luanti-network-api-client/miney/vector.py

66 lines
1.6 KiB
Python
Raw Normal View History

2024-12-07 01:17:53 +03:00
# https://github.com/kirill-belousov/vector3d/blob/master/vector3d/point.py
from math import sqrt, acos, degrees
class Vector:
x = float()
y = float()
z = float()
def __init__(self, x: float = 0, y: float = 0, z: float = 0):
self.x = x
self.y = y
self.z = z
def __eq__(self, other):
if self.x == other.x and self.y == other.y and self.z == other.z:
return True
else:
return False
def __len__(self):
return int(self.length())
def __add__(self, o):
return Vector((self.x + o.x), (self.y + o.y), (self.z + o.z))
def __sub__(self, o):
return Vector((self.x - o.x), (self.y - o.y), (self.z - o.z))
def __mul__(self, o):
return (self.x * o.x) + (self.y * o.y) + (self.z * o.z)
def __iadd__(self, o):
self.x += o.x
self.y += o.y
self.z += o.z
return self
def __isub__(self, o):
self.x -= o.x
self.y -= o.y
self.z -= o.z
return self
def __neg__(self):
return Vector(-self.x, -self.y, -self.z)
def length(self):
return sqrt((self.x * self.x) + (self.y * self.y) + (self.z * self.z))
def normalize(self):
return Vector((self.x / self.length()), (self.y / self.length()), (self.z / self.length()))
def angle(a, b):
m = a.x * b.x + a.y * b.y + a.z * b.z
return degrees(acos(m / (a.length() * b.length())))
def horizontal_angle(a, b):
return angle(Vector(a.x, a.y, 0), Vector(b.x, b.y, 0))
def vertical_angle(a, b):
return angle(Vector(0, a.y, a.z), Vector(0, b.y, b.z))