Source code for petrify.space

"""
Math utility library for common three-dimensional constructs:

- :py:class:`Vector3`
- :py:class:`Point3`
- :py:class:`Polygon3`
- :py:class:`Matrix3`
- :py:class:`Line3`
- :py:class:`Ray3`
- :py:class:`LineSegment3`
- :py:class:`Plane`
- :py:class:`PlanarPolygon`
- :py:class:`Face`
- :py:class:`Quaternion`

The `pint`_ library can be used to specify dimensions:

>>> from petrify import u
>>> p = Point3(50, 25, 50) * u.mm
>>> p.to('m')
<Quantity(Point3(0.05, 0.025, 0.05), 'meter')>

Many methods are nominally supported when wrapped with `pint`. We recommend
you only use units when exporting and importing data, and pick a canonical unit
for all petrify operations.

Big thanks to pyeuclid, the source of most of the code here.

.. note::
    These examples and this library make heavy use of the `tau` constant for
    rotational math *instead* of Pi. Read why at the `Tau Manifesto`_.

.. _`pint`: https://pint.readthedocs.io/en/0.9/
.. _`Tau Manifesto`: https://tauday.com/tau-manifesto

"""
import math
import operator
import types

from pint.unit import _Unit

from . import plane, decompose, visualize
from .plane import Point2, Polygon2, Vector2
from .geometry import Geometry, tau, valid_scalar

class Spatial:
    @property
    def embedding(self):
        from petrify import space
        return space

