updated basic2d, basic3d modules
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a6211058c5
2 changed files with 25 additions and 25 deletions
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@ -220,7 +220,7 @@ proc rotate*(angle:float,axis:TVector3d):TMatrix3d {.noInit.}=
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var normax=axis
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if not normax.tryNormalize: #simplifies matrix computation below a lot
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raise newException(EDivByZero,"Cannot rotate around zero length axis")
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raise newException(DivByZeroError,"Cannot rotate around zero length axis")
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let
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cs=cos(angle)
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@ -251,7 +251,7 @@ proc rotate*(angle:float,org:TPoint3d,axis:TVector3d):TMatrix3d {.noInit.}=
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var normax=axis
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if not normax.tryNormalize: #simplifies matrix computation below a lot
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raise newException(EDivByZero,"Cannot rotate around zero length axis")
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raise newException(DivByZeroError,"Cannot rotate around zero length axis")
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let
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u=normax.x
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@ -348,7 +348,7 @@ proc mirror*(planeperp:TVector3d):TMatrix3d {.noInit.}=
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# https://en.wikipedia.org/wiki/Transformation_matrix
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var n=planeperp
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if not n.tryNormalize:
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raise newException(EDivByZero,"Cannot mirror over a plane with a zero length normal")
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raise newException(DivByZeroError,"Cannot mirror over a plane with a zero length normal")
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let
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a=n.x
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@ -375,7 +375,7 @@ proc mirror*(org:TPoint3d,planeperp:TVector3d):TMatrix3d {.noInit.}=
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# With some fiddling this becomes reasonably simple:
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var n=planeperp
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if not n.tryNormalize:
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raise newException(EDivByZero,"Cannot mirror over a plane with a zero length normal")
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raise newException(DivByZeroError,"Cannot mirror over a plane with a zero length normal")
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let
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a=n.x
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@ -448,7 +448,7 @@ proc inverse*(m:TMatrix3d):TMatrix3d {.noInit.}=
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O19=m.bx*m.cy-m.by*m.cx
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if det==0.0:
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raise newException(EDivByZero,"Cannot normalize zero length vector")
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raise newException(DivByZeroError,"Cannot normalize zero length vector")
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result.setElements(
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(m.bw*O4+m.by*O3-m.bz*O2)/det , (-m.aw*O4-m.ay*O3+m.az*O2)/det,
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@ -537,7 +537,7 @@ proc apply*(m:TMatrix3d, x,y,z:var float, translate=false)=
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# ***************************************
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# TVector3d implementation
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# ***************************************
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proc Vector3d*(x,y,z:float):TVector3d=
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proc vector3d*(x,y,z:float):TVector3d=
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result.x=x
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result.y=y
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result.z=z
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@ -559,7 +559,7 @@ proc `len=`*(v:var TVector3d,newlen:float) {.noInit.} =
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v.z=0.0
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return
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if fac==inf or fac==neginf:
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if fac==Inf or fac==NegInf:
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#to short for float accuracy
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#do as good as possible:
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v.x=newlen
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@ -670,7 +670,7 @@ proc normalize*(v:var TVector3d) {.inline.}=
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## Modifies `v` to have a length of 1.0, keeping its angle.
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## If `v` has zero length, an EDivByZero will be raised.
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if not tryNormalize(v):
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raise newException(EDivByZero,"Cannot normalize zero length vector")
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raise newException(DivByZeroError,"Cannot normalize zero length vector")
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proc rotate*(vec:var TVector3d,angle:float,axis:TVector3d)=
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## Rotates `vec` in place, with `angle` radians over `axis`, which passes
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@ -681,7 +681,7 @@ proc rotate*(vec:var TVector3d,angle:float,axis:TVector3d)=
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var normax=axis
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if not normax.tryNormalize:
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raise newException(EDivByZero,"Cannot rotate around zero length axis")
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raise newException(DivByZeroError,"Cannot rotate around zero length axis")
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let
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cs=cos(angle)
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@ -842,9 +842,9 @@ proc bisect*(v1,v2:TVector3d):TVector3d {.noInit.}=
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# there are actually inifinitely many bisectors, we select just
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# one of them.
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result=v1.cross(XAXIS)
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if result.sqrlen<1.0e-9:
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if result.sqrLen<1.0e-9:
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result=v1.cross(YAXIS)
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if result.sqrlen<1.0e-9:
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if result.sqrLen<1.0e-9:
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result=v1.cross(ZAXIS) # now we should be guaranteed to have succeeded
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result.normalize
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@ -853,7 +853,7 @@ proc bisect*(v1,v2:TVector3d):TVector3d {.noInit.}=
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# ***************************************
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# TPoint3d implementation
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# ***************************************
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proc Point3d*(x,y,z:float):TPoint3d=
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proc point3d*(x,y,z:float):TPoint3d=
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result.x=x
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result.y=y
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result.z=z
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