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diff --git a/source/blender/freestyle/style_modules_blender/vector.py b/source/blender/freestyle/style_modules_blender/vector.py
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+# This module defines 3d geometrical vectors with the standard
+# operations on them.
+#
+# Written by: Konrad Hinsen
+# Last revision: 1996-1-26
+#
+
+"""This module defines three-dimensional geometrical vectors. Vectors support
+the usual mathematical operations (v1, v2: vectors, s: scalar):
+ v1+v2 addition
+ v1-v2 subtraction
+ v1*v2 scalar product
+ s*v1 multiplication with a scalar
+ v1/s division by a scalar
+ v1.cross(v2) cross product
+ v1.length() length
+ v1.normal() normal vector in direction of v1
+ v1.angle(v2) angle between two vectors
+ v1.x(), v1[0] first element
+ v1.y(), v1[1] second element
+ v1.z(), v1[2] third element
+
+The module offers the following items for export:
+ Vec3D(x,y,z) the constructor for vectors
+ isVector(x) a type check function
+ ex, ey, ez unit vectors along the x-, y-, and z-axes (predefined constants)
+
+Note: vector elements can be any kind of numbers on which the operations
+addition, subtraction, multiplication, division, comparison, sqrt, and acos
+are defined. Integer elements are treated as floating point elements.
+"""
+
+import math, types
+
+class Vec3:
+
+ isVec3 = 1
+
+ def __init__(self, x=0., y=0., z=0.):
+ self.data = [x,y,z]
+
+ def __repr__(self):
+ return 'Vec3(%s,%s,%s)' % (`self.data[0]`,\
+ `self.data[1]`,`self.data[2]`)
+
+ def __str__(self):
+ return `self.data`
+
+ def __add__(self, other):
+ return Vec3(self.data[0]+other.data[0],\
+ self.data[1]+other.data[1],self.data[2]+other.data[2])
+ __radd__ = __add__
+
+ def __neg__(self):
+ return Vec3(-self.data[0], -self.data[1], -self.data[2])
+
+ def __sub__(self, other):
+ return Vec3(self.data[0]-other.data[0],\
+ self.data[1]-other.data[1],self.data[2]-other.data[2])
+
+ def __rsub__(self, other):
+ return Vec3(other.data[0]-self.data[0],\
+ other.data[1]-self.data[1],other.data[2]-self.data[2])
+
+ def __mul__(self, other):
+ if isVec3(other):
+ return reduce(lambda a,b: a+b,
+ map(lambda a,b: a*b, self.data, other.data))
+ else:
+ return Vec3(self.data[0]*other, self.data[1]*other,
+ self.data[2]*other)
+
+ def __rmul__(self, other):
+ if isVec3(other):
+ return reduce(lambda a,b: a+b,
+ map(lambda a,b: a*b, self.data, other.data))
+ else:
+ return Vec3(other*self.data[0], other*self.data[1],
+ other*self.data[2])
+
+ def __div__(self, other):
+ if isVec3(other):
+ raise TypeError, "Can't divide by a vector"
+ else:
+ return Vec3(_div(self.data[0],other), _div(self.data[1],other),
+ _div(self.data[2],other))
+
+ def __rdiv__(self, other):
+ raise TypeError, "Can't divide by a vector"
+
+ def __cmp__(self, other):
+ return cmp(self.data[0],other.data[0]) \
+ or cmp(self.data[1],other.data[1]) \
+ or cmp(self.data[2],other.data[2])
+
+ def __getitem__(self, index):
+ return self.data[index]
+
+ def x(self):
+ return self.data[0]
+ def y(self):
+ return self.data[1]
+ def z(self):
+ return self.data[2]
+
+ def length(self):
+ return math.sqrt(self*self)
+
+ def normal(self):
+ len = self.length()
