docs / clenup (no functional code changes)

- added API examples for mathutils.Color/Euler/Quaternion/Matrix.
- corrected own bad spelling matricies --> matrices.
- minor pep8 edits.
- update CMake ignore file list.
This commit is contained in:
2011-10-17 02:20:53 +00:00
parent 8fae0c6d7e
commit 67c15da97d
11 changed files with 123 additions and 12 deletions

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@@ -0,0 +1,30 @@
import mathutils
# color values are represented as RGB values from 0 - 1, this is blue
col = mathutils.Color((0.0, 0.0, 1.0))
# as well as r/g/b attribute access you can adjust them by h/s/v
col.s *= 0.5
# you can access its components by attribute or index
print("Color R:", col.r)
print("Color G:", col[1])
print("Color B:", col[-1])
print("Color HSV: %.2f, %.2f, %.2f", col[:])
# components of an existing color can be set
col[:] = 0.0, 0.5, 1.0
# components of an existing color can use slice notation to get a tuple
print("Values: %f, %f, %f" % col[:])
# colors can be added and subtracted
col += mathutils.Color((0.25, 0.0, 0.0))
# Color can be multiplied, in this example color is scaled to 0-255
# can printed as integers
print("Color: %d, %d, %d" % (col * 255.0)[:])
# This example prints the color as hexidecimal
print("Hexidecimal: %.2x%.2x%.2x" % (col * 255.0)[:])

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@@ -1,3 +1,32 @@
import mathutils
import math
# todo
# create a new euler with default axis rotation order
eul = mathutils.Euler((0.0, math.radians(45.0), 0.0), 'XYZ')
# rotate the euler
eul.rotate_axis(math.radians(10.0), 'Z')
# you can access its components by attribute or index
print("Euler X", eul.x)
print("Euler Y", eul[1])
print("Euler Z", eul[-1])
# components of an existing euler can be set
eul[:] = 1.0, 2.0, 3.0
# components of an existing euler can use slice notation to get a tuple
print("Values: %f, %f, %f" % eul[:])
# the order can be set at any time too
eul.order = 'ZYX'
# eulers can be used to rotate vectors
vec = mathutils.Vector((0.0, 0.0, 1.0))
vec.rotate(eul)
# often its useful to convert the euler into a matrix so it can be used as
# transformations with more flexibility
mat_rot = eul.to_matrix()
mat_loc = mathutils.Matrix.Translation((2.0, 3.0, 4.0))
mat = mat_loc * mat_rot.to_4x4()

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@@ -1,3 +1,28 @@
import mathutils
import math
# todo
# create a location matrix
mat_loc = mathutils.Matrix.Translation((2.0, 3.0, 4.0))
# create an identitiy matrix
mat_sca = mathutils.Matrix.Scale(0.5, 4, (0.0, 0.0, 1.0))
# create a rotation matrix
mat_rot = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'X')
# combine transformations
mat_out = mat_loc * mat_rot * mat_sca
print(mat_out)
# extract components back out of the matrix
loc, rot, sca = mat_out.decompose()
print(loc, rot, sca)
# it can also be useful to access components of a matrix directly
mat = mathutils.Matrix()
mat[0][0], mat[1][0], mat[2][0] = 0.0, 1.0, 2.0
mat[0][0:3] = 0.0, 1.0, 2.0
# each item in a matrix is a vector so vector utility functions can be used
mat[0].xyz = 0.0, 1.0, 2.0

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@@ -1,3 +1,23 @@
import mathutils
import math
# todo
# a new rotation 90 degrees about the Y axis
quat_a = mathutils.Quaternion((0.7071068, 0.0, 0.7071068, 0.0))
# passing values to Quaternion's directly can be confusing so axis, angle
# is supported for initializing too
quat_b = mathutils.Quaternion((0.0, 1.0, 0.0), math.radians(90.0))
print("Check quaternions match", quat_a == quat_b)
# like matrices, quaternions can be multiplied to accumulate rotational values
quat_a = mathutils.Quaternion((0.0, 1.0, 0.0), math.radians(90.0))
quat_b = mathutils.Quaternion((0.0, 0.0, 1.0), math.radians(45.0))
quat_out = quat_a * quat_b
# print the quat, euler degrees for mear mortals and (axis, angle)
print("Final Rotation:")
print(quat_out)
print("%.2f, %.2f, %.2f" % tuple(math.degrees(a) for a in quat_out.to_euler()))
print("(%.2f, %.2f, %.2f), %.2f" % (quat_out.axis[:] +
(math.degrees(quat_out.angle), )))

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@@ -106,7 +106,7 @@ There are also methods to access the current :class:`bge.types.KX_Scene`
Matricies as used by the game engine are **row major**
``matrix[row][col] = float``
:class:`bge.types.KX_Camera` has some examples using matricies.
:class:`bge.types.KX_Camera` has some examples using matrices.
*********
Variables