[docs]class Vector3(Spatial): """ A three-dimensional vector supporting all corresponding built-in math operators: >>> Vector3(1, 2, 3) + Vector3(2, 2, 2) Vector3(3, 4, 5) >>> Vector3(1, 2, 3) - Vector3(2, 2, 2) Vector3(-1, 0, 1) >>> Vector3(1, 0, 1) * 5 Vector3(5, 0, 5) >>> Vector3(1, 0, 1) / 5 Vector3(0.2, 0.0, 0.2) >>> Vector3(1, 1, 1) == Vector3(1, 1, 1) True In addition to many other specialized vector operations. Defines convenience `.basis` members for commonly used basis vectors: >>> Vector3.basis.x; Vector3.bx Vector3(1, 0, 0) Vector3(1, 0, 0) >>> Vector3.basis.y; Vector3.by Vector3(0, 1, 0) Vector3(0, 1, 0) >>> Vector3.basis.z; Vector3.bz Vector3(0, 0, 1) Vector3(0, 0, 1) """ __slots__ = ['x', 'y', 'z'] 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({0!r}, {1!r}, {2!r})'.format(*self.xyz) def __hash__(self): return hash((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 bool(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) 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, _Unit): assert (1 * other).check('[length]'), 'only compatible with length units' return NotImplemented elif valid_scalar(other): return self.__class__(self.x * other, self.y * other, self.z * other) else: return NotImplemented __rmul__ = __mul__ def __div__(self, other): assert type(other) in (int, 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, 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, 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, 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, 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, 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
[docs] def normalized(self): """ Returns a vector with the same direction but unit (1) length. """ d = self.magnitude() if d: return Vector3(self.x / d, self.y / d, self.z / d) return self.copy()
[docs] def rounded(self, place=None): """ Rounds all elements to `place` decimals. """ return self.__class__(*(round(v, place) for v in self.xyz))
[docs] def dot(self, other): """ The dot product of this vector and the `other`. """ assert isinstance(other, Vector3) return self.x * other.x + \ self.y * other.y + \ self.z * other.z
[docs] def cross(self, other): """ The cross product of this vector and the `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)
[docs] def reflect(self, normal): """ Reflect this vector across a plane with the given `normal` .. note:: Assumes the given `normal` has unit (1) length. """ # 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)
[docs] def rotate(self, axis, theta): """ Return a new vector rotated around `axis` by angle `theta`. Right hand rule applies. """ # Adapted from equations published by Glenn Murray. # http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/ArbitraryAxisRotation.html x, y, z = self.x, self.y,self.z u, v, w = axis.x, axis.y, axis.z # Extracted common factors for simplicity and efficiency r2 = u**2 + v**2 + w**2 r = math.sqrt(r2) ct = math.cos(theta) st = math.sin(theta) / r dt = (u*x + v*y + w*z) * (1 - ct) / r2 return Vector3((u * dt + x * ct + (-w * y + v * z) * st), (v * dt + y * ct + ( w * x - u * z) * st), (w * dt + z * ct + (-v * x + u * y) * st))
[docs] def angle(self, other): """ Return the angle to the vector other. """ ratio = self.dot(other) / (self.magnitude()*other.magnitude()) ratio = max(-1.0, min(1.0, ratio)) return math.acos(ratio)
[docs] def project(self, other): """ Return one vector projected on the vector other. """ n = other.normalized() return self.dot(n)*n
[docs] def snap(self, grid): """ Snaps this vector to a `grid`: >>> Vector3(1.15, 1.15, 0.9).snap(0.25) Vector3(1.25, 1.25, 1.0) """ def snap(v): return round(v / grid) * grid return self.__class__(snap(self.x), snap(self.y), snap(self.z))
[docs] def point(self): """ Convert this vector into a point. """ return Point3(self.x, self.y, self.z)
class Basis: @property def x(self): return Vector3(1, 0, 0) @property def y(self): return Vector3(0, 1, 0) @property def z(self): return Vector3(0, 0, 1) basis = Basis()
Vector = Vector3 Vector3.bx = Vector3.basis.x Vector3.by = Vector3.basis.y Vector3.bz = Vector3.basis.z
[docs]class Polygon3(Spatial): """ A linear cycle of coplanar convex points: >>> triangle = Polygon3([Point3(0, 0, 0), Point3(0, 2, 0), Point3(1, 1, 0)]) >>> triangle.plane Plane(Vector3(0.0, 0.0, -1.0), 0.0) """ def __init__(self, points): self.points = points self.plane = Plane(*points[0:3]) def inverted(self): return Polygon3(list(reversed(self.points)))
[docs] def segments(self): """ Returns all line segments composing this polygon's edges. """ paired = zip(self.points, self.points[1:] + [self.points[0]]) return [LineSegment3(a, b) for a, b in paired]
