gck-map-extract-objects/lib/game.py

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2021-01-28 17:41:20 +01:00
import math
class Vec2:
def __init__(self, x=0.0, y=0.0):
self.x = x
self.y = y
def __str__(self):
return "[%s,%s]" % (self.x, self.y)
class Vec3:
def __init__(self, x=0.0, y=0.0, z=0.0):
self.x = x
self.y = y
self.z = z
def __add__(self, other):
return Vec3(self.x + other.x, self.y + other.y, self.z + other.z)
def __sub__(self, other):
return self + -other
def __radd__(self, other):
return Vec3(self.x + other.x, self.y + other.y, self.z + other.z)
def __mul__(self, scalar):
return Vec3(self.x * scalar, self.y * scalar, self.z * scalar)
def __rmul__(self, scalar):
return Vec3(self.x * scalar, self.y * scalar, self.z * scalar)
def __neg__(self):
return Vec3(-self.x, -self.y, -self.z)
def __pos__(self):
return Vec3(self.x, self.y, self.z)
def __xor__(self, other):
cx = self.y * other.z - self.z * other.y
cy = self.z * other.x - self.x * other.z
cz = self.x * other.y - self.y * other.x
return Vec3(cx, cy, cz)
def cross(self, other):
return self ^ other
def normalize(self):
w = math.sqrt(self.x ** 2 + self.y ** 2 + self.z ** 2)
if w == 0:
return Vec3()
else:
return Vec3(self.x / w, self.y / w, self.z / w)
def __str__(self):
return "[%s,%s,%s]" % (self.x, self.y, self.z)
class VecRGB:
def __init__(self, r=0, g=0, b=0):
self.r = r
self.g = g
self.b = b
def __str__(self):
return "[%s,%s,%s]" % (self.r, self.g, self.b)
def cross(v1: Vec3, v2: Vec3):
return v1.cross(v2)