A couple of files I left in the intern/python dir needed to be removed as

well.
To remove the directories on your system, do a:
cvs update -P
This commit is contained in:
Michel Selten 2003-11-22 17:29:46 +00:00
parent 930fc9ee40
commit ef9bfdcc75
6 changed files with 0 additions and 961 deletions

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3D utilities
(c) onk, 1998-2001
A few low level & math utilities for 2D/3D computations as:
- area.py: solving close packing problems in 2D
- vect.py: low level / OO like matrix and vector calculation module
- vectools.py: more vector tools for intersection calculation, etc.
- tree.py: binary trees (used by the BSPtree module)

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__all__ = ["vect", "vectools", "area", "quat", "blvect", "tree"]

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"""Quaternion module
This module provides conversion routines between Matrices, Quaternions (rotations around
an axis) and Eulers.
(c) 2000, onk@section5.de """
# NON PUBLIC XXX
from math import sin, cos, acos
from util import vect
reload(vect)
Vector = vect.Vector
Matrix = vect.Matrix
class Quat:
"""Simple Quaternion class
Usually, you create a quaternion from a rotation axis (x, y, z) and a given
angle 'theta', defining the right hand rotation:
q = fromRotAxis((x, y, z), theta)
This class supports multiplication, providing an efficient way to
chain rotations"""
def __init__(self, w = 1.0, x = 0.0, y = 0.0, z = 0.0):
self.v = (w, x, y, z)
def asRotAxis(self):
"""returns rotation axis (x, y, z) and angle phi (right hand rotation)"""
phi2 = acos(self.v[0])
if phi2 == 0.0:
return Vector(0.0, 0.0, 1.0), 0.0
else:
s = 1 / (sin(phi2))
v = Vector(s * self.v[1], s * self.v[2], s * self.v[3])
return v, 2.0 * phi2
def __mul__(self, other):
w1, x1, y1, z1 = self.v
w2, x2, y2, z2 = other.v
w = w1*w2 - x1*x2 - y1*y2 - z1*z2
x = w1*x2 + x1*w2 + y1*z2 - z1*y2
y = w1*y2 - x1*z2 + y1*w2 + z1*x2
z = w1*z2 + x1*y2 - y1*x2 + z1*w2
return Quat(w, x, y, z)
def asMatrix(self):
w, x, y, z = self.v
v1 = Vector(1.0 - 2.0 * (y*y + z*z), 2.0 * (x*y + w*z), 2.0 * (x*z - w*y))
v2 = Vector(2.0 * (x*y - w*z), 1.0 - 2.0 * (x*x + z*z), 2.0 * (y*z + w*x))
v3 = Vector(2.0 * (x*z + w*y), 2.0 * (y*z - w*x), 1.0 - 2.0 * (x*x + y*y))
return Matrix(v1, v2, v3)
# def asEuler1(self, transp = 0):
# m = self.asMatrix()
# if transp:
# m = m.transposed()
# return m.asEuler()
def asEuler(self, transp = 0):
from math import atan, asin, atan2
w, x, y, z = self.v
x2 = x*x
z2 = z*z
tmp = x2 - z2
r = (w*w + tmp - y*y )
phi_z = atan2(2.0 * (x * y + w * z) , r)
phi_y = asin(2.0 * (w * y - x * z))
phi_x = atan2(2.0 * (w * x + y * z) , (r - 2.0*tmp))
return phi_x, phi_y, phi_z
def fromRotAxis(axis, phi):
"""computes quaternion from (axis, phi)"""
phi2 = 0.5 * phi
s = sin(phi2)
return Quat(cos(phi2), axis[0] * s, axis[1] * s, axis[2] * s)
#def fromEuler1(eul):
#qx = fromRotAxis((1.0, 0.0, 0.0), eul[0])
#qy = fromRotAxis((0.0, 1.0, 0.0), eul[1])
#qz = fromRotAxis((0.0, 0.0, 1.0), eul[2])
#return qz * qy * qx
def fromEuler(eul):
from math import sin, cos
e = eul[0] / 2.0
cx = cos(e)
sx = sin(e)
e = eul[1] / 2.0
cy = cos(e)
sy = sin(e)
e = eul[2] / 2.0
cz = cos(e)
sz = sin(e)
w = cx * cy * cz - sx * sy * sz
x = sx * cy * cz - cx * sy * sz
y = cx * sy * cz + sx * cy * sz
z = cx * cy * sz + sx * sy * cz
return Quat(w, x, y, z)

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# Basisklasse fuer Baumstruktur
# Object-orientiertes Programmieren Wi/97
#
# (c) Martin Strubel, Fakultaet fuer Physik, Universitaet Konstanz
# (strubi@gandalf.physik.uni-konstanz.de)
# updated 08.2001
"""Simple binary tree module
This module demonstrates a binary tree class.
