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Vec3.py
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Vec3.py
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
#-------------------------------------------------------------------------------
#
# Vec3.py -- new flock experiments
#
# Cartesian 3d vector space utility.
#
# MIT License -- Copyright © 2023 Craig Reynolds
#
#-------------------------------------------------------------------------------
import math
import numpy as np
import Utilities as util
class Vec3:
"""Utility class for 3d vectors and operations on them."""
# Instance constructor.
def __init__(self, x=0, y=0, z=0):
# This vector's 3d coordinates.
self.x = x
self.y = y
self.z = z
# Alternate constructor, aka factory, to construct Vec3 from any array-like.
@staticmethod # This decoration seems to be completely optional,
# but for the avoidance of doubt
def from_array(array_like):
a = np.asarray(array_like)
return Vec3(a[0], a[1], a[2])
# Return contents of this Vec3 as an np.array.
def asarray(self):
return np.array([self.x, self.y, self.z])
def __str__(self):
return (self.__class__.__name__ + "(" +
str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")")
def __eq__(self, v):
return (isinstance(v, self.__class__) and
v.x == self.x and
v.y == self.y and
v.z == self.z)
def __ne__(self, v):
return not (self == v)
def __lt__(self, v):
return self.length() < v.length()
def __add__(self, v):
return Vec3(self.x + v.x, self.y + v.y, self.z + v.z)
def __sub__(self, v):
return Vec3(self.x - v.x, self.y - v.y, self.z - v.z)
def __mul__(self, scale):
return Vec3(self.x * scale, self.y * scale, self.z * scale)
def __rmul__(self, scale):
return Vec3(self.x * scale, self.y * scale, self.z * scale)
def __truediv__(self, scale):
return Vec3(self.x / scale, self.y / scale, self.z / scale)
def __neg__(self):
return Vec3(-self.x, -self.y, -self.z)
# Vector operations dot product, length (norm), normalize.
def dot(self, v):
return (self.x * v.x) + (self.y * v.y) + (self.z * v.z)
def length(self):
return math.sqrt(self.length_squared())
def length_squared(self):
return self.dot(self)
def normalize(self):
return self / self.length()
# Normalize except if input is zero length, then return that.
def normalize_or_0(self):
return self if self.is_zero_length() else self.normalize()
# Normalize and return length
def normalize_and_length(self):
original_length = self.length()
return (self / original_length, original_length)
# Fast check for unit length.
def is_unit_length(self, epsilon=util.epsilon):
return util.within_epsilon(self.length_squared(), 1, epsilon)
# Fast check for zero length.
def is_zero_length(self, epsilon=util.epsilon):
return util.within_epsilon(self.length_squared(), 0, epsilon)
# Returns vector parallel to "this" but no longer than "max_length"
def truncate(self, max_length):
len = self.length()
return self if len <= max_length else self * (max_length / len)
# return component of vector parallel to a unit basis vector
def parallel_component(self, unit_basis):
assert unit_basis.is_unit_length()
projection = self.dot(unit_basis)
return unit_basis * projection
# return component of vector perpendicular to a unit basis vector
def perpendicular_component(self, unit_basis):
return self - self.parallel_component(unit_basis)
# Cross product
def cross(a, b):
# (From https://en.wikipedia.org/wiki/Cross_product#Matrix_notation)
return Vec3(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x)
