Sun, 06 Sep 2020 16:32:44 +0300
changed version to 1.0
def degree_rep(angle): from math import degrees try: return '%.2f°' % degrees(angle) except TypeError: return 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.is_close(other, threshold = 1.0e-10) def __ne__(self, other): return not self.__eq__(other) def __lt__(self, other): return self.coordinates < other.coordinates def __hash__(self): return hash(self.coordinates) def is_close(self, other, *, threshold = 1.0e-05): return self.distance_to(other) < threshold #return all( # abs(a - b) < threshold # for a, b in zip(self.coordinates, other.coordinates) #) 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() class NoIntersection(Exception): pass 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) def angle_cosines(self): from math import isclose 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() if not isclose(vec1.length(), 0) and not isclose(vec2.length(), 0): cosine = dot_product(vec1, vec2) / vec1.length() / vec2.length() yield cosine else: yield 1 # cos(0) @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) def matrix_indices(): ''' Yields index pairs for matrix iteration ''' from itertools import product yield from product(range(3), range(3)) class Matrix3x3: ''' A 3×3 matrix forming the top-left portion of a full 4×4 transformation matrix. ''' class Row: def __init__(self, matrix_ref, i1, i2, i3): self.matrix_ref = matrix_ref self.matrix_indices = i1, i2, i3 def __getitem__(self, row_index): return self.matrix_ref[self.matrix_indices[row_index]] def __setitem__(self, row_index, value): self.matrix_ref[self.matrix_indices[row_index]] = value def __init__(self, values = None): if values is not None: assert(all(is_real(x) for x in values)) assert len(values) == 9 self.values = values else: self.values = [1, 0, 0, 0, 1, 0, 0, 0, 1] def __repr__(self): if self != Matrix3x3(): return str.format('Matrix3x3({!r})', self.values) else: return 'Matrix3x3()' def __getitem__(self, index): if isinstance(index, tuple): assert all(k in [0, 1, 2] for k in index) return self.values[index[0] * 3 + index[1]] else: return Matrix3x3.Row(self, index * 3, index * 3 + 1, index * 3 + 2) def determinant(self): return sum([ +(self[0, 0] * self[1, 1] * self[2, 2]), +(self[0, 1] * self[1, 2] * self[2, 0]), +(self[0, 2] * self[1, 0] * self[2, 1]), -(self[0, 2] * self[1, 1] * self[2, 0]), -(self[0, 1] * self[1, 0] * self[2, 2]), -(self[0, 0] * self[1, 2] * self[2, 1]), ]) def scaling_vector(self): ''' Extracts scaling factors from this transformation matrix. ''' from math import sqrt return Vector( x = sqrt(self[0, 0] ** 2 + self[1, 0] ** 2 + self[2, 0] ** 2), y = sqrt(self[0, 1] ** 2 + self[1, 1] ** 2 + self[2, 1] ** 2), z = sqrt(self[0, 2] ** 2 + self[1, 2] ** 2 + self[2, 2] ** 2), ) def rotation_component(self): ''' Extracts rotation from this matrix. ''' return self.split()[0] def split(self): ''' Extracts the rotation matrix and scaling vector. ''' vec = self.scaling_vector() return Matrix3x3([ self[i, j] / vec.coordinates[j] for i, j in matrix_indices() ]), vec def contains_scaling(self): ''' Returns whether this matrix contains scaling factors. ''' vec = self.scaling_vector() return abs((vec.x * vec.y * vec.z) - 1) >= 1e-10 def contains_rotation(self): ''' Returns whether this matrix contains rotation factors. ''' return self.rotation_component() != Matrix3x3() def __eq__(self, other): ''' Returns whether two matrices are equivalent. ''' return all( abs(self[(i, j)] - other[(i, j)]) < 1e-10 for i, j in matrix_indices() ) def __matmul__(self, other): ''' Computes the matrix multiplication self × other. ''' return Matrix3x3([ sum(self[i, k] * other[k, j] for k in range(3)) for i, j in matrix_indices() ]) def __add__(self, other): return Matrix3x3([ a + b for a, b in zip(self.values, other.values) ]) def __mul__(self, scalar): return