Example::
a = [5, 8, 8, 3, 7, 9]
t1 = Tree()
t1.fromList(a)
Operations on tree nodes are done by writing a simple operator class::
class myOp:
def __init__(self):
...
def operate(self, node):
do_something(node)
and calling the recursive application::
op = MyOp()
t1.recurse(op)
Objects inserted into the tree can be of any kind, as long as they define a
comparison operation.
"""
def recurse(node, do):
if node == None:
return
recurse(node.left, do)
do(node)
recurse(node.right, do)
class Nullnode:
def __init__(self):
self.left = None
self.right = None
self.depth = 0
def recurse(self, do):
if self == Nil:
return
self.left.recurse(do)
do(self)
self.right.recurse(do)
Nil = Nullnode()
def nothing(x):
return x
class Node(Nullnode):
def __init__(self, data = None):
self.left = Nil
self.right = Nil
self.data = data
self.depth = 0
def __repr__(self):
return "Node: %s" % self.data
def insert(self, node):
if node.data < self.data:
if self.left != Nil:
return self.left.insert(node)
else:
node.depth = self.depth + 1
self.left = node
# print "inserted left"
return self
elif node.data > self.data:
if self.right != Nil:
return self.right.insert(node)
else:
node.depth = self.depth + 1
self.right = node
# print "inserted right"
return self
else:
return self.insert_equal(node)
def find(self, node, do = nothing):
if node.data < self.data:
if self.left != Nil:
return self.left.find(node, do)
else:
return self
elif node.data > self.data:
if self.right != Nil:
return self.right.find(node, do)
else:
return self
else:
return do(self)
def remove(self, node):
newpar
return self
def insert_equal(self, node):
#print "insert:",
self.equal(node)
return self
def found_equal(self, node):
self.equal(node)
def equal(self, node):
# handle special
print "node (%s) is equal self (%s)" % (node, self)
def copy(self):
n = Node(self.data)
return n
def recursecopy(self):
n = Node()
n.data = self.data
n.flag = self.flag
if self.left != Nil:
n.left = self.left.recursecopy()
if self.right != Nil:
n.right = self.right.recursecopy()
return n
class NodeOp:
def __init__(self):
self.list = []
def copy(self, node):
self.list.append(node.data)
class Tree:
def __init__(self, root = None):
self.root = root
self.n = 0
def __radd__(self, other):
print other
t = self.copy()
t.merge(other)
return t
def __repr__(self):
return "Tree with %d elements" % self.n
def insert(self, node):
if self.root == None:
self.root = node
else:
self.root.insert(node)
self.n += 1
def recurse(self, do):
if self.root == None:
return
self.root.recurse(do)
def find(self, node):
return self.root.find(node)
def remove(self, node):
self.root.remove(node)
def copy(self):
"make true copy of self"
t = newTree()
c = NodeOp()
self.recurse(c.copy)
t.fromList(c.list)
return t
def asList(self):
c = NodeOp()
self.recurse(c.copy)
return c.list
def fromList(self, list):
for item in list:
n = Node(item)
self.insert(n)
def insertcopy(self, node):
n = node.copy()
self.insert(n)
def merge(self, other):
other.recurse(self.insertcopy)
# EXAMPLE:
newTree = Tree
def printnode(x):
print "Element: %s, depth: %s" % (x, x.depth)
def test():
a = [5, 8, 8, 3, 7, 9]
t1 = Tree()
t1.fromList(a)
b = [12, 4, 56, 7, 34]
t2 = Tree()
t2.fromList(b)
print "tree1:"
print t1.asList()
print "tree2:"
print t2.asList()
print '-----'
print "Trees can be added:"
t3 = t1 + t2
print t3.asList()
print "..or alternatively merged:"
t1.merge(t2)
print t1.asList()
if __name__ == '__main__':
test()

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#------------------------------------------------------------------------------
