Thu, 21 Dec 2017 12:27:16 +0200
Added ldconfig.ldr support
def degree_rep(angle): from math import degrees return '∠ %.2f°' % degrees(angle) def position_vector(vertex): assert isinstance(vertex, Vertex) return Vector(*vertex.coordinates) def angle_magnitude_key(angle): ''' Returns how great an angle is. ''' from math import pi as π normalized_angle = abs(angle) % (2 * π) if normalized_angle > π: normalized_angle = (2 * π) - normalized_angle return normalized_angle class Vertex: def __init__(self, x, y, z): if not all(is_real(coordinate) for coordinate in (x, y, z)): raise ValueError(str.format('Bad vertex coordinates: {!r}', (x, y, z), )) self.x, self.y, self.z = x, y, z def __repr__(self): return str.format('Vertex({!r}, {!r}, {!r})', self.x, self.y, self.z) def distance_to(self, other): # can't use hypot because of 3 arguments from math import sqrt return sqrt( (self.x - other.x) ** 2 + (self.y - other.y) ** 2 + (self.z - other.z) ** 2 ) @property def coordinates(self): return self.x, self.y, self.z def __add__(self, other): assert not (type(self) == type(other) == Vertex) if type(self) == Vector and type(other) == Vector: result_type = Vector else: result_type = Vertex return result_type(self.x + other.x, self.y + other.y, self.z + other.z) def __radd__(self, other): return self + other def __neg__(self): return type(self)(-self.x, -self.y, -self.z) def __sub__(self, other): result = self + (-position_vector(other)) if isinstance(other, Vertex): return Vector(*result.coordinates) else: return result def __mul__(self, scalar): assert is_real(scalar) return type(self)(self.x * scalar, self.y * scalar, self.z * scalar) def __rmul__(self, other): return self * other def __truediv__(self, scalar): assert is_real(scalar) return type(self)(self.x / scalar, self.y / scalar, self.z / scalar) def __floordiv__(self, scalar): assert is_real(scalar) return type(self)(self.x // scalar, self.y // scalar, self.z // scalar) def __matmul__(self, transformation_matrix): return transform(self, transformation_matrix) def __eq__(self, other): return self.coordinates == other.coordinates def __lt__(self, other): return self.coordinates < other.coordinates def __hash__(self): return hash(self.coordinates) class VertexOp: def __init__(self, callable): self.callable = callable def __rmul__(self, coordinate): return self.callable(coordinate) class LineSegment: def __init__(self, v1, v2): self.v1, self.v2 = v1, v2 def __repr__(self): return str.format('LineSegment({!r}, {!r})', self.v1, self.v2) @property def length(self): return self.v1.distance_to(self.v2) @property def vertices(self): return self.v1, self.v2 def __len__(self): return 2 def __getitem__(self, index): return self.vertices[index] class IndexRing: def __init__(self, container): self.container = container def __getitem__(self, index): return self.container[index % len(self.container)] class Vector(Vertex): def __init__(self, x, y, z): super().__init__(x, y, z) def __repr__(self): return str.format('Vector({!r}, {!r}, {!r})', self.x, self.y, self.z) def length(self): from math import sqrt return sqrt(self.x ** 2 + self.y ** 2 + self.z ** 2) def normalized(self): length = self.length() if length > 0: return Vector(self.x / length, self.y / length, self.z / length) else: return Vector(0, 0, 0) def dot_product(v1, v2): ''' Returns the dot product v1 · v2. ''' return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z def cross_product(v1, v2): ''' Returns the cross product v1 × v2. ''' return Vector( x = v1.y * v2.z - v1.z * v2.y, y = v1.z * v2.x - v1.x * v2.z, z = v1.x * v2.y - v1.y * v2.x, ) def unit_normal(a, b, c): x = Matrix3x3([ 1, a.y, a.z, 1, b.y, b.z, 1, c.y, c.z, ]).determinant() y = Matrix3x3([ a.x, 1, a.z, b.x, 1, b.z, c.x, 1, c.z, ]).determinant() z = Matrix3x3([ a.x, a.y, 1, b.x, b.y, 1, c.x, c.y, 1, ]).determinant() return Vector(x, y, z).normalized() def pairs(iterable, *, count = 2): ''' Iterates the given iterable and returns tuples containing `count` sequential values in the iterable. Formally, for a vector A with indices 0…n and pair count k, this function yields: (A₀, A₁, …, Aₖ), (A₁, A₂, …, Aₖ₊₁), …, (Aₙ₋₂, Aₙ₋₁, …, Aₖ₋₂), (Aₙ₋₁, A₀, …, Aₖ₋₁). ''' iterable_count = len(iterable) for index in range(iterable_count): yield tuple( iterable[(index + offset) % iterable_count] for offset in range(count) ) class Polygon: def __init__(self, vertices): self.vertices = vertices def __repr__(self): return str.format('Polygon({!r})', self.vertices) def area(self): total = Vector(0, 0, 0) for v1, v2 in pairs(self.vertices): total += cross_product(v1, v2) return dot_product(total, unit_normal(self.vertices[0], self.vertices[1], self.vertices[2])) def centroid(self): ... raise NotImplementedError def __getitem__(self, index): return self.vertices[index % len(self.vertices)] def __len__(self): return len(self.vertices) @property def perimeter_lines(self): for v1, v2 in pairs(self.vertices): yield LineSegment(v1, v2) @property def smallest_angle(self): from math import acos, inf min_angle = inf for v1, v2, v3 in pairs(self.vertices, count = 3): vec1 = (position_vector(v3) - position_vector(v2)).normalized() vec2 = (position_vector(v1) - position_vector(v2)).normalized() cosine = dot_product(vec1, vec2) / vec1.length() / vec2.length() min_angle = min(min_angle, angle_magnitude_key(acos(cosine))) return min_angle @property def hairline_ratio(self): lengths = [line.length for line in self.perimeter_lines] return max(lengths) / min(lengths) def is_real(number): return isinstance(number, int) or isinstance(number, float) class Matrix3x3: ''' A 3×3 matrix forming the top-left portion of a full 4×4 transformation matrix. ''' def __init__(self, values): assert(all(is_real(x) for x in values)) assert len(values) == 9 self.values = values def __repr__(self): return str.format('Matrix3x3({!r})', self.values) def __getitem__(self, index): return self.values[index] def determinant(self): v = self.values return sum([ +(v[0] * v[4] * v[8]), +(v[1] * v[5] * v[6]), +(v[2] * v[3] * v[7]), -(v[2] * v[4] * v[6]), -(v[1] * v[3] * v[8]), -(v[0] * v[5] * v[7]), ]) def complete_matrix(matrix, anchor): ''' Combines a 3×3 matrix and an anchor vertex into a full 4×4 transformation matrix. ''' return [ matrix[0], matrix[1], matrix[2], anchor.x, matrix[3], matrix[4], matrix[5], anchor.y, matrix[6], matrix[7], matrix[8], anchor.z, 0, 0, 0, 1, ] def transform(vertex, transformation_matrix): ''' Transforms a vertex by a 4×4 transformation matrix. ''' u = transformation_matrix[0] * vertex.x \ + transformation_matrix[1] * vertex.y \ + transformation_matrix[2] * vertex.z \ + transformation_matrix[3] v = transformation_matrix[4] * vertex.x \ + transformation_matrix[5] * vertex.y \ + transformation_matrix[6] * vertex.z \ + transformation_matrix[7] w = transformation_matrix[8] * vertex.x \ + transformation_matrix[9] * vertex.y \ + transformation_matrix[10] * vertex.z \ + transformation_matrix[11] return Vertex(u, v, w)