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new angle and angle_rad property in vector2 #3222

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2 changes: 2 additions & 0 deletions buildconfig/stubs/pygame/math.pyi
Original file line number Diff line number Diff line change
Expand Up @@ -221,6 +221,8 @@ class Vector2(_GenericVector):
xy: Vector2
yx: Vector2
yy: Vector2
angle: float
angle_rad: float
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Suggested change
angle: float
angle_rad: float
@property
def angle(self) -> float: ...
@property
def angle_rad(self) -> float: ...

These are properties and they are read-only.

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@property doesn't say that it's a read-only attribute, right ?

@overload
def __init__(
self: _TVec,
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17 changes: 17 additions & 0 deletions docs/reST/ref/math.rst
Original file line number Diff line number Diff line change
Expand Up @@ -616,6 +616,23 @@ Multiple coordinates can be set using slices or swizzling
find that either the margin is too large or too small, in which case changing ``epsilon`` slightly
might help you out.

.. attribute:: angle

| :sl:`Gives the angle of the vector in degrees, relative to the X-axis, normalized to the interval (-180, 180].`

Read-only attribute representing the angle of the vector in degrees relative to the X-axis. This angle is normalized to
the interval (-180, 180].
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My mistake, the interval is actually inclusive of -180. So, [-180, 180]


Usage: Accessing `angle` provides the current angle of the vector in degrees within the specified range.
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Reword "specified range". The word 'specified' implies that the user provides it.


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need to document versionadded e.g.

.. versionadded:: 2.5.x

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Should this be .. versionadded:: 2.5.3 ? I'm not sure about which version I should put.

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Should this be .. versionadded:: 2.5.3 ? I'm not sure about which version I should put.

yes 👍

.. attribute:: angle_rad

| :sl:`Gives the angle of the vector in radians, relative to the X-axis, normalized to the interval (-π, π].`

Read-only attribute representing the angle of the vector in radians relative to the X-axis. This value is equivalent
to the `angle` attribute converted to radians and is normalized to the interval (-π, π].

Usage: Accessing `angle_rad` provides the current angle of the vector in radians within the specified range.

.. ## pygame.math.Vector2 ##

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2 changes: 2 additions & 0 deletions src_c/doc/math_doc.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,8 @@
#define DOC_MATH_VECTOR2_CLAMPMAGNITUDEIP "clamp_magnitude_ip(max_length, /) -> None\nclamp_magnitude_ip(min_length, max_length, /) -> None\nClamps the vector's magnitude between max_length and min_length"
#define DOC_MATH_VECTOR2_UPDATE "update() -> None\nupdate(int) -> None\nupdate(float) -> None\nupdate(Vector2) -> None\nupdate(x, y) -> None\nupdate((x, y)) -> None\nSets the coordinates of the vector."
#define DOC_MATH_VECTOR2_EPSILON "Determines the tolerance of vector calculations."
#define DOC_MATH_VECTOR2_ANGLE "Gives the angle of the vector in degrees, relative to the X-axis, normalized to the interval (-180, 180]."
#define DOC_MATH_VECTOR2_ANGLERAD "Gives the angle of the vector in radians, relative to the X-axis, normalized to the interval (-π, π]."
#define DOC_MATH_VECTOR3 "Vector3() -> Vector3(0, 0, 0)\nVector3(int) -> Vector3\nVector3(float) -> Vector3\nVector3(Vector3) -> Vector3\nVector3(x, y, z) -> Vector3\nVector3((x, y, z)) -> Vector3\na 3-Dimensional Vector"
#define DOC_MATH_VECTOR3_DOT "dot(Vector3, /) -> float\ncalculates the dot- or scalar-product with the other vector"
#define DOC_MATH_VECTOR3_CROSS "cross(Vector3, /) -> Vector3\ncalculates the cross- or vector-product"
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59 changes: 58 additions & 1 deletion src_c/math.c
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,9 @@

#define TWO_PI (2. * M_PI)