# simple 3D vector / matrix class
#
# (c) 9.1999, Martin Strubel // onk@section5.de
# updated 4.2001
#
# This module consists of a rather low level command oriented
# and a more OO oriented part for 3D vector/matrix manipulation
#
# For documentation, please look at the EXAMPLE code below - execute by:
#
# > python vect.py
#
#
# permission to use in scientific and free programs granted
# In doubt, please contact author.
#
# history:
#
# 1.5: Euler/Rotation matrix support moved here
# 1.4: high level Vector/Matrix classes extended/improved
#
"""Vector and matrix math module
Version 1.5
by onk@section5.de
This is a lightweight 3D matrix and vector module, providing basic vector
and matrix math plus a more object oriented layer.
For examples, look at vect.test()
"""
VERSION = 1.5
TOLERANCE = 0.0000001
VectorType = 'Vector3'
MatrixType = 'Matrix3'
FloatType = type(1.0)
def dot(x, y):
"(x,y) - Returns the dot product of vector 'x' and 'y'"
return (x[0] * y[0] + x[1] * y[1] + x[2] * y[2])
def cross(x, y):
"(x,y) - Returns the cross product of vector 'x' and 'y'"
return (x[1] * y[2] - x[2] * y[1],
x[2] * y[0] - x[0] * y[2],
x[0] * y[1] - x[1] * y[0])
def matrix():
"Returns Unity matrix"
return ((1.0, 0.0, 0.0), (0.0, 1.0, 0.0), (0.0, 0.0, 1.0))
def matxvec(m, x):
"y = matxvec(m,x) - Returns product of Matrix 'm' and vector 'x'"
vx = m[0][0] * x[0] + m[1][0] * x[1] + m[2][0] * x[2]
vy = m[0][1] * x[0] + m[1][1] * x[1] + m[2][1] * x[2]
vz = m[0][2] * x[0] + m[1][2] * x[1] + m[2][2] * x[2]
return (vx, vy, vz)
def matfromnormal(z, y = (0.0, 1.0, 0.0)):
"""(z, y) - returns transformation matrix for local coordinate system
where 'z' = local z, with optional *up* axis 'y'"""
y = norm3(y)
x = cross(y, z)
y = cross(z, x)
return (x, y, z)
def matxmat(m, n):
"(m,n) - Returns matrix product of 'm' and 'n'"
return (matxvec(m, n[0]), matxvec(m, n[1]), matxvec(m, n[2]))
def len(x):
"(x) - Returns the length of vector 'x'"
import math
return math.sqrt(x[0]*x[0] + x[1]*x[1] + x[2]*x[2])
len3 = len # compatiblity reasons
def norm3(x):
"(x) - Returns the vector 'x' normed to 1.0"
import math
r = math.sqrt(x[0]*x[0] + x[1]*x[1] + x[2]*x[2])
return (x[0]/r, x[1]/r, x[2]/r)
def add3(x, y):
"(x,y) - Returns vector ('x' + 'y')"
return (x[0]+y[0], x[1]+y[1], x[2]+y[2])
def sub3(x, y):
"(x,y) - Returns vector ('x' - 'y')"
return ((x[0] - y[0]), (x[1] - y[1]), (x[2] - y[2]))
def dist3(x, y):
"(x,y) - Returns euclidian distance from Point 'x' to 'y'"
return len3(sub3(x, y))
def scale3(s, x):
"(s,x) - Returns the vector 'x' scaled by 's'"
return (s*x[0], s*x[1], s*x[2])
def scalemat(s,m):
"(s,m) - Returns the Matrix 'm' scaled by 's'"
return (scale3(s, m[0]), scale3(s, m[1]), scale3(s,m[2]))
def invmatdet(m):
"""n, det = invmat(m) - Inverts matrix without determinant correction.
