(self.p.x, self.p.y, self.v.x, self.v.y)
def _u_in(self, u):
return u >= 0.0
class LineSegment2(Line2):
def __repr__(self):
return 'LineSegment2(<%.2f, %.2f> to <%.2f, %.2f>)' % \
(self.p.x, self.p.y, self.p.x + self.v.x, self.p.y + self.v.y)
def _u_in(self, u):
return u >= 0.0 and u <= 1.0
def __abs__(self):
return abs(self.v)
def magnitude_squared(self):
return self.v.magnitude_squared()
def _swap(self):
# used by connect methods to switch order of points
self.p = self.p2
self.v *= -1
return self
length = property(lambda self: abs(self.v))
class Circle(Geometry):
__slots__ = ['c', 'r']
def __init__(self, center, radius):
assert isinstance(center, Vector2) and type(radius) == float
self.c = center.copy()
self.r = radius
def __copy__(self):
return self.__class__(self.c, self.r)
copy = __copy__
def __repr__(self):
return 'Circle(<%.2f, %.2f>, radius=%.2f)' % \
(self.c.x, self.c.y, self.r)
def _apply_transform(self, t):
self.c = t * self.c
def intersect(self, other):
return other._intersect_circle(self)
def _intersect_point2(self, other):
return _intersect_point2_circle(other, self)
def _intersect_line2(self, other):
return _intersect_line2_circle(other, self)
def connect(self, other):
return other._connect_circle(self)
def _connect_point2(self, other):
return _connect_point2_circle(other, self)
def _connect_line2(self, other):
c = _connect_circle_line2(self, other)
if c:
return c._swap()
def _connect_circle(self, other):
return _connect_circle_circle(other, self)
# 3D Geometry
# -------------------------------------------------------------------------
def _connect_point3_line3(P, L):
d = L.v.magnitude_squared()
assert d != 0
u = ((P.x - L.p.x) * L.v.x + \
(P.y - L.p.y) * L.v.y + \
(P.z - L.p.z) * L.v.z) / d
if not L._u_in(u):
u = max(min(u, 1.0), 0.0)
return LineSegment3(P, Point3(L.p.x + u * L.v.x,
L.p.y + u * L.v.y,
L.p.z + u * L.v.z))
def _connect_point3_sphere(P, S):
v = P - S.c
v.normalize()
v *= S.r
return LineSegment3(P, Point3(S.c.x + v.x, S.c.y + v.y, S.c.z + v.z))
def _connect_point3_plane(p, plane):
n = plane.n.normalized()
d = p.dot(plane.n) - plane.k
return LineSegment3(p, Point3(p.x - n.x * d, p.y - n.y * d, p.z - n.z * d))
def _connect_line3_line3(A, B):
assert A.v and B.v
p13 = A.p - B.p
d1343 = p13.dot(B.v)
d4321 = B.v.dot(A.v)
d1321 = p13.dot(A.v)
d4343 = B.v.magnitude_squared()
denom = A.v.magnitude_squared() * d4343 - d4321 ** 2
if denom == 0:
# Parallel, connect an endpoint with a line
if isinstance(B, Ray3) or isinstance(B, LineSegment3):
return _connect_point3_line3(B.p, A)._swap()
# No endpoint (or endpoint is on A), possibly choose arbitrary
# point on line.
return _connect_point3_line3(A.p, B)
ua = (d1343 * d4321 - d1321 * d4343) / denom
if not A._u_in(ua):
ua = max(min(ua, 1.0), 0.0)
ub = (d1343 + d4321 * ua) / d4343
if not B._u_in(ub):
ub = max(min(ub, 1.0), 0.0)
return LineSegment3(Point3(A.p.x + ua * A.v.x,
A.p.y + ua * A.v.y,
A.p.z + ua * A.v.z),
Point3(B.p.x + ub * B.v.x,
B.p.y + ub * B.v.y,
B.p.z + ub * B.v.z))
def _connect_line3_plane(L, P):
d = P.n.dot(L.v)
if not d:
# Parallel, choose an endpoint
return _connect_point3_plane(L.p, P)
u = (P.k - P.n.dot(L.p)) / d
if not L._u_in(u):
# intersects out of range, choose nearest endpoint
u = max(min(u, 1.0), 0.0)
return _connect_point3_plane(Point3(L.p.x + u * L.v.x,
L.p.y + u * L.v.y,
L.p.z + u * L.v.z), P)
# Intersection
return None
def _connect_sphere_line3(S, L):
d = L.v.magnitude_squared()
assert d != 0
u = ((S.c.x - L.p.x) * L.v.x + \
(S.c.y - L.p.y) * L.v.y + \
(S.c.z - L.p.z) * L.v.z) / d