# Get angle between two arbitrary direction vectors. (Visualize two vectors
# placed tail to tail, the angle is measured on the plane containing both.
# See https://commons.wikimedia.org/wiki/File:Inner-product-angle.svg)
def angle_between(a, b):
return math.acos(a.dot(b) / (a.length() * b.length()))
# Returns a vector describing a rotation around an arbitrary axis by a given
# angle. The axis must pass through the global origin but any orientation is
# allowed, as defined by the direction of the first argument. The return
# value is effectively the axis with its length set to the angle (expressed
# in radians). See https://en.wikipedia.org/wiki/Axis–angle_representation
def axis_angle(axis, angle):
aa = Vec3()
if angle != 0 and axis.length_squared() > 0:
aa = axis.normalize() * angle
return aa
# Given two vectors, return an axis_angle that rotates the first to the
# second. (Length of input vectors is irrelevant.)
def rotate_vec_to_vec(from_vec, to_vec):
return Vec3.axis_angle(Vec3.cross(from_vec, to_vec),
Vec3.angle_between(from_vec, to_vec))
# Check if two vectors are perpendicular.
def is_perpendicular(self, other, epsilon=util.epsilon):
# TODO 20230430 Should it check for unit length, or normalize? For now,
# assert that given vectors are unit length to see if it ever comes up.
assert self.is_unit_length(epsilon)
assert other.is_unit_length(epsilon)
return util.within_epsilon(self.dot(other), 0, epsilon)
# Check if two unit vectors are parallel (or anti-parallel).
def is_parallel(self, other, epsilon=util.epsilon):
# TODO 20230430 Should it check for unit length, or normalize? For now,
# assert that given vectors are unit length to see if it ever comes up.
assert self.is_unit_length(epsilon)
assert other.is_unit_length(epsilon)
return util.within_epsilon(abs(self.dot(other)), 1, epsilon)
# Given a (unit) vector, return some vector that is perpendicular.
# (There are infinitely many such vectors, one is chosen arbitrarily.)
def find_perpendicular(self):
reference = Vec3(1, 0, 0) # Any vector NOT parallel to "self"
# If parallel to initial "reference" return constant perpendicular.
# Otherwise return cross produce, defined to be perpendicular to self
return (Vec3(0, 1, 0) if self.is_parallel(reference)
else self.cross(reference).normalize())
# Check if two vectors are within epsilon of being equal.
def is_equal_within_epsilon(self, other, epsilon = util.epsilon):
return (util.within_epsilon(self.x, other.x, epsilon) and
util.within_epsilon(self.y, other.y, epsilon) and
util.within_epsilon(self.z, other.z, epsilon))
# Rotate X and Y values about the Z axis by given angle.
# This is used in combination with a LocalSpace transform to get model in
# correct orientation. A more generalized "rotate about given axis by given
# angle" might be nice to have for convenience.
def rotate_xy_about_z(self, angle):
s = math.sin(angle)
c = math.cos(angle)
return Vec3(self.x * c + self.y * s,
self.y * c - self.x * s,
self.z)
def rotate_xz_about_y(self, angle):
s = math.sin(angle)
c = math.cos(angle)
return Vec3(self.x * c + self.z * s,
self.y,
self.z * c - self.x * s)
# class RandomSequence
# Vec3 randomUnitVector();
# does Python allow the trick where RandomSequence is defined one
# place but RandomSequence::randomUnitVector() is defined elsewhere?
# oh, maybe yes: https://stackoverflow.com/a/2982/1991373
# Generate a random point in an axis aligned box, given two opposite corners.
@staticmethod
def random_point_in_axis_aligned_box(a, b):
return Vec3(util.random2(min(a.x, b.x), max(a.x, b.x)),
util.random2(min(a.y, b.y), max(a.y, b.y)),
util.random2(min(a.z, b.z), max(a.z, b.z)))
# Generate a random point inside a unit diameter disk centered on origin.
@staticmethod
def random_point_in_unit_radius_sphere():
v = None
while True:
v = Vec3.random_point_in_axis_aligned_box(Vec3(-1, -1, -1),
Vec3(1, 1, 1))
if v.length() <= 1:
break
return v;
# Generate a random unit vector.
@staticmethod
def random_unit_vector():
v = None
m = None
while True:
v = Vec3.random_point_in_unit_radius_sphere()
m = v.length()
if m > 0:
break
return v / m;
