cgtypes -- vectors, matrices and quaternions
This module contains the fundamental types which make working with
3D data much easier. The types are:
- vec3 -
a three dimensional vector type to store points, vectors, normals
or even colors.
- vec4 -
a four dimensional vector type to store homogenous points,
for example.
- mat3 -
a 3x3 matrix to store linear transformations.
- mat4 -
a 4x4 matrix to store affine transformations.
- quat -
a quaternion type as a specialized way to store rotations.
You import all of those types at once with
from cgtypes import *
or you can import them individually like this
from cgtypes import vec3, mat4
In general, you can use those types just as if they were built-in types
which means the mathematical operators can be used and have their
respective meaning. Each type has some additional methods which are
described in the respective documentation.
Here are some examples you can also try out in the Python shell:
>>> from cgtypes import *
>>> v=vec3(0.5,1.0,-2.5)
>>> print v
(0.5000, 1.0000, -2.5000)
>>> print v.length()
2.73861278753
>>> v=v.normalize()
>>> print v
(0.1826, 0.3651, -0.9129)
>>> print v.length()
1.0
Now let's construct a rotation matrix that rotates points by 90 degrees
around the z-axis:
>>> M=mat4(1).rotate(0.5*math.pi, vec3(0,0,1))
and apply the rotation to the vector (1,0,0) (the x-axis):
>>> print M*vec3(1,0,0)
(0.0000, 1.0000, 0.0000)
Functions:
- getEpsilon()
- Return the epsilon threshold which is used for doing comparisons.
- setEpsilon(eps)
- Sets a new epsilon threshold and returns the previously set value.
Two values are considered to be equal if their absolute difference is
less than or equal to epsilon.
- slerp(t, q0, q1)
- Performs a spherical linear interpolation between two quaternions
q0 and q1. For t=0.0 the return value
equals q0, for t=1.0 it equals q1.
q0 and q1 must be unit quaternions.
New in version 1.1.
- squad(t, a, b, c, d)
- Performs a spherical cubic interpolation between quaternion a
and d where quaternion b and c define the
shape of the interpolation curve. For t=0.0 the return value
equals a, for t=1.0 it equals d.
All quaternions must be unit quaternions.
New in version 1.1.
Copyright © 2002 Matthias Baas
(baas@ira.uka.de)