Inverse matrix 'n' and Determinant 'det' are returned"""
# Matrix: (row vectors)
# 00 10 20
# 01 11 21
# 02 12 22
wk = [0.0, 0.0, 0.0]
t = m[1][1] * m[2][2] - m[1][2] * m[2][1]
wk[0] = t
det = t * m[0][0]
t = m[2][1] * m[0][2] - m[0][1] * m[2][2]
wk[1] = t
det = det + t * m[1][0]
t = m[0][1] * m[1][2] - m[1][1] * m[0][2]
wk[2] = t
det = det + t * m[2][0]
v0 = (wk[0], wk[1], wk[2])
t = m[2][0] * m[1][2] - m[1][0] * m[2][2]
wk[0] = t
det = det + t * m[0][1]
t = m[0][0] * m[2][2] - m[0][2] * m[2][0]
wk[1] = t
det = det + t * m[1][1]
t = m[1][0] * m[0][2] - m[0][0] * m[1][2]
wk[2] = t
det = det + t * m[2][1]
v1 = (wk[0], wk[1], wk[2])
t = m[1][0] * m[2][1] - m[1][1] * m[2][0]
wk[0] = t
det = det + t * m[0][2]
t = m[2][0] * m[0][1] - m[0][0] * m[2][1]
wk[1] = t
det = det + t * m[1][2]
t = m[0][0] * m[1][1] - m[1][0] * m[0][1]
wk[2] = t
det = det + t * m[2][2]
v2 = (wk[0], wk[1], wk[2])
# det = 3 * determinant
return ((v0,v1,v2), det/3.0)
def invmat(m):
"(m) - Inverts the 3x3 matrix 'm', result in 'n'"
n, det = invmatdet(m)
if det < 0.000001:
raise ZeroDivisionError, "minor rank matrix"
d = 1.0/det
return (scale3(d, n[0]),
scale3(d, n[1]),
scale3(d, n[2]))
def transmat(m):
# can be used to invert orthogonal rotation matrices
"(m) - Returns transposed matrix of 'm'"
return ((m[0][0], m[1][0], m[2][0]),
(m[0][1], m[1][1], m[2][1]),
(m[0][2], m[1][2], m[2][2]))
def coplanar(verts):
"checks whether list of 4 vertices is coplanar"
v1 = verts[0]
v2 = verts[1]
a = sub3(v2, v1)
v1 = verts[1]
v2 = verts[2]
b = sub3(v2, v1)
if dot(cross(a,b), sub3(verts[3] - verts[2])) < 0.0001:
return 1
return 0
################################################################################
# Matrix / Vector highlevel
# (and slower)
# TODO: include better type checks !
class Vector:
"""Vector class
This vector class provides vector operations as addition, multiplication, etc.
Usage::
v = Vector(x, y, z)
where 'x', 'y', 'z' are float values, representing coordinates.