if not L._u_in(u):
u = max(min(u, 1.0), 0.0)
point = Point3(L.p.x + u * L.v.x, L.p.y + u * L.v.y, L.p.z + u * L.v.z)
v = (point - S.c)
v.normalize()
v *= S.r
return LineSegment3(Point3(S.c.x + v.x, S.c.y + v.y, S.c.z + v.z),
point)
def _connect_sphere_sphere(A, B):
v = B.c - A.c
v.normalize()
return LineSegment3(Point3(A.c.x + v.x * A.r,
A.c.y + v.y * A.r,
A.c.x + v.z * A.r),
Point3(B.c.x + v.x * B.r,
B.c.y + v.y * B.r,
B.c.x + v.z * B.r))
def _connect_sphere_plane(S, P):
c = _connect_point3_plane(S.c, P)
if not c:
return None
p2 = c.p2
v = p2 - S.c
v.normalize()
v *= S.r
return LineSegment3(Point3(S.c.x + v.x, S.c.y + v.y, S.c.z + v.z),
p2)
def _connect_plane_plane(A, B):
if A.n.cross(B.n):
# Planes intersect
return None
else:
# Planes are parallel, connect to arbitrary point
return _connect_point3_plane(A._get_point(), B)
def _intersect_point3_sphere(P, S):
return abs(P - S.c) <= S.r
def _intersect_line3_sphere(L, S):
a = L.v.magnitude_squared()
b = 2 * (L.v.x * (L.p.x - S.c.x) + \
L.v.y * (L.p.y - S.c.y) + \
L.v.z * (L.p.z - S.c.z))
c = S.c.magnitude_squared() + \
L.p.magnitude_squared() - \
2 * S.c.dot(L.p) - \
S.r ** 2
det = b ** 2 - 4 * a * c
if det < 0:
return None
sq = math.sqrt(det)
u1 = (-b + sq) / (2 * a)
u2 = (-b - sq) / (2 * a)
if not L._u_in(u1):
u1 = max(min(u1, 1.0), 0.0)
if not L._u_in(u2):
u2 = max(min(u2, 1.0), 0.0)
return LineSegment3(Point3(L.p.x + u1 * L.v.x,
L.p.y + u1 * L.v.y,
L.p.z + u1 * L.v.z),
Point3(L.p.x + u2 * L.v.x,
L.p.y + u2 * L.v.y,
L.p.z + u2 * L.v.z))
def _intersect_line3_plane(L, P):
d = P.n.dot(L.v)
if not d:
# Parallel
return None
u = (P.k - P.n.dot(L.p)) / d
if not L._u_in(u):
return None
return Point3(L.p.x + u * L.v.x,
L.p.y + u * L.v.y,
L.p.z + u * L.v.z)
def _intersect_plane_plane(A, B):
n1_m = A.n.magnitude_squared()
n2_m = B.n.magnitude_squared()
n1d2 = A.n.dot(B.n)
det = n1_m * n2_m - n1d2 ** 2
if det == 0:
# Parallel
return None
c1 = (A.k * n2_m - B.k * n1d2) / det
c2 = (B.k * n1_m - A.k * n1d2) / det
return Line3(Point3(c1 * A.n.x + c2 * B.n.x,
c1 * A.n.y + c2 * B.n.y,
c1 * A.n.z + c2 * B.n.z),
A.n.cross(B.n))
class Point3(Vector3, Geometry):
def __repr__(self):
return 'Point3(%.2f, %.2f, %.2f)' % (self.x, self.y, self.z)
def intersect(self, other):
return other._intersect_point3(self)
def _intersect_sphere(self, other):
return _intersect_point3_sphere(self, other)
def connect(self, other):
return other._connect_point3(self)
def _connect_point3(self, other):
if self != other:
return LineSegment3(other, self)
return None
def _connect_line3(self, other):
c = _connect_point3_line3(self, other)
if c:
return c._swap()
def _connect_sphere(self, other):
c = _connect_point3_sphere(self, other)
if c:
return c._swap()
def _connect_plane(self, other):
c = _connect_point3_plane(self, other)
if c:
return c._swap()
class Line3:
__slots__ = ['p', 'v']
def __init__(self, *args):
if len(args) == 3:
assert isinstance(args[0], Point3) and \
isinstance(args[1], Vector3) and \
type(args[2]) == float
self.p = args[0].copy()
self.v = args[1] * args[2] / abs(args[1])
elif len(args) == 2:
if isinstance(args[0], Point3) and isinstance(args[1], Point3):
self.p = args[0].copy()
self.v = args[1] - args[0]
elif isinstance(args[0], Point3) and isinstance(args[1], Vector3):
self.p = args[0].copy()
self.v = args[1].copy()
else:
raise AttributeError, '%r' % (args,)
elif len(args) == 1:
if isinstance(args[0], Line3):
self.p = args[0].p.copy()
self.v = args[0].v.copy()
else:
raise AttributeError, '%r' % (args,)
else:
raise AttributeError, '%r' % (args,)