[docs] def simplify(self, tolerance = 0.0001): """ Remove any duplicate points, within a certain `tolerance`: >>> Polygon3([Point3(1, 1, 0), Point3(2, 0, 0), Point3(0, 0, 0), Point3(1, 1, 0)]).simplify() Polygon3([Point3(2, 0, 0), Point3(0, 0, 0), Point3(1, 1, 0)]) Returns `None` if the resulting simplification would create a point: >>> Polygon3([Point3(1, 1, 0), Point3(2, 0, 0), Point3(0, 0, 0)]).simplify(100) is None True """ prior = self.points[-1].snap(tolerance) points = [] for point in self.points: snapped = point.snap(tolerance) if snapped != prior: points.append(point) prior = snapped return Polygon3(points) if len(points) > 2 else None
[docs] def has_edge(self, edge): """ Returns true if this polygon contains the given `edge`. """ return any(l == edge for l in self.segments())
def mesh(self): return visualize.segments( ((l, [0, 1, 0]) for l in self.segments()) )
[docs] def render(self): """ Visualize this polygon in a Jupyter notebook. """ return visualize.scene([self])
def __repr__(self): return "Polygon3({0!r})".format(self.points)
Polygon = Polygon3 # a b c d # e f g h # i j k l # m n o p
[docs]class Matrix3: """ A matrix that can be used to perform common transformations on three-dimensional points and vectors: >>> Matrix3.scale(*Vector3(1, 2, 1).xyz) * Point3(1, 1, 1) Point3(1, 2, 1) """ __slots__ = list('abcdefghijklmnop') def __init__(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 def __copy__(self): M = Matrix3() 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 ('Matrix3([% 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, 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 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 = Matrix3() 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, 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 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 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
[docs] @classmethod def new(cls, *values): """ Create a new matrix from the provided `values` array. """ M = cls() M[:] = values return M
[docs] @classmethod def identity(cls): """ The identity transform: >>> Matrix3.identity() * Point3(1, 1, 1) Point3(1.0, 1.0, 1.0) """ self = cls() return self
[docs] @classmethod def scale(cls, x, y, z): """ A scale transform: >>> Matrix3.scale(*Vector3(1, 2, 1).xyz) * Point3(1, 1, 1) Point3(1, 2, 1) """ self = cls() self.a = x self.f = y self.k = z return self
[docs] @classmethod def translate(cls, x, y, z): """ A translation transform: >>> Matrix3.translate(*Vector3(1, 2, 1).xyz) * Point3(1, 1, 1) Point3(2.0, 3.0, 2.0) """ self = cls() self.d = x self.h = y self.l = z return self
[docs] @classmethod def rotate_axis(cls, axis, angle): """ A rotational transform: >>> (Matrix3.rotate_axis(Vector3.basis.z, tau / 4) * Point3(1, 0, 0)).rounded() Point3(0, 1, 0) """ 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
[docs] @classmethod def rotate_at(cls, origin, axis, angle): """ A rotational transform: >>> rotation = Matrix3.rotate_at(Point3(1, 1, 1), Vector3.basis.z, tau / 4) >>> (rotation * Point3(2, 1, 1)).rounded() Point3(1, 2, 1) """ return ( Matrix3.translate(*(origin).xyz) * Matrix3.rotate_axis(axis, angle) * Matrix3.translate(*(-origin).xyz) )
@classmethod def 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 @classmethod def 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 @classmethod def look_at(cls, eye, at, up): z = (eye - at).normalized() x = up.cross(z).normalized() y = z.cross(x) m = cls.rotate_triple_axis(x, y, z) m.transpose() m.d, m.h, m.l = -x.dot(eye), -y.dot(eye), -z.dot(eye) return m @classmethod def 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 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 = 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.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;
[docs] def get_quaternion(self): """ Returns a quaternion representing the rotation part of the matrix. """ # Taken from: # http://web.archive.org/web/20041029003853/http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q55 trace = self.a + self.f + self.k if trace > 0.00000001: #avoid dividing by zero s = math.sqrt(1. + trace) * 2 x = (self.j - self.g) / s y = (self.c - self.i) / s z = (self.e - self.b) / s w = 0.25 * s else: #this is really convenient to have now mat = (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 ) if ( mat[0] > mat[5] and mat[0] > mat[10] ): #Column 0 s = math.sqrt( 1.0 + mat[0] - mat[5] - mat[10] ) * 2 x = 0.25 * s y = (mat[4] + mat[1] ) / s z = (mat[2] + mat[8] ) / s w = (mat[9] - mat[6] ) / s elif ( mat[5] > mat[10] ): # Column 1 s = math.sqrt( 1.0 + mat[5] - mat[0] - mat[10] ) * 2 x = (mat[4] + mat[1] ) / s y = 0.25 * s z = (mat[9] + mat[6] ) / s w = (mat[2] - mat[8] ) / s else: # Column 2 s = math.sqrt( 1.0 + mat[10] - mat[0] - mat[5] ) * 2 x = (mat[2] + mat[8] ) / s y = (mat[9] + mat[6] ) / s z = 0.25 * s w = (mat[4] - mat[1] ) / s return Quaternion(w, x, y, z)
