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glm.py
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glm.py
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# -*- coding: utf-8 -*-
# -----------------------------------------------------------------------------
# Copyright (c) 2014, Nicolas P. Rougier. All rights reserved.
# Distributed under the terms of the new BSD License.
# -----------------------------------------------------------------------------
"""
Very simple transformation library that is needed for some examples.
Notes
-----
Functions that take a matrix as input generally operate on that matrix in
place.
"""
# This file is copied from glumpy[https://github.com/glumpy/glumpy]
# some functions add by myself
# Note: we use functions from math module because they're faster on scalars
import math
import numpy as np
def normalize(x):
if isinstance(x, float):
return -1 if x < 0 else 1
elif len(x) > 1:
sqr = math.sqrt(np.sum(x*x))
return x / sqr
def translate(M, x, y=None, z=None):
"""Translate by an offset (x, y, z) .
Parameters
----------
M : array
Original transformation (4x4).
x : float
X coordinate of a translation vector.
y : float | None
Y coordinate of translation vector. If None, `x` will be used.
z : float | None
Z coordinate of translation vector. If None, `x` will be used.
Returns
-------
M : array
Updated transformation (4x4). Note that this function operates
in-place.
"""
y = x if y is None else y
z = x if z is None else z
T = np.array([[1.0, 0.0, 0.0, x],
[0.0, 1.0, 0.0, y],
[0.0, 0.0, 1.0, z],
[0.0, 0.0, 0.0, 1.0]], dtype=M.dtype).T
M[...] = np.dot(M, T)
return M
def translation(x, y=None, z=None):
"""Translate by an offset (x, y, z) .
Parameters
----------
x : float
X coordinate of a translation vector.
y : float | None
Y coordinate of translation vector. If None, `x` will be used.
z : float | None
Z coordinate of translation vector. If None, `x` will be used.
Returns
-------
M : array
Translation matrix
"""
M = np.eye(4, dtype=np.float32)
return translate(M,x,y,z)
def scale(M, x, y=None, z=None):
"""Non-uniform scaling along the x, y, and z axes
Parameters
----------
M : array
Original transformation (4x4).
x : float
X coordinate of the translation vector.
y : float | None
Y coordinate of the translation vector. If None, `x` will be used.
z : float | None
Z coordinate of the translation vector. If None, `x` will be used.
Returns
-------
M : array
Updated transformation (4x4). Note that this function operates
in-place.
"""
y = x if y is None else y
z = x if z is None else z
S = np.array([[x, 0.0, 0.0, 0.0],
[0.0, y, 0.0, 0.0],
[0.0, 0.0, z, 0.0],
[0.0, 0.0, 0.0, 1.0]], dtype=M.dtype).T
M[...] = np.dot(M, S)
return M
def xrotate(M, theta):
"""Rotate about the X axis
Parameters
----------
M : array
Original transformation (4x4).
theta : float
Specifies the angle of rotation, in degrees.
Returns
-------
M : array
Updated transformation (4x4). Note that this function operates
in-place.
"""
t = math.pi * theta / 180.
cosT = math.cos(t)
sinT = math.sin(t)
R = np.array([[1.0, 0.0, 0.0, 0.0],
[0.0, cosT, -sinT, 0.0],
[0.0, sinT, cosT, 0.0],
[0.0, 0.0, 0.0, 1.0]], dtype=M.dtype)
M[...] = np.dot(M, R)
return M
def yrotate(M, theta):
"""Rotate about the Y axis
Parameters
----------
M : array
Original transformation (4x4).
theta : float
Specifies the angle of rotation, in degrees.
Returns
-------
M : array
Updated transformation (4x4). Note that this function operates
in-place.
"""
t = math.pi * theta / 180
cosT = math.cos(t)
sinT = math.sin(t)
R = np.array(
[[cosT, 0.0, sinT, 0.0],
[0.0, 1.0, 0.0, 0.0],
[-sinT, 0.0, cosT, 0.0],
[0.0, 0.0, 0.0, 1.0]], dtype=M.dtype)
M[...] = np.dot(M, R)
return M
def zrotate(M, theta):
"""Rotate about the Z axis
Parameters
----------
M : array
Original transformation (4x4).
theta : float
Specifies the angle of rotation, in degrees.
Returns
-------
M : array
Updated transformation (4x4). Note that this function operates
in-place.