#define RAD_TO_DEG (180.0 / M_PI)
#define DEG_TO_RAD (M_PI / 180.0)

#ifndef M_PI_2
#define M_PI_2 (M_PI / 2.0)
#endif /* M_PI_2 */
Expand Down Expand Up @@ -142,7 +145,6 @@ _vector_coords_from_string(PyObject *str, char **delimiter, double *coords,
static void
_vector_move_towards_helper(Py_ssize_t dim, double *origin_coords,
double *target_coords, double max_distance);

/* generic vector functions */
static PyObject *
pgVector_NEW(Py_ssize_t dim);
Expand Down Expand Up @@ -202,6 +204,10 @@ vector_sety(pgVector *self, PyObject *value, void *closure);
static int
vector_setz(pgVector *self, PyObject *value, void *closure);
static PyObject *
vector_get_angle(pgVector *self, void *closure);
static PyObject *
vector_get_angle_rad(pgVector *self, void *closure);
static PyObject *
vector_richcompare(PyObject *o1, PyObject *o2, int op);
static PyObject *
vector_length(pgVector *self, PyObject *args);
Expand Down Expand Up @@ -1269,6 +1275,54 @@ vector_setz(pgVector *self, PyObject *value, void *closure)
return vector_set_component(self, value, 2);
}

static PyObject *
vector_get_angle(pgVector *self, void *closure)
{
PyObject *angle_obj = vector_get_angle_rad(self, closure);
double angle_rad = PyFloat_AsDouble(angle_obj);
double angle_deg = angle_rad * RAD_TO_DEG;

if (angle_deg > 180.0) {
angle_deg -= 360.0;
}
else if (angle_deg <= -180.0) {
angle_deg += 360.0;
}
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Seems unnecessary. The radians is within [-pi, pi], so the degrees will be within [-180, 180].


return PyFloat_FromDouble(angle_deg);
}

static PyObject *
vector_get_angle_rad(pgVector *self, void *closure)
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Just reuse the function you already have instead of writing the same code twice. Since you already got the output in a form you like, just convert it from degrees to radians

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I would suggest creating a helper function _pg_atan2 that takes doubles and returns double. That way, one doesn't have to convert back to double and then to pyobject when doing more operations on it.

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Where I should make the documentations for _pg_atan2 ?

{
pgVector *vec = self;
double x = vec->coords[0];
double y = vec->coords[1];

if (Py_IS_NAN(x) || Py_IS_NAN(y)) {
return PyFloat_FromDouble(Py_NAN);
}

if (Py_IS_INFINITY(y)) {
if (Py_IS_INFINITY(x)) {
if (copysign(1., x) == 1.)
return PyFloat_FromDouble(copysign(0.25 * Py_MATH_PI, y));
else
return PyFloat_FromDouble(copysign(0.75 * Py_MATH_PI, y));
}
return PyFloat_FromDouble(copysign(0.5 * Py_MATH_PI, y));
}

if (Py_IS_INFINITY(x) || y == 0.) {
if (copysign(1., x) == 1.)
return PyFloat_FromDouble(copysign(0., y));
else
return PyFloat_FromDouble(copysign(Py_MATH_PI, y));
}

return PyFloat_FromDouble(atan2(y, x));
}

static PyObject *
vector_richcompare(PyObject *o1, PyObject *o2, int op)
{
Expand Down Expand Up @@ -2585,6 +2639,9 @@ static PyMethodDef vector2_methods[] = {
static PyGetSetDef vector2_getsets[] = {
{"x", (getter)vector_getx, (setter)vector_setx, NULL, NULL},
{"y", (getter)vector_gety, (setter)vector_sety, NULL, NULL},
{"angle", (getter)vector_get_angle, NULL, DOC_MATH_VECTOR2_ANGLE, NULL},
{"angle_rad", (getter)vector_get_angle_rad, NULL,
DOC_MATH_VECTOR2_ANGLERAD, NULL},
{NULL, 0, NULL, NULL, NULL} /* Sentinel */
};