Matrix = Matrix3
[docs]class Quaternion: """ Quaternions are composable representations of three-dimensional rotation operations. Multiplication can be performed on `Vector3` instances to get the transformed vector or point: >>> r = Quaternion.rotate_axis(Vector3.basis.x, tau / 4); >>> (r * Vector3(0, 1, 0)).rounded() Vector3(0, 0, 1) """ # 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({0!r}, {1!r}, {2!r}, {3!r})'.format(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, axis, angle): self *= Quaternion.rotate_axis(axis, angle) return self def rotate_euler(self, heading, attitude, bank): self *= Quaternion.rotate_euler(heading, attitude, bank) return self def rotate_matrix(self, m): self *= Quaternion.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 = Matrix3() 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 @classmethod def identity(cls): return cls() @classmethod def rotate_axis(cls, axis, angle): 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 @classmethod def 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 @classmethod def 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 ) @classmethod def 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
[docs]class Point3(Vector3, Geometry): """ A close cousin of :py:class:`petrify.space.Vector3`, used to represent a point instead of a transform. Defines a convenience `.origin` attribute for this commonly-used point: >>> Point3.origin Point3(0, 0, 0) """ def __repr__(self): return 'Point3({0!r}, {1!r}, {2!r})'.format(*self.xyz)
[docs] def intersect(self, other): """ Returns whether the point lies within the given `other` sphere: """ return other._intersect_point3(self)
def _intersect_sphere(self, other): return _intersect_point3_sphere(self, other)
[docs] def connect(self, other): """ Find the shortest line segment connecting this object to the `other` object. """ 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()
[docs] def vector(self): """ The vector formed from the origin to this point. """ return Vector3(self.x, self.y, self.z)
Point = Point3 Point3.origin = Point3(0, 0, 0)
[docs]class Line3(Spatial): """ An infinite line: >>> Line3(Point3(0, 0, 0), Vector3(1, 1, 1)) Line3(Point3(0, 0, 0), Vector3(1, 1, 1)) >>> Line3(Point3(0, 0, 0), Point3(1, 1, 1)) Line3(Point3(0, 0, 0), Vector3(1, 1, 1)) """ __slots__ = ['p', 'v'] def __init__(self, *args): if len(args) == 3: assert isinstance(args[0], Point3) and \ isinstance(args[1], Vector3) and \ valid_scalar(args[2]) 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 __hash__(self): return hash((self.p, self.v)) def __eq__(self, other): return (self.p, self.v) == (self.p, self.v) def __copy__(self): return self.__class__(self.p, self.v) copy = __copy__ def __repr__(self): return 'Line3({0!r}, {1!r})'.format(self.p, self.v) 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
[docs] def intersect(self, other): """ Find the point where this line intersects the `other` plane or sphere: >>> l = Line3(Point3(0, 0, 0), Vector3(1, 1, 1)); >>> p = Plane(Vector3(0, 0, 1), 2); >>> l.intersect(p) Point3(2.0, 2.0, 2.0) """ 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)
[docs] def connect(self, other): """ Find the shortest line segment connecting this object to the `other` object. """ 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
Line = Line3
[docs]class Ray3(Line3): """ A :py:class:`Line3` with a fixed origin that continues indefinitely in the given direction. """ def __repr__(self): return 'Ray3({0!r}, {1!r})'.format(self.p, self.v) def _u_in(self, u): return u >= 0.0
Ray = Ray3
[docs]class LineSegment3(Line3): def __hash__(self): return hash((self.p, self.v)) def __repr__(self): return 'LineSegment3({0!r}, {1!r})'.format(self.p, self.p2) 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 def __eq__(self, other): if isinstance(other, LineSegment3): return ( (self.p1 == other.p1 and self.p2 == other.p2) or (self.p2 == other.p1 and self.p1 == other.p2) ) raise RuntimeError("Cannot compute on: " + repr(other)) @property def points(self): return [self.p1, self.p2] def mesh(self): return visualize.segments([(self, [0, 1, 0])]) def flipped(self): return LineSegment3(self.p2, -self.v) def endpoints(self): return [self.p1, self.p2] def has_endpoint(self, p): return self.p1 == p or self.p2 == p def touches(self, other): if isinstance(other, Point3): return self.has_endpoint(other) if isinstance(other, LineSegment3): return self.has_endpoint(other.p1) or self.has_endpoint(other.p2) raise RuntimeError("Cannot compute on: " + repr(other)) length = property(lambda self: abs(self.v))