# Given any number of Vec3s, return the one with the max length.
@staticmethod
def max(*any_number_of_Vec3s):
longest = Vec3()
magnitude2 = 0
for v in any_number_of_Vec3s:
vm2 = v.length_squared()
if magnitude2 < vm2:
magnitude2 = vm2
longest = v
return longest
@staticmethod
def unit_test():
v000 = Vec3(0, 0, 0)
v100 = Vec3(1, 0, 0)
v010 = Vec3(0, 1, 0)
v001 = Vec3(0, 0, 1)
v011 = Vec3(0, 1, 1)
v101 = Vec3(1, 0, 1)
v110 = Vec3(1, 1, 0)
v111 = Vec3(1, 1, 1)
v123 = Vec3(1, 2, 3)
v236 = Vec3(2, 3, 6)
assert str(Vec3(1, 2, 3)) == 'Vec3(1, 2, 3)'
assert Vec3(1, 2, 3) == Vec3(1, 2, 3)
assert Vec3(0, 0, 0) != Vec3(1, 0, 0)
assert Vec3(0, 0, 0) != Vec3(0, 1, 0)
assert Vec3(0, 0, 0) != Vec3(0, 0, 1)
assert Vec3(1, 2, 3) == Vec3.from_array([1, 2, 3])
assert np.array_equal(Vec3(1, 2, 3).asarray(), [1, 2, 3])
assert Vec3(1, 2, 3).dot(Vec3(4, 5, 6)) == 32
assert Vec3(2, 3, 6).length() == 7
assert Vec3(2, 3, 6).normalize() == Vec3(2, 3, 6) / 7
assert Vec3(3, 0, 0).truncate(2) == Vec3(2, 0, 0)
assert Vec3(1, 0, 0).truncate(2) == Vec3(1, 0, 0)
assert Vec3(1, 2, 3) + Vec3(4, 5, 6) == Vec3(5, 7, 9)
assert Vec3(5, 7, 9) - Vec3(4, 5, 6) == Vec3(1, 2, 3)
assert -Vec3(1, 2, 3) == Vec3(-1, -2, -3)
assert Vec3(1, 2, 3) * 2 == Vec3(2, 4, 6)
assert 2 * Vec3(1, 2, 3) == Vec3(2, 4, 6)
assert Vec3(2, 4, 6) / 2 == Vec3(1, 2, 3)
assert Vec3(1, 2, 3) < Vec3(-1, -2, -4)
(n, l) = v123.normalize_and_length()
assert (n == v123.normalize()) and (l == v123.length())
assert v000.is_zero_length()
assert not v111.is_zero_length()
assert v000.normalize_or_0() == v000
assert v236.normalize_or_0() == Vec3(2, 3, 6) / 7
assert not v000.is_unit_length()
assert not v111.is_unit_length()
assert v123.normalize().is_unit_length()
assert Vec3.max(v000) == v000
assert Vec3.max(v000, v111) == v111
assert Vec3.max(v111, v000) == v111
assert Vec3.max(v123, v111, v236, v000) == v236
for i in range(20):
r = Vec3.random_point_in_axis_aligned_box(v236, v123)
assert util.between(r.x, v123.x, v236.x)
assert util.between(r.y, v123.y, v236.y)
assert util.between(r.z, v123.z, v236.z)
r = Vec3.random_point_in_unit_radius_sphere()
assert r.length() <= 1
r = Vec3.random_unit_vector()
assert util.within_epsilon(r.length(), 1)
f33 = 0.3333333333333334
f66 = 0.6666666666666665
x_norm = Vec3(1, 0, 0)
diag_norm = Vec3(1, 1, 1).normalize()
assert Vec3(2, 4, 8).parallel_component(x_norm) == Vec3(2, 0, 0)
assert Vec3(2, 4, 8).perpendicular_component(x_norm) == Vec3(0, 4, 8)
assert x_norm.parallel_component(diag_norm) == Vec3(f33, f33, f33)
assert x_norm.perpendicular_component(diag_norm) == Vec3(f66, -f33, -f33)
a = Vec3(1, 2, 3).normalize()