+ if len == 0:
+ raise ZeroDivisionError, "Can't normalize a zero-length vector"
+ return self/len
+
+ def cross(self, other):
+ if not isVec3(other):
+ raise TypeError, "Cross product with non-vector"
+ return Vec3(self.data[1]*other.data[2]-self.data[2]*other.data[1],
+ self.data[2]*other.data[0]-self.data[0]*other.data[2],
+ self.data[0]*other.data[1]-self.data[1]*other.data[0])
+
+ def angle(self, other):
+ if not isVec3(other):
+ raise TypeError, "Angle between vector and non-vector"
+ cosa = (self*other)/(self.length()*other.length())
+ cosa = max(-1.,min(1.,cosa))
+ return math.acos(cosa)
+
+
+class Vec2:
+
+ isVec2 = 1
+
+ def __init__(self, x=0., y=0.):
+ self.data = [x,y]
+
+ def __repr__(self):
+ return 'Vec2(%s,%s,%s)' % (`self.data[0]`,\
+ `self.data[1]`)
+
+ def __str__(self):
+ return `self.data`
+
+ def __add__(self, other):
+ return Vec2(self.data[0]+other.data[0],\
+ self.data[1]+other.data[1])
+ __radd__ = __add__
+
+ def __neg__(self):
+ return Vec2(-self.data[0], -self.data[1])
+
+ def __sub__(self, other):
+ return Vec2(self.data[0]-other.data[0],\
+ self.data[1]-other.data[1])
+
+ def __rsub__(self, other):
+ return Vec2(other.data[0]-self.data[0],\
+ other.data[1]-self.data[1])
+
+ def __mul__(self, other):
+ if isVec2(other):
+ return reduce(lambda a,b: a+b,
+ map(lambda a,b: a*b, self.data, other.data))
+ else:
+ return Vec2(self.data[0]*other, self.data[1]*other)
+
+ def __rmul__(self, other):
+ if isVec2(other):
+ return reduce(lambda a,b: a+b,
+ map(lambda a,b: a*b, self.data, other.data))
+ else:
+ return Vec2(other*self.data[0], other*self.data[1])
+
+ def __div__(self, other):
+ if isVec2(other):
+ raise TypeError, "Can't divide by a vector"
+ else:
+ return Vec2(_div(self.data[0],other), _div(self.data[1],other))
+
+ def __rdiv__(self, other):
+ raise TypeError, "Can't divide by a vector"
+
+ def __cmp__(self, other):
+ return cmp(self.data[0],other.data[0]) \
+ or cmp(self.data[1],other.data[1])
+
+ def __getitem__(self, index):
+ return self.data[index]
+
+ def x(self):
+ return self.data[0]
+ def y(self):
+ return self.data[1]
+
+ def length(self):
+ return math.sqrt(self*self)
+
+ def normal(self):
+ len = self.length()
+ if len == 0:
+ raise ZeroDivisionError, "Can't normalize a zero-length vector"
+ return self/len
+
+ #def cross(self, other):
+# if not isVec2(other):
+# raise TypeError, "Cross product with non-vector"
+# return Vec2(self.data[1]*other.data[2]-self.data[2]*other.data[1],
+# self.data[2]*other.data[0]-self.data[0]*other.data[2],
+# self.data[0]*other.data[1]-self.data[1]*other.data[0])
+
+ def angle(self, other):
+ if not isVec2(other):
+ raise TypeError, "Angle between vector and non-vector"
+ cosa = (self*other)/(self.length()*other.length())
+ cosa = max(-1.,min(1.,cosa))
+ return math.acos(cosa)
+
+
+
+# Type check
+
+def isVec3(x):
+ return hasattr(x,'isVec3')
+
+def isVec2(x):
+ return hasattr(x,'isVec2')
+
+# "Correct" division for arbitrary number types
+
+def _div(a,b):
+ if type(a) == types.IntType and type(b) == types.IntType:
+ return float(a)/float(b)
+ else:
+ return a/b
+
+
+# Some useful constants
+
+ex = Vec3(1.,0.,0.)
+ey = Vec3(0.,1.,0.)
+ez = Vec3(0.,0.,1.)