"""
t = math.pi * theta / 180
cosT = math.cos(t)
sinT = math.sin(t)
R = np.array(
[[cosT, -sinT, 0.0, 0.0],
[sinT, cosT, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0]], dtype=M.dtype)
M[...] = np.dot(M, R)
return M
def rotate(M, angle, x, y, z, point=None):
"""Rotation about a vector
Parameters
----------
M : array
Original transformation (4x4).
angle : float
Specifies the angle of rotation, in degrees.
x : float
X coordinate of the angle of rotation vector.
y : float | None
Y coordinate of the angle of rotation vector.
z : float | None
Z coordinate of the angle of rotation vector.
Returns
-------
M : array
Updated transformation (4x4). Note that this function operates
in-place.
"""
angle = math.pi * angle / 180
c, s = math.cos(angle), math.sin(angle)
n = math.sqrt(x * x + y * y + z * z)
x /= n
y /= n
z /= n
cx, cy, cz = (1 - c) * x, (1 - c) * y, (1 - c) * z
R = np.array([[cx * x + c, cy * x - z * s, cz * x + y * s, 0],
[cx * y + z * s, cy * y + c, cz * y - x * s, 0],
[cx * z - y * s, cy * z + x * s, cz * z + c, 0],
[0, 0, 0, 1]], dtype=M.dtype).T
M[...] = np.dot(M, R)
return M
def ortho(left, right, bottom, top, znear, zfar):
"""Create orthographic projection matrix
Parameters
----------
left : float
Left coordinate of the field of view.
right : float
Right coordinate of the field of view.
bottom : float
Bottom coordinate of the field of view.
top : float
Top coordinate of the field of view.
znear : float
Near coordinate of the field of view.
zfar : float
Far coordinate of the field of view.
Returns
-------
M : array
Orthographic projection matrix (4x4).
"""
assert(right != left)
assert(bottom != top)
assert(znear != zfar)
M = np.zeros((4, 4), dtype=np.float32)
M[0, 0] = +2.0 / (right - left)
M[3, 0] = -(right + left) / float(right - left)
M[1, 1] = +2.0 / (top - bottom)
M[3, 1] = -(top + bottom) / float(top - bottom)
M[2, 2] = -2.0 / (zfar - znear)
M[3, 2] = -(zfar + znear) / float(zfar - znear)
M[3, 3] = 1.0
return M
def frustum(left, right, bottom, top, znear, zfar):
"""Create view frustum
Parameters
----------
left : float
Left coordinate of the field of view.
right : float
Right coordinate of the field of view.
bottom : float
Bottom coordinate of the field of view.
top : float
Top coordinate of the field of view.
znear : float
Near coordinate of the field of view.
zfar : float
Far coordinate of the field of view.
Returns
-------
M : array
View frustum matrix (4x4).
"""
assert(right != left)
assert(bottom != top)
assert(znear != zfar)
M = np.zeros((4, 4), dtype=np.float32)
M[0, 0] = +2.0 * znear / (right - left)
M[2, 0] = (right + left) / (right - left)
M[1, 1] = +2.0 * znear / (top - bottom)
M[3, 1] = (top + bottom) / (top - bottom)
M[2, 2] = -(zfar + znear) / (zfar - znear)
M[3, 2] = -2.0 * znear * zfar / (zfar - znear)
M[2, 3] = -1.0
return M
def perspective(fovy, aspect, znear, zfar):
"""Create perspective projection matrix
Parameters
----------
fovy : float
The field of view along the y axis.
aspect : float
Aspect ratio of the view.
znear : float
Near coordinate of the field of view.
zfar : float
Far coordinate of the field of view.
Returns
-------
M : array
Perspective projection matrix (4x4).
"""
assert(znear != zfar)
h = math.tan(fovy / 360.0 * math.pi) * znear
w = h * aspect
return frustum(-w, w, -h, h, znear, zfar)
def lookAt(eye, center, up):
"""
"""
f = normalize(center - eye)
s = normalize(np.cross(f, up))
u = np.cross(s, f)
result = np.identity(4, np.float32)
result[:,0][:3] = s
result[:,1][:3] = u
result[:,2][:3] = -f
result[3][0] = -np.dot(s, eye)
result[3][1] = -np.dot(u, eye)
result[3][2] = np.dot(f, eye)
return result