Note: This datatype emulates a float triple."""
def __init__(self, x = 0.0, y = 0.0, z = 0.0):
# don't change these to lists, very ugly referencing details...
self.v = (x, y, z)
# ... can lead to same data being shared by several matrices..
# (unless you want this to happen)
self.type = VectorType
def __neg__(self):
return self.new(-self.v[0], -self.v[1], -self.v[2])
def __getitem__(self, i):
"Tuple emulation"
return self.v[i]
# def __setitem__(self, i, arg):
# self.v[i] = arg
def new(self, *args):
return Vector(args[0], args[1], args[2])
def __cmp__(self, v):
"Comparison only supports '=='"
if self[0] == v[0] and self[1] == v[1] and self[1] == v[1]:
return 0
return 1
def __add__(self, v):
"Addition of 'Vector' objects"
return self.new(self[0] + v[0],
self[1] + v[1],
self[2] + v[2])
def __sub__(self, v):
"Subtraction of 'Vector' objects"
return self.new(self[0] - v[0],
self[1] - v[1],
self[2] - v[2])
def __rmul__(self, s): # scaling by s
return self.new(s * self[0], s * self[1], s * self[2])
def __mul__(self, t): # dot product
"""Left multiplikation supports:
- scaling with a float value
- Multiplikation with *Matrix* object"""
if type(t) == FloatType:
return self.__rmul__(t)
elif t.type == MatrixType:
return Matrix(self[0] * t[0], self[1] * t[1], self[2] * t[2])
else:
return dot(self, t)
def cross(self, v):
"(Vector v) - returns the cross product of 'self' with 'v'"
return self.new(self[1] * v[2] - self[2] * v[1],
self[2] * v[0] - self[0] * v[2],
self[0] * v[1] - self[1] * v[0])
def __repr__(self):
return "(%.3f, %.3f, %.3f)" % (self.v[0], self.v[1], self.v[2])
class Matrix(Vector):
"""Matrix class
This class is representing a vector of Vectors.
Usage::
M = Matrix(v1, v2, v3)
where 'v'n are Vector class instances.
Note: This datatype emulates a 3x3 float array."""
def __init__(self, v1 = Vector(1.0, 0.0, 0.0),
v2 = Vector(0.0, 1.0, 0.0),
v3 = Vector(0.0, 0.0, 1.0)):
self.v = [v1, v2, v3]
self.type = MatrixType
def __setitem__(self, i, arg):
self.v[i] = arg
def new(self, *args):
return Matrix(args[0], args[1], args[2])
def __repr__(self):
return "Matrix:\n %s\n %s\n %s\n" % (self.v[0], self.v[1], self.v[2])
def __mul__(self, m):
"""Left multiplication supported with:
- Scalar (float)
- Matrix
- Vector: row_vector * matrix; same as self.transposed() * vector
"""
try:
if type(m) == FloatType:
return self.__rmul__(m)
if m.type == MatrixType:
M = matxmat(self, m)
return self.new(Vector(M[0][0], M[0][1], M[0][2]),
Vector(M[1][0], M[1][1], M[1][2]),
Vector(M[2][0], M[2][1], M[2][2]))
if m.type == VectorType:
v = matxvec(self, m)
return Vector(v[0], v[1], v[2])
except:
raise TypeError, "bad multiplicator type"
def inverse(self):
"""returns the matrix inverse"""
M = invmat(self)
return self.new(Vector(M[0][0], M[0][1], M[0][2]),
Vector(M[1][0], M[1][1], M[1][2]),
Vector(M[2][0], M[2][1], M[2][2]))
def transposed(self):
"returns the transposed matrix"
M = self
return self.new(Vector(M[0][0], M[1][0], M[2][0]),
Vector(M[1][0], M[1][1], M[2][1]),
Vector(M[2][0], M[1][2], M[2][2]))
def det(self):
"""returns the determinant"""
M, det = invmatdet(self)
return det
def tr(self):
"""returns trace (sum of diagonal elements) of matrix"""
return self.v[0][0] + self.v[1][1] + self.v[2][2]
def __rmul__(self, m):
"Right multiplication supported with scalar"
if type(m) == FloatType:
return self.new(m * self[0],
m * self[1],
m * self[2])
else:
raise TypeError, "bad multiplicator type"
def __div__(self, m):
"""Division supported with:
- Scalar
- Matrix: a / b equivalent b.inverse * a
"""
if type(m) == FloatType:
m = 1.0 /m
return m * self
elif m.type == MatrixType:
return self.inverse() * m
else:
raise TypeError, "bad multiplicator type"
def __rdiv__(self, m):
"Right division of matrix equivalent to multiplication with matrix.inverse()"
return m * self.inverse()
def asEuler(self):
"""returns Matrix 'self' as Eulers. Note that this not the only result, due to
the nature of sin() and cos(). The Matrix MUST be a rotation matrix, i.e. orthogonal and
normalized."""
