Re: 2D vector graphics Problem

2005-05-30 Thread Fredrik Lundh
Scott David Daniels wrote:

 Your equation for y uses the new x, not the old x.  Be more free with
 names.  Here's one way to write it:

 class ...
 def rotate(self, angle):
 '''Rotate point angle radians around relPoint'''
 x, y = self.coords
 xRel, yRel = self.relPoint
 sin, cos = math.sin(angle), math.cos(angle)
 newx = x * cos - y * sin - xRel * cos + yRel * sin + xRel
 newy = x * sin + y * cos - xRel * sin - yRel * cos + yRel
 self.coords = newx, newy

and here's another one:

http://online.effbot.org/2004_09_01_archive.htm#tkinter-complex

/F 



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2D vector graphics Problem

2005-05-29 Thread Karl Max
Hi all,

I'm new here. Name's Max from tuscany, and I don't speak english very well 
:-) I am not veteran at coding, I am most like an artisan coder since 
commodore 64 times.

Now the problem:
I would like to have a little 2d engine to calculate and trace segments and 
poly's and their collisions, rotations and trasformations. I didn't 
understand too much in tutorials (you're all high school coders, well 
informed in maths and programming theory!!! :-))) so I took my old school 
books on Cartesian space and had a refresh. Proceeding in this not too 
optimized way of coding my needs, I took down some generic classes to 
describe primitive objects in space (vertexes, segments, poly's etc...).

Now I try to make a point rotate around another point.
Here's my piece of code:

def rotate(self, w):
 # This method belongs to the class Vertex
 # w = angle expressed in radiants
 x, y = self.coords
 xRel, yRel = self.relPoint # The rotation should be relative to this
 sin, cos = math.sin(w), math.cos(w)
 x = x * cos - y * sin - xRel * cos + yRel * sin + xRel
 y = x * sin + y * cos - xRel * sin - yRel * cos + yRel
 self.coords = (x,y)

I know the style isn't professional, and if you should have some piece of 
advice, you're welcome... but that's not the question.
When I render it graphically, using pygame 1.6, the point tends to fall 
towards the center of rotation round after round. I mean if I have a loop 
rotating the point by a fixed angle, the point is like attracted by the 
center every round it does, like in a vortex.
I think it depends from float representation inside python, but I have no 
clear idea about how to resolve it. Maybe should I use Decimal module? Or is 
there any trick on this subject (2D vector graphics?) that I can't even 
imagine?
Thanks you all,
 Max 


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Re: 2D vector graphics Problem

2005-05-29 Thread Scott David Daniels
Karl Max wrote:
 def rotate(self, w):
  # This method belongs to the class Vertex
  # w = angle expressed in radiants
  x, y = self.coords
  xRel, yRel = self.relPoint # The rotation should be relative to this
  sin, cos = math.sin(w), math.cos(w)
  x = x * cos - y * sin - xRel * cos + yRel * sin + xRel
  y = x * sin + y * cos - xRel * sin - yRel * cos + yRel
  self.coords = (x,y)

Your equation for y uses the new x, not the old x.  Be more free with
names.  Here's one way to write it:

class ...
 def rotate(self, angle):
 '''Rotate point angle radians around relPoint'''
 x, y = self.coords
 xRel, yRel = self.relPoint
 sin, cos = math.sin(angle), math.cos(angle)
 newx = x * cos - y * sin - xRel * cos + yRel * sin + xRel
 newy = x * sin + y * cos - xRel * sin - yRel * cos + yRel
 self.coords = newx, newy

If you define a testcase or two, you can catch things like this early.


test = Point(1, 1)
test.rotate(math.pi / 2)
x, y = test.coords
assert (x - -1) ** 2 + (y - 1) ** 2  .1


--Scott David Daniels
[EMAIL PROTECTED]
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Re: 2D vector graphics Problem

2005-05-29 Thread Karl Max

Scott David Daniels [EMAIL PROTECTED] ha scritto nel messaggio 
news:[EMAIL PROTECTED]
  x = x * cos - y * sin - xRel * cos + yRel * sin + xRel
  y = x * sin + y * cos - xRel * sin - yRel * cos + yRel
  self.coords = (x,y)

 Your equation for y uses the new x, not the old x.

De hi hi ho. I must sleep some more hours at night... ;-)
Be more free with names.

Well, I often report book formulas, and forget renaming variables to more 
comprehensive language. Thank you for your help.

Max 


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Re: 2D vector graphics Problem

2005-05-29 Thread Scott David Daniels
Karl Max wrote:
 Scott David Daniels [EMAIL PROTECTED] ha scritto nel messaggio 
... Your equation for y uses the new x, not the old x
 De hi hi ho. I must sleep some more hours at night... ;-)
Be more free with names.
 
 Well, I often report book formulas, and forget renaming variables to more 
 comprehensive language. Thank you for your help.

I was trying to give you a couple of ways to avoid similar problems in
the future.  The way to get better at programming is to:
Figure out why you made the mistake.
See if you can change the way you work to prevent such problems.
If you can't prevent the problems:
Try to make the problem rare.
Try to catch the problems early.

It's not so much that I want you to do it my way; I was just suggesting
a couple of ways to improve your own process.

--Scott David Daniels
[EMAIL PROTECTED]
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