# pygamekit / mathutils.pyx~

 ``` 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262``` ``` from prerequisites cimport * cimport gkmath cdef class Vector: def __init__(Vector self, ini=None, ini2=None, ini3=None): if ini3!=None: self.v = new gkmath.Vector3(ini,ini2,ini3) elif isinstance(ini, Vector): self.v = new gkmath.Vector3() self.v.assign((ini).v[0]) memcpy((self.v).ptr(),(ini).v.ptr(),sizeof(Real)*3) elif ini!=None: self.v = new gkmath.Vector3(ini[0],ini[1],ini[2]) else: self.v = new gkmath.Vector3() def __dealloc__(self): del self.v property x: def __get__(Vector self): return self.v.x def __set__(Vector self, v): self.v.x=v property y: def __get__(Vector self): return self.v.y def __set__(Vector self, v): self.v.y=v property z: def __get__(Vector self): return self.v.z def __set__(Vector self, v): self.v.z=v property length: def __get__(Vector self): return self.v.length() def normalize(Vector self): return self.v.normalise() def normalized(Vector self): cdef Vector v = Vector(self) v.v.normalise() return v def copy(Vector self): return Vector(self) def __len__(self): return 3 def __getitem__(Vector self, i): return self.v.getitem(i) def __add__(Vector self, v): cdef Vector ret = Vector(self) if isinstance(v, Vector): (ret.v).iadd((v).v[0]) else: (ret.v).iadd(gkmath.Vector3(v[0],v[1],v[2])) return ret def __sub__(Vector self, v): cdef Vector ret = Vector(self) if isinstance(v, Vector): (ret.v).isub((v).v[0]) else: (ret.v).isub(gkmath.Vector3(v[0],v[1],v[2])) return ret def __iadd__(Vector self, v): if isinstance(v, Vector): (self.v).iadd((v).v[0]) else: (self.v).iadd(gkmath.Vector3(v[0],v[1],v[2])) return self def __isub__(Vector self, v): cdef Vector ret = Vector(self) if isinstance(v, Vector): (self.v).isub((v).v[0]) else: (self.v).isub(gkmath.Vector3(v[0],v[1],v[2])) return self def __mul__(Vector self, v): cdef Vector ret = Vector(self) if isinstance(v, Vector): (ret.v).imul((v).v[0]) elif getattr(v, '__getitem__', False): (ret.v).imul(gkmath.Vector3(v[0],v[1],v[2])) else: (ret.v).imul(v) return ret def __div__(Vector self, v): cdef Vector ret = Vector(self) if isinstance(v, Vector): (ret.v).idiv((v).v[0]) elif getattr(v, '__getitem__', False): (ret.v).idiv(gkmath.Vector3(v[0],v[1],v[2])) else: (ret.v).idiv(v) return ret __truediv__ = __div__ def __imul__(Vector self, v): if isinstance(v, Vector): (self.v).imul((v).v[0]) elif getattr(v, '__getitem__', False): (self.v).imul(gkmath.Vector3(v[0],v[1],v[2])) else: (self.v).imul(v) return self def __idiv__(Vector self, v): if isinstance(v, Vector): (self.v).idiv((v).v[0]) elif getattr(v, '__getitem__', False): (self.v).idiv(gkmath.Vector3(v[0],v[1],v[2])) else: (self.v).idiv(v) return self def __pos__(Vector self): return self def __neg__(Vector self): return self*-1 #optimize this? def __getitem__(Vector self, i): if isinstance(i,slice): return [self.v.x,self.v.y,self.v.z][i] elif i<3: return self.v.ptr()[i%3] else: raise IndexError def __setitem__(Vector self, i, v): if not isinstance(i,slice) and i<3: self.v.ptr()[i%3]=v else: raise IndexError def __repr__(Vector self): return "Vector(%f, %f, %f)"%(self.v.x,self.v.y,self.v.z) def angleBetween(Vector self, other): return self.v.angleBetween(Vector(other).v[0]).valueRadians() def getRotationTo(Vector self, other, fallbackAxis=None): cdef Quaternion q = Quaternion() if fallbackAxis!=None: q.q.assign(self.v.getRotationTo(Vector(other).v[0], Vector(fallbackAxis).v[0])) else: q.q.assign(self.v.getRotationTo(Vector(other).v[0])) return q def lerp(Vector self, other, factor): factor = max(0.0,min(factor,1.0)) invf = 1.0-factor return Vector(self.x*invf + other[0]*factor, self.y*invf + other[1]*factor, self.z*invf + other[2]*factor) #cdef assignv(Vector self, gkmath.Vector3 v): # memcpy((self.v).ptr(),v.ptr(),sizeof(Real)*3) cdef class Quaternion: def __init__(Quaternion self, ini=None, ini2=None, ini3=None, ini4=None): if isinstance(ini, Quaternion): self.q = new gkmath.Quaternion() self.q.assign((ini).q[0]) elif ini4!=None: self.q = new gkmath.Quaternion(ini,ini2,ini3,ini4) elif ini!=None: self.q = new gkmath.Quaternion(ini[0],ini[1],ini[2],ini[3]) else: self.q = new gkmath.Quaternion() property w: def __get__(self): return self.q.w def __set__(self, v): self.q.w=v property x: def __get__(self): return self.q.x def __set__(self, v): self.q.x=v property y: def __get__(self): return self.q.y def __set__(self, v): self.q.y=v property z: def __get__(self): return self.q.z def __set__(self, v): self.q.z=v def normalize(Quaternion self): return self.q.normalise() def normalized(Quaternion self): cdef Quaternion v = Quaternion(self) v.v.normalise() return v def copy(Quaternion self): return Quaternion(self) def __len__(self): return 4 def __pos__(Quaternion self): return self def __neg__(Quaternion self): return self*-1 #optimize this? def __getitem__(Quaternion self, i): if isinstance(i,slice): return [self.q.w,self.q.x,self.q.y,self.q.z][i] elif i<4: return self.q.ptr()[i%4] else: raise IndexError def __setitem__(Quaternion self, i, v): if not isinstance(i,slice) and i<4: self.q.ptr()[i%4]=v else: raise IndexError def __repr__(Quaternion self): return "Quaternion(%f, %f, %f, %f)"%(self.q.w,self.q.x,self.q.y,self.q.z) def __mul__(Quaternion self, v): cdef Quaternion retq cdef Vector retv if isinstance(v, Quaternion): retq = Quaternion() (retq.q).assign((retq.q).mul((v).q[0])) return retq if isinstance(v, Vector): retv = Vector() (retv.v).assign((self).q.mul((v).v[0])) return retv retq = Quaternion() (retq.q).assign((retq.q).mul(v)) return retq def inverted(Quaternion self): cdef Quaternion q = self.copy() q.invert() return q def invert(Quaternion self): self.q.x=-(self.q.x) self.q.y=-(self.q.y) self.q.z=-(self.q.z) def lerp(self, Quaternion other, factor): cdef Quaternion q = Quaternion() q.q.assign(gkmath.Quaternion_nlerp(factor, (self).q[0], other.q[0], False)) def slerp(self, Quaternion other, factor): cdef Quaternion q = Quaternion() q.q.assign(gkmath.Quaternion_Slerp(factor, (self).q[0], other.q[0], False)) ```