from math import cos, sin, acos, asin, atan2, atan
mat = self.v
sy = mat[0][2]
# for numerical stability:
if sy > 1.0:
if sy > 1.0 + TOLERANCE:
raise RuntimeError, "FATAL: bad matrix given"
else:
sy = 1.0
phi_y = -asin(sy)
if abs(sy) > (1.0 - TOLERANCE):
# phi_x can be arbitrarely chosen, we set it = 0.0
phi_x = 0.0
sz = mat[1][0]
cz = mat[2][0]
phi_z = atan(sz/cz)
else:
cy = cos(phi_y)
cz = mat[0][0] / cy
sz = mat[0][1] / cy
phi_z = atan2(sz, cz)
sx = mat[1][2] / cy
cx = mat[2][2] / cy
phi_x = atan2(sx, cx)
return phi_x, phi_y, phi_z
Ex = Vector(1.0, 0.0, 0.0)
Ey = Vector(0.0, 1.0, 0.0)
Ez = Vector(0.0, 0.0, 1.0)
One = Matrix(Ex, Ey, Ez)
orig = (0.0, 0.0, 0.0)
def rotmatrix(phi_x, phi_y, phi_z, reverse = 0):
"""Creates rotation matrix from euler angles. Rotations are applied in order
X, then Y, then Z. If the reverse is desired, you have to transpose the matrix after."""
from math import sin, cos
s = sin(phi_z)
c = cos(phi_z)
matz = Matrix(Vector(c, s, 0.0), Vector(-s, c, 0.0), Ez)
s = sin(phi_y)
c = cos(phi_y)
maty = Matrix(Vector(c, 0.0, -s), Ey, Vector(s, 0.0, c))
s = sin(phi_x)
c = cos(phi_x)
matx = Matrix(Ex, Vector(0.0, c, s), Vector(0.0, -s, c))
return matz * maty * matx
def test():
"The module test"
print "********************"
print "VECTOR TEST"
print "********************"
a = Vector(1.1, 0.0, 0.0)
b = Vector(0.0, 2.0, 0.0)
print "vectors: a = %s, b = %s" % (a, b)
print "dot:", a * a
print "scalar:", 4.0 * a
print "scalar:", a * 4.0
print "cross:", a.cross(b)
print "add:", a + b
print "sub:", a - b
print "sub:", b - a
print
print "********************"
print "MATRIX TEST"
print "********************"
c = a.cross(b)
m = Matrix(a, b, c)
v = Vector(1.0, 2.0, 3.0)
E = One
print "Original", m
print "det", m.det()
print "add", m + m
print "scalar", 0.5 * m
print "sub", m - 0.5 * m
print "vec mul", v * m
print "mul vec", m * v
n = m * m
print "mul:", n
print "matrix div (mul inverse):", n / m
print "scal div (inverse):", 1.0 / m
print "mat * inverse", m * m.inverse()
print "mat * inverse (/-notation):", m * (1.0 / m)
print "div scal", m / 2.0
# matrices with rang < dimension have det = 0.0
m = Matrix(a, 2.0 * a, c)
print "minor rang", m
print "det:", m.det()
if __name__ == '__main__':
test()

@ -1,142 +0,0 @@
"""Vector tools
Various vector tools, basing on vect.py"""
from vect import *
EPSILON = 0.0001
def vecarea(v, w):
"Computes area of the span of vector 'v' and 'w' in 2D (not regarding z coordinate)"
return v[0]*w[1] - v[1]*w[0]
def intersect(a1, b1, a2, b2):
"""Computes 2D intersection of edges ('a1' -> 'b1') and ('a2' -> 'b2'),
returning normalized intersection parameter 's' of edge (a1 -> b1).