Matrix3x3([ x * scalar for x in self.values ]) def is_mirrored(self): return self.determinant() < 0 def complete_matrix(matrix, anchor): ''' Combines a 3×3 matrix and an anchor vertex into a full 4×4 transformation matrix. ''' return [ matrix[0, 0], matrix[0, 1], matrix[0, 2], anchor.x, matrix[1, 0], matrix[1, 1], matrix[1, 2], anchor.y, matrix[2, 0], matrix[2, 1], matrix[2, 2], anchor.z, 0, 0, 0, 1, ] def transform(vertex, transformation_matrix): ''' Transforms a vertex by a 4×4 transformation matrix. ''' return Vertex( x = transformation_matrix[0] * vertex.x \ + transformation_matrix[1] * vertex.y \ + transformation_matrix[2] * vertex.z \ + transformation_matrix[3], y = transformation_matrix[4] * vertex.x \ + transformation_matrix[5] * vertex.y \ + transformation_matrix[6] * vertex.z \ + transformation_matrix[7], z = transformation_matrix[8] * vertex.x \ + transformation_matrix[9] * vertex.y \ + transformation_matrix[10] * vertex.z \ + transformation_matrix[11], ) def transform_to_xy(polygon): ''' Transforms the provided polygon into the XY plane. The polygon is assumed to be planar. Implementation is based on this StackOverflow answer: https://math.stackexchange.com/a/476311 ''' v1, v2, v3 = polygon.vertices[:3] a, b = v3 - v2, v1 - v2 normal = cross_product(a, b).normalized() v_matrix = Matrix3x3([ 0, 0, -normal.x, 0, 0, -normal.y, normal.x, normal.y, 0, ]) try: rotation_matrix = Matrix3x3() rotation_matrix += v_matrix rotation_matrix += (v_matrix @ v_matrix) * (1 / (1 + normal.z)) except ZeroDivisionError: rotation_matrix = Matrix3x3() full_matrix = complete_matrix(rotation_matrix, Vertex(0, 0, 0)) return Polygon([ transform(vertex = vertex, transformation_matrix = full_matrix) for vertex in polygon.vertices ]) def vector_angle(vec_1, vec_2, normalized = False): from math import acos, pi as π cosine = dot_product(vec_1, vec_2) try: cosine /= vec_1.length() * vec_2.length() except ZeroDivisionError: return 0 # Fix the cosine, it can go outside bounds due to rounding errors, # e.g. 1.0000000000000002, which then causes a math domain error. cosine = min(max(-1, cosine), 1) angle = acos(cosine) if normalized and angle > π / 2: angle = π - angle return angle def split_quadrilateral(polygon): assert(len(polygon.vertices) == 4) vertices = IndexRing(polygon.vertices) for i in (0, 1): a, b = vertices[0 + i], vertices[1 + i] c, d = vertices[2 + i], vertices[3 + i] yield Polygon([a, b, c]), Polygon([b, c, d]) def triangle_plane_normal(polygon): assert(len(polygon.vertices) == 3) a, b, c = polygon.vertices[:3] return cross_product(b - a, b - c) def line_intersection_xy(line_1, line_2): ''' Computes 2D line intersection. Can return a point outside the given segments. Z is ignored. ''' a, b = line_1.vertices c, d = line_2.vertices denominator = (a.x - b.x) * (c.y - d.y) - (a.y - b.y) * (c.x - d.x) x = (c.x - d.x) * (a.x * b.y - a.y * b.x) x -= (a.x - b.x) * (c.x * d.y - c.y * d.x) y = (c.y - d.y) * (a.x * b.y - a.y * b.x) y -= (a.y - b.y) * (c.x * d.y - c.y * d.x) try: x /= denominator y /= denominator except ZeroDivisionError: return None else: return Vertex(x, y, 0) def line_segment_intersection_xy(line_1, line_2): ''' Computes 2D line intersection. Only returns a result if it falls inside the line segments. Z is ignored. ''' from math import inf intersection = line_intersection_xy(line_1, line_2) if intersection: a, b = line_1.vertices c, d = line_2.vertices try: t1 = (intersection.x - a.x) / (b.x - a.x) except ZeroDivisionError: t1 = inf try: t2 = (intersection.x - c.x) / (d.x - c.x) except ZeroDivisionError: t2 = inf try: u1 = (intersection.y - a.y) / (b.y - a.y) except ZeroDivisionError: u1 = inf try: u2 = (intersection.y - c.y) / (d.y - c.y) except ZeroDivisionError: u2 = inf if (0 < t1 < 1 and 0 < t2 < 1) or (0 < u1 < 1 and 0 < u2 < 1): return intersection else: return None else: return None