LineSegment = LineSegment3
[docs]class Sphere: """ A perfect sphere with the provided `center` and `radius`: >>> Sphere(Point3(0, 0, 0), 1.0) Sphere(Point3(0, 0, 0), 1.0) """ __slots__ = ['c', 'r'] def __init__(self, center, radius): assert isinstance(center, Point3) and valid_scalar(radius) self.c = center.copy() self.r = radius def __copy__(self): return self.__class__(self.c, self.r) copy = __copy__ def __repr__(self): return 'Sphere({0!r}, {1})'.format(self.c, self.r) def _apply_transform(self, t): self.c = t * self.c
[docs] def intersect(self, other): """ Checks whether the `other` point lies within this sphere. """ 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)
[docs] def connect(self, other): """ Find the shortest line segment connecting this object to the `other` object. """ 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
[docs]class Plane: """ A three-dimensional plane. Can be constructed with three coplanar points: >>> Plane(Point3(0, 0, 0), Point3(1, 0, 0), Point3(0, 1, 0)) Plane(Vector3(0.0, 0.0, 1.0), 0.0) Or an origin point and two basis vectors: >>> Plane(Point3(0, 0, 0), Vector3.basis.x, Vector3.basis.y) Plane(Vector3(0.0, 0.0, 1.0), 0.0) Or a normal and solution scalar / point: >>> Plane(Vector3.basis.z, 0) Plane(Vector3(0.0, 0.0, 1.0), 0) >>> Plane(Vector3.basis.z, Point3.origin) Plane(Vector3(0.0, 0.0, 1.0), 0.0) `Plane` also defines convenience methods for commonly used origin planes: >>> Plane.xy Plane(Vector3(0.0, 0.0, 1.0), 0.0) >>> Plane.xz Plane(Vector3(0.0, 1.0, 0.0), 0.0) >>> Plane.yz Plane(Vector3(1.0, 0.0, 0.0), 0.0) """ # 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: if isinstance(args[0], Point3): if all(isinstance(a, Point3) for a in args[1:]): self.n = (args[1] - args[0]).cross(args[2] - args[0]) self.n.normalize() elif all(isinstance(a, Vector3) for a in args[1:]): self.n = args[1].cross(args[2]) self.n.normalize() else: raise TypeError('Cannot instantiate Vector from {0!r}'.format(args)) self.k = self.n.dot(args[0]) elif len(args) == 2: if not isinstance(args[0], Vector3): raise TypeError('Cannot instantiate Vector from {0!r}'.format(args)) self.n = args[0].normalized() if isinstance(args[0], Vector3) and isinstance(args[1], Point3): self.k = self.n.dot(args[1]) elif isinstance(args[0], Vector3) and valid_scalar(args[1]): self.k = args[1] else: raise TypeError('Cannot instantiate Vector from {0!r}'.format(args)) else: raise TypeError('Cannot instantiate Vector from {0!r}'.format(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({0!r}, {1!r})'.format(self.n, 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)
[docs] def intersect(self, other): """ Find the point where this plane intersects the `other` line or plane: >>> Plane(Vector3(0, 1, 0), 1).intersect(Plane(Vector3(1, 0, 0), 2)) Line3(Point3(2.0, 1.0, 0.0), Vector3(0.0, 0.0, 1.0)) >>> Plane(Vector3(0, 0, 1), 2).intersect(Line3(Point3(0, 0, 0), Vector3(1, 1, 1))) Point3(2.0, 2.0, 2.0) """ 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)
[docs] def connect(self, other): """ Find the shortest line segment connecting this object to the `other` object. """ 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) @property def normal(self): return self.n
Plane.xy = Plane(Vector3(0.0, 0.0, 1.0), 0.0) Plane.xz = Plane(Vector3(0.0, 1.0, 0.0), 0.0) Plane.yz = Plane(Vector3(1.0, 0.0, 0.0), 0.0)
[docs]class Basis: """ Embeds a two-dimensional space into a three-dimensional space: >>> basis = Basis(Point3(1, 0, 0), Vector3.basis.y, Vector3.basis.z) >>> basis.project(Point2(2, 3)) Point3(1, 2, 3) >>> basis.project(Vector2(-2, -3)) Vector3(1, -2, -3) Can be translated: >>> translated = basis.xy + Vector3(0, 0, 2) >>> translated Basis(Point3(0, 0, 2), Vector3(1, 0, 0), Vector3(0, 1, 0)) >>> translated.project(Point2(2, 3)) Point3(2, 3, 2) .. note :: Any given :class:`Plane` has an infinite number of associated :class:`Basis` constructions. There are special `Basis` objects for commonly used bases: >>> Basis.unit Basis(Point3(0, 0, 0), Vector3(1, 0, 0), Vector3(0, 1, 0)) >>> Basis.xy Basis(Point3(0, 0, 0), Vector3(1, 0, 0), Vector3(0, 1, 0)) >>> Basis.yz