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 review it much. Hopefully will get a
chance to have a play, and a read of the code later this weekend some
time.
ps, here's the svn link for anyone else who would like to read over it
http://www.seul.org/viewcvs/viewcvs.cgi/branches/math_module/?root=PyGame&sortby=date
The (s)lerp idea with the iterator seems a good one. I've been
thinking about doing something like that with line drawing
functions... that instead of drawing return the (x,y) coords of where
it would draw pixels. I wonder if it still might be useful to let
people supply a t argument, just because people are used to it...
However, they could just supply one step.
Having them share implementations is probably a good thing to reduce
the complexity of the code.
I guess there is going to be a 4 element quaternion? What about a
Vector4? Which matrix sizes are you thinking of doing? I guess 3x3,
3x4 and 4x4? Or just 4x4?
I noticed one commit log said there was trouble with the buffer
interface? Is this part still a trouble?
Functions like vector_elementwiseproxy_mul,
vector_elementwiseproxy_sub etc, could probably share a lot of code,
and then for the different part use a switch statement to do the
different function. Something like this:
static PyObject *
vector_elementwiseproxy_mul(PyObject *o1, PyObject *o2) {
return vector_elementwiseproxy_generic(o1, o2, VECT_OPS_MUL);
}
Where the vector_elementwiseproxy_generic function would have the
switch statement on the various flags passed in.
cheers,
On Thu, Nov 12, 2009 at 10:31 AM, <don@xxxxxxxxxxxxxxxxx> wrote:
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 complete.
What this means is that I can't think of more functionality that I
want to
implement and all methods pass their unit tests.
I encourage everyone interested to take a look and make suggestions
if they
find functionality missing.
The current version is not written for maximum performance.
For example Vector2 and Vector3 share many functions so no
dimension specific
optimizations are implemented. So the current implementation should
be
considered a baseline for future optimizations.
To gauge future improvements I intend to write a rudimentary
performance
benchmark.
I don't consider the API to be set in stone. Especially concerning
mutability. Currently vectors are mutable.
If however it turns out that there is no significant performance
hit in
making them immutable I tend to do so.
Obviously this will only happen once I have some performance results.
After that Matrices will be up next.
thanks for your time and suggestions.
//Lorenz
PS: I feel that I should briefly comment on the slerp() method.
I did not follow the default implementation that seems to be
prevalent on
the Internet. There you repeatedly call the slerp method with a
varying
parameter t. I felt this is unpythonic. In my implementation you
pass the
number of steps you want into the method which then returns an
iterator
yielding the interpolating vectors. Same applies to the lerp()
method.
Also the algorithm for slerp() is a bit different as to support
interpolation to a vector of different length.