Hi,
a quick update.
as of rev. 2701 all build bots successfully build and test again (1).
In addition to the fixes that were required to make py3k work I removed the
iterator version of slerp/lerp and replaced it with a parameterized version
as suggested by Patrick Mullen and Casey Duncan.
I
To start with, it is great to see follow-through on this, it will be a
great, long overdue, addition to the pygame api.
One thing I notice is that the main vector data structure contains a
pointer to the actual coordinates. Other structures just contain the
coordinates in an inline array
I agree, I think an iterator api is not flexible enough alone, and if
provided, should be in addition to one that takes an arbitrary t.
-Casey
On Nov 14, 2009, at 3:59 PM, Patrick Mullen wrote:
I think there are many cases where one might want, say, the halfway
rotated quat between two, or
On Mon, Nov 16, 2009 at 6:10 PM, Casey Duncan ca...@pandora.com wrote:
To start with, it is great to see follow-through on this, it will be a
great, long overdue, addition to the pygame api.
One thing I notice is that the main vector data structure contains a pointer
to the actual
Hi,
first of all thanks for the feedback.
second I just merged the branch with the trunk. I hope I didn't mess anything
up (my merging experience is *very* limited).
I also implemented the generic math function René suggested.
René Dudfield wrote:
On Mon, Nov 16, 2009 at 6:10 PM, Casey Duncan
Hi,
Casey Duncan wrote:
I agree, I think an iterator api is not flexible enough alone, and if
provided, should be in addition to one that takes an arbitrary t.
-Casey
On Nov 14, 2009, at 3:59 PM, Patrick Mullen wrote:
I think there are many cases where one might want, say, the halfway
On Nov 16, 2009, at 1:15 PM, Lorenz Quack wrote:
The reason I allocated the memory dynamically is that I didn't want
to waste the
2*sizeof(double) on Vector2 instances. but maybe we don't have to be
that cheep
in this day and age. especially if we can gain some speed. Another
consideration
Lorenz Quack wrote:
Also, what would be a use case for non-square matrices?
Mapping coordinates in R^3 to coordinates in R^2 can be readily
accomplished with a 2x3 matrix. To generalize, an m x n matrix can be
used to linearly transform R^n -- R^m.
Jeff Cagle
Hi,
sweet :) Nice work.
Feel free to merge it into the trunk. It'll be easier for other
people to try it out(binaries, and other things hooked up with trunk),
and you can also use the build bot to check for errors on other
platforms(like compilation/testing).
Sorry, I haven't had a chance to
Hi René,
René Dudfield wrote:
Feel free to merge it into the trunk. It'll be easier for other
people to try it out(binaries, and other things hooked up with trunk),
and you can also use the build bot to check for errors on other
platforms(like compilation/testing).
Ok. I'll see if I can make
I think there are many cases where one might want, say, the halfway
rotated quat between two, or due to varying framerates with things
like network code, (or even just for animation purposes) you might
want to have varying rates, or skip to a different t value. I don't
see how an iterator would be
Hi List,
I just wanted to give you a short summery of the development in the math branch.
The goal of the math branch is the inclusion of several math related types
like vectors, matrices and quaternions.
Right now I consider the implementation of vectors in 2 and 3 dimensions as
feature
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