Basis(Point3(0, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)) >>> Basis.xz Basis(Point3(0, 0, 0), Vector3(1, 0, 0), Vector3(0, 0, 1)) """ def __init__(self, origin, bx, by): assert isinstance(origin, Point3) assert isinstance(bx, Vector3) assert isinstance(by, Vector3) assert bx.angle(by) > 0 self.origin = origin self.bx = bx self.by = by def __add__(self, v): if not isinstance(v, Vector3): return NotImplemented return Basis(self.origin + v, self.bx, self.by) def __repr__(self): return "Basis({0.origin!r}, {0.bx!r}, {0.by!r})".format(self) def project(self, v): p = self.origin + self.bx * v.x + self.by * v.y if isinstance(v, plane.Point): return p elif isinstance(v, plane.Vector): return p.vector() else: return NotImplemented def normal(self): return self.bx.cross(self.by)
Basis.unit = Basis(Point3.origin, Vector3.basis.x, Vector3.basis.y) Basis.xy = Basis.unit Basis.yz = Basis(Point3.origin, Vector3.basis.y, Vector3.basis.z) Basis.xz = Basis(Point3.origin, Vector3.basis.x, Vector3.basis.z)
[docs]class PlanarPolygon: """ A two-dimensional :class:`petrify.plane.Polygon2` or :class:`petrify.plane.ComplexPolygon2` embedded in three-dimensional space via a :class:`Basis`: >>> tri = plane.Polygon2([ \ plane.Point2(0, 0), \ plane.Point2(0, 2), \ plane.Point2(1, 1) \ ]) >>> triangle = PlanarPolygon(Basis.xy, tri) >>> triangle.project() [Polygon3([Point3(0, 0, 0), Point3(0, 2, 0), Point3(1, 1, 0)])] """ def __init__(self, basis, polygon): self.basis = basis self.polygon = polygon @property def points(self): return [p for exterior in [True, False] for polygon in self.project(exterior) for p in polygon.points] def project(self, exterior=True): def simple(polygon): return Polygon3([self.basis.project(p) for p in polygon.points]) if isinstance(self.polygon, plane.Polygon): return [simple(self.polygon)] if exterior else [] elif isinstance(self.polygon, plane.ComplexPolygon): polygons = self.polygon.exterior if exterior else self.polygon.interior return [simple(p) for p in polygons] else: return NotImplemented def to_face(self, direction): return Face(self.basis, direction, self.polygon) def mesh(self, colors={}): import pythreejs as js import numpy as np lines = [] line_colors = [] red = [1, 0, 0] green = [0, 1, 0] exterior = self.project(exterior=True) interior = self.project(exterior=False) for color, polygons in zip([green, red], [exterior, interior]): for polygon in polygons: for segment in polygon.segments(): lines.extend([segment.p1, segment.p2]) line_colors.extend([color, color]) lines = np.array(lines, dtype=np.float32) line_colors = np.array(line_colors, dtype=np.float32) geometry = js.BufferGeometry( attributes={ 'position': js.BufferAttribute(lines, normalized=False), 'color': js.BufferAttribute(line_colors, normalized=False), }, ) material = js.LineBasicMaterial(vertexColors='VertexColors', linewidth=1) return js.LineSegments(geometry, material)
[docs] def render(self): """ Visualize this polygon in a Jupyter notebook. """ return visualize.scene([self])
[docs]class Face(PlanarPolygon): """ A :class:`PlanarPolygon` with an associated polarity. `Face.Positive` polarity follows the right hand rule, `Face.Negative` is inverted. >>> tri= Polygon2([ \ Point2(0, 0), \ Point2(0, 2), \ Point2(1, 1) \ ]) >>> triangle = Face(Basis.xy, Face.Positive, tri) """ Positive = 1 Negative = -1 def __init__(self, basis, direction, polygon): assert direction in [Face.Positive, Face.Negative] a = basis.normal().angle(Vector3.basis.x) if a == tau / 4: a = basis.normal().angle(Vector3.basis.y) if a == tau / 4: a = basis.normal().angle(Vector3.basis.z) inverted = a > tau / 4 if inverted ^ (direction == Face.Negative): polygon = polygon.to_counterclockwise() else: polygon = polygon.to_clockwise() super().__init__(basis, polygon) self.direction = direction def simplified_projection(self): if isinstance(self.polygon, plane.Polygon) and self.polygon.is_convex(): simple = [self.polygon] else: simple = decompose.trapezoidal(self.polygon.polygons()) return [Face(self.basis, self.direction, p).project()[0] for p in simple]
# 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 d = v.magnitude() if A.r >= B.r and d < A.r: #centre B inside A s1,s2 = +1, +1 elif B.r > A.r and d < B.r: #centre A inside B s1,s2 = -1, -1 elif d >= A.r and d >= B.r: s1,s2 = +1, -1 v.normalize() return LineSegment3(Point3(A.c.x + s1* v.x * A.r, A.c.y + s1* v.y * A.r, A.c.z + s1* v.z * A.r), Point3(B.c.x + s2* v.x * B.r, B.c.y + s2* v.y * B.r, B.c.z + s2* 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)) def _pmap(Klass, f, it): return Klass(f(v.x for v in it), f(v.y for v in it), f(v.z for v in it))