b = Vec3(-9, 7, 5).normalize()
c = Vec3(1, 0, 0)
assert a.is_parallel(a)
assert a.is_parallel(-a)
assert not a.is_parallel(b)
assert a.is_perpendicular(a.find_perpendicular())
assert b.is_perpendicular(b.find_perpendicular())
assert c.is_perpendicular(c.find_perpendicular())
assert not a.is_perpendicular(b)
e = Vec3(2, 4, 8)
f = Vec3(2, 4, 8 - util.epsilon / 2)
assert e.is_equal_within_epsilon(e)
assert e.is_equal_within_epsilon(f)
i = Vec3(1, 0, 0)
j = Vec3(0, 1, 0)
k = Vec3(0, 0, 1)
assert i.cross(j) == k
assert j.cross(k) == i
assert k.cross(i) == j
assert i.cross(k) == -j
assert j.cross(i) == -k
assert k.cross(j) == -i
pi2 = math.pi / 2
pi3 = math.pi / 3
pi4 = math.pi / 4
pi5 = math.pi / 5
ang = math.acos(1 / math.sqrt(3))
assert k.angle_between(k) == 0
assert i.angle_between(j) == pi2
assert util.within_epsilon(i.angle_between(Vec3(1, 1, 0)), pi4)
assert Vec3.axis_angle(v100, math.pi) == v100 * math.pi
assert Vec3.axis_angle(v111, pi3) == v111.normalize() * pi3
assert Vec3.rotate_vec_to_vec(i, j) == v001 * pi2
assert Vec3.is_equal_within_epsilon(Vec3.rotate_vec_to_vec(v100, v110),
Vec3.axis_angle(v001, pi4))
assert Vec3.is_equal_within_epsilon(Vec3.rotate_vec_to_vec(v111, v001),
Vec3.axis_angle(Vec3(1,-1,0), ang))
spi3 = math.sqrt(3) / 2 # sin(60°), sin(pi/3)
cpi3 = 0.5 # cos(60°), cos(pi/3)
spi5 = math.sqrt((5 / 8) - (math.sqrt(5) / 8)) # sin(36°), sin(pi/5)
cpi5 = (1 + math.sqrt(5)) / 4 # cos(36°), cos(pi/5)
assert Vec3.is_equal_within_epsilon(v111.rotate_xy_about_z(pi2),
Vec3(1, -1, 1))
assert Vec3.is_equal_within_epsilon(v111.rotate_xy_about_z(pi3),
Vec3(cpi3 + spi3, cpi3 - spi3, 1))
assert Vec3.is_equal_within_epsilon(v111.rotate_xy_about_z(pi5),
Vec3(cpi5 + spi5, cpi5 - spi5, 1))
assert Vec3.is_equal_within_epsilon(v111.rotate_xz_about_y(pi2),
Vec3(1, 1, -1))
assert Vec3.is_equal_within_epsilon(v111.rotate_xz_about_y(pi3),
Vec3(cpi3 + spi3, 1, cpi3 - spi3))
assert Vec3.is_equal_within_epsilon(v111.rotate_xz_about_y(pi5),
Vec3(cpi5 + spi5, 1, cpi5 - spi5))
v = Vec3(4, 5, 6)
v += Vec3(1, 2, 3)
assert v == Vec3(5, 7, 9), 'Vec3: test +='
v = Vec3(5, 7, 9)
v -= Vec3(4, 5, 6)
assert v == Vec3(1, 2, 3), 'Vec3: test -='
v = Vec3(1, 2, 3)
v *= 2
assert v == Vec3(2, 4, 6), 'Vec3: test *='
v = Vec3(2, 4, 6)
v /= 2
assert v == Vec3(1, 2, 3), 'Vec3: test /='
# assert unmodified:
assert v000 == Vec3(0, 0, 0)
assert v100 == Vec3(1, 0, 0)
assert v010 == Vec3(0, 1, 0)
assert v001 == Vec3(0, 0, 1)
assert v011 == Vec3(0, 1, 1)
assert v101 == Vec3(1, 0, 1)
assert v110 == Vec3(1, 1, 0)
assert v111 == Vec3(1, 1, 1)
assert v123 == Vec3(1, 2, 3)
assert v236 == Vec3(2, 3, 6)