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98 changes: 98 additions & 0 deletions test/math_test.py
Original file line number Diff line number Diff line change
Expand Up @@ -1363,6 +1363,104 @@ def test_del_y(self):
exception = ctx.exception
self.assertEqual(str(exception), "Cannot delete the y attribute")

def test_angle_rad_property(self):
v0 = Vector2(1, 0)
self.assertEqual(v0.angle_rad, 0.0)

v1 = Vector2(0, 1)
self.assertEqual(v1.angle_rad, math.pi / 2)

v2 = Vector2(-1, 0)
self.assertEqual(v2.angle_rad, math.pi)

v3 = Vector2(0, -1)
self.assertEqual(v3.angle_rad, -math.pi / 2)

v4 = Vector2(1, 1)
self.assertEqual(v4.angle_rad, math.pi / 4)

v5 = Vector2(-1, 1)
self.assertEqual(v5.angle_rad, 3 * math.pi / 4)

v6 = Vector2(-1, -1)
self.assertEqual(v6.angle_rad, -3 * math.pi / 4)

v7 = Vector2(1, -1)
self.assertEqual(v7.angle_rad, -math.pi / 4)

v8 = Vector2(float('inf'), float('inf'))
self.assertEqual(v8.angle_rad, math.pi / 4)

v9 = Vector2(float('-inf'), float('inf'))
self.assertEqual(v9.angle_rad, 3 * math.pi / 4)

v10 = Vector2(float('-inf'), float('-inf'))
self.assertEqual(v10.angle_rad, -3 * math.pi / 4)

v11 = Vector2(float('inf'), float('-inf'))
self.assertEqual(v11.angle_rad, -math.pi / 4)

v12 = Vector2(0, 0)
self.assertEqual(v12.angle_rad, 0.0)

v13 = Vector2(float('nan'), 1)
self.assertTrue(math.isnan(v13.angle_rad))

v14 = Vector2(1, float('nan'))
self.assertTrue(math.isnan(v14.angle_rad))

v15 = Vector2(float('nan'), float('nan'))
self.assertTrue(math.isnan(v15.angle_rad))

def test_angle_property(self):
v0 = pygame.math.Vector2(1, 0)
self.assertEqual(v0.angle, 0.0)

v1 = pygame.math.Vector2(0, 1)
self.assertEqual(v1.angle, 90.0)

v2 = pygame.math.Vector2(-1, 0)
self.assertEqual(v2.angle, 180.0)

v3 = pygame.math.Vector2(0, -1)
self.assertEqual(v3.angle, -90.0)

v4 = pygame.math.Vector2(1, 1)
self.assertEqual(v4.angle, 45.0)

v5 = pygame.math.Vector2(-1, 1)
self.assertEqual(v5.angle, 135.0)

v6 = pygame.math.Vector2(-1, -1)
self.assertEqual(v6.angle, -135.0)

v7 = pygame.math.Vector2(1, -1)
self.assertEqual(v7.angle, -45.0)

v8 = pygame.math.Vector2(float('inf'), float('inf'))
self.assertEqual(v8.angle, 45.0)

v9 = pygame.math.Vector2(float('-inf'), float('inf'))
self.assertEqual(v9.angle, 135.0)

v10 = pygame.math.Vector2(float('-inf'), float('-inf'))
self.assertEqual(v10.angle, -135.0)

v11 = pygame.math.Vector2(float('inf'), float('-inf'))
self.assertEqual(v11.angle, -45.0)

v12 = pygame.math.Vector2(0, 0)
self.assertEqual(v12.angle, 0.0)

v13 = pygame.math.Vector2(float('nan'), 1)
self.assertTrue(math.isnan(v13.angle))

v14 = pygame.math.Vector2(1, float('nan'))
self.assertTrue(math.isnan(v14.angle))

v15 = pygame.math.Vector2(float('nan'), float('nan'))
self.assertTrue(math.isnan(v15.angle))


class Vector3TypeTest(unittest.TestCase):
def setUp(self):
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