If 0.0 < 's' <= 1.0,
the two edges intersect at the point::
v = a1 + s * (b1 - a1)
"""
v = (b1[0] - a1[0], b1[1] - a1[1])
w = (b2[0] - a2[0], b2[1] - a2[1])
d0 = (a2[0] - a1[0])
d1 = (a2[1] - a1[1])
det = w[0]*v[1] - w[1]*v[0]
if det == 0: return 0.0
t = v[0]*d1 - v[1]*d0
s = w[0]*d1 - w[1]*d0
s /= det
t /= det
if s > 1.0 or s < 0.0: return 0.0
if t > 1.0 or t < 0.0: return 0.0
return s
def insidetri(a, b, c, x):
"Returns 1 if 'x' is inside the 2D triangle ('a' -> 'b' -> 'c'), 0 otherwise"
v1 = norm3(sub3(b, a))
v2 = norm3(sub3(c, a))
v3 = norm3(sub3(x, a))
a1 = (vecarea(v1, v2))
a2 = (vecarea(v1, v3))
lo = min(0.0, a1)
hi = max(0.0, a1)
if a2 < lo or a2 > hi: return 0
v2 = norm3(sub3(b, c))
v3 = norm3(sub3(b, x))
a1 = (vecarea(v1, v2))
a2 = (vecarea(v1, v3))
lo = min(0.0, a1)
hi = max(0.0, a1)
if a2 < lo or a2 > hi: return 0
return 1
def plane_fromface(v1, v2, v3):
"Returns plane (normal, point) from 3 vertices 'v1', 'v2', 'v3'"
v = sub3(v2, v1)
w = sub3(v3, v1)
n = norm3(cross(v, w))
return n, v1
def inside_halfspace(vec, plane):
"Returns 1 if point 'vec' inside halfspace defined by 'plane'"
n, t = plane
n = norm3(n)
v = sub3(vec, t)
if dot(n, v) < 0.0:
return 1
else:
return 0
def half_space(vec, plane, tol = EPSILON):
"""Determine whether point 'vec' is inside (return value -1), outside (+1)
, or lying in the plane 'plane' (return 0) of a numerical thickness
'tol' = 'EPSILON' (default)."""
n, t = plane
v = sub3(vec, t)
fac = len3(n)
d = dot(n, v)
if d < -fac * tol:
return -1
elif d > fac * tol:
return 1
else:
return 0
def plane_edge_intersect(plane, edge):
"""Returns normalized factor 's' of the intersection of 'edge' with 'plane'.
The point of intersection on the plane is::
p = edge[0] + s * (edge[1] - edge[0])
"""
n, t = plane # normal, translation
mat = matfromnormal(n)
mat = transmat(mat) # inverse
v = matxvec(mat, sub3(edge[0], t)) #transformed edge points
w = matxvec(mat, sub3(edge[1], t))
w = sub3(w, v)
if w[2] != 0.0:
s = -v[2] / w[2]
return s
else:
return None
def insidecube(v):
"Returns 1 if point 'v' inside normalized cube, 0 otherwise"
if v[0] > 1.0 or v[0] < 0.0:
return 0
if v[1] > 1.0 or v[1] < 0.0:
return 0
if v[2] > 1.0 or v[2] < 0.0:
return 0
return 1
def flatproject(verts, up):
"""Projects a 3D set (list of vertices) 'verts' into a 2D set according to
an 'up'-vector"""
z, t = plane_fromface(verts[0], verts[1], verts[2])
y = norm3(up)
x = cross(y, z)
uvs = []
for v in verts:
w = (v[0] - t[0], v[1] - t[1], v[2] - t[2])
# this is the transposed 2x2 matrix * the vertex vector
uv = (dot(x, w), dot(y,w)) # do projection
uvs.append(uv)
return uvs