# XXX This is annoying.
#if not self.v:
# raise AttributeError, 'Line has zero-length vector'
def __copy__(self):
return self.__class__(self.p, self.v)
copy = __copy__
def __repr__(self):
return 'Line3(<%.2f, %.2f, %.2f> + u<%.2f, %.2f, %.2f>)' % \
(self.p.x, self.p.y, self.p.z, self.v.x, self.v.y, self.v.z)
p1 = property(lambda self: self.p)
p2 = property(lambda self: Point3(self.p.x + self.v.x,
self.p.y + self.v.y,
self.p.z + self.v.z))
def _apply_transform(self, t):
self.p = t * self.p
self.v = t * self.v
def _u_in(self, u):
return True
def intersect(self, other):
return other._intersect_line3(self)
def _intersect_sphere(self, other):
return _intersect_line3_sphere(self, other)
def _intersect_plane(self, other):
return _intersect_line3_plane(self, other)
def connect(self, other):
return other._connect_line3(self)
def _connect_point3(self, other):
return _connect_point3_line3(other, self)
def _connect_line3(self, other):
return _connect_line3_line3(other, self)
def _connect_sphere(self, other):
return _connect_sphere_line3(other, self)
def _connect_plane(self, other):
c = _connect_line3_plane(self, other)
if c:
return c
class Ray3(Line3):
def __repr__(self):
return 'Ray3(<%.2f, %.2f, %.2f> + u<%.2f, %.2f, %.2f>)' % \
(self.p.x, self.p.y, self.p.z, self.v.x, self.v.y, self.v.z)
def _u_in(self, u):
return u >= 0.0
class LineSegment3(Line3):
def __repr__(self):
return 'LineSegment3(<%.2f, %.2f, %.2f> to <%.2f, %.2f, %.2f>)' % \
(self.p.x, self.p.y, self.p.z,
self.p.x + self.v.x, self.p.y + self.v.y, self.p.z + self.v.z)
def _u_in(self, u):
return u >= 0.0 and u <= 1.0
def __abs__(self):
return abs(self.v)
def magnitude_squared(self):
return self.v.magnitude_squared()
def _swap(self):
# used by connect methods to switch order of points
self.p = self.p2
self.v *= -1
return self
length = property(lambda self: abs(self.v))
class Sphere:
__slots__ = ['c', 'r']
def __init__(self, center, radius):
assert isinstance(center, Vector3) and type(radius) == float
self.c = center.copy()
self.r = radius
def __copy__(self):
return self.__class__(self.c, self.r)
copy = __copy__
def __repr__(self):
return 'Sphere(<%.2f, %.2f, %.2f>, radius=%.2f)' % \
(self.c.x, self.c.y, self.c.z, self.r)
def _apply_transform(self, t):
self.c = t * self.c
def intersect(self, other):
return other._intersect_sphere(self)
def _intersect_point3(self, other):
return _intersect_point3_sphere(other, self)
def _intersect_line3(self, other):
return _intersect_line3_sphere(other, self)
def connect(self, other):
return other._connect_sphere(self)
def _connect_point3(self, other):
return _connect_point3_sphere(other, self)
def _connect_line3(self, other):
c = _connect_sphere_line3(self, other)
if c:
return c._swap()
def _connect_sphere(self, other):
return _connect_sphere_sphere(other, self)
def _connect_plane(self, other):
c = _connect_sphere_plane(self, other)
if c:
return c
class Plane:
# n.p = k, where n is normal, p is point on plane, k is constant scalar
__slots__ = ['n', 'k']
def __init__(self, *args):
if len(args) == 3:
assert isinstance(args[0], Point3) and \
isinstance(args[1], Point3) and \
isinstance(args[2], Point3)
self.n = (args[1] - args[0]).cross(args[2] - args[0])
self.n.normalize()
self.k = self.n.dot(args[0])
elif len(args) == 2:
if isinstance(args[0], Point3) and isinstance(args[1], Vector3):
self.n = args[1].normalized()
self.k = self.n.dot(args[0])
elif isinstance(args[0], Vector3) and type(args[1]) == float:
self.n = args[0].normalized()
self.k = args[1]
else:
raise AttributeError, '%r' % (args,)
else:
raise AttributeError, '%r' % (args,)
if not self.n:
raise AttributeError, 'Points on plane are colinear'
def __copy__(self):
return self.__class__(self.n, self.k)
copy = __copy__
def __repr__(self):
return 'Plane(<%.2f, %.2f, %.2f>.p = %.2f)' % \
(self.n.x, self.n.y, self.n.z, self.k)
def _get_point(self):
# Return an arbitrary point on the plane
if self.n.z:
return Point3(0., 0., self.k / self.n.z)
elif self.n.y:
return Point3(0., self.k / self.n.y, 0.)
else:
return Point3(self.k / self.n.x, 0., 0.)
def _apply_transform(self, t):
p = t * self._get_point()
self.n = t * self.n
self.k = self.n.dot(p)
def intersect(self, other):
return other._intersect_plane(self)
def _intersect_line3(self, other):
return _intersect_line3_plane(other, self)
def _intersect_plane(self, other):
return _intersect_plane_plane(self, other)
def connect(self, other):
return other._connect_plane(self)
def _connect_point3(self, other):
return _connect_point3_plane(other, self)
def _connect_line3(self, other):
return _connect_line3_plane(other, self)
def _connect_sphere(self, other):
return _connect_sphere_plane(other, self)
def _connect_plane(self, other):
return _connect_plane_plane(other, self)