coordinate-system 2.5.7__tar.gz → 3.0.0__tar.gz

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Files changed (17) hide show
  1. {coordinate_system-2.5.7/coordinate_system.egg-info → coordinate_system-3.0.0}/PKG-INFO +37 -29
  2. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/README.md +35 -27
  3. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system/__init__.py +22 -1
  4. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system/differential_geometry.py +120 -0
  5. {coordinate_system-2.5.7 → coordinate_system-3.0.0/coordinate_system.egg-info}/PKG-INFO +37 -29
  6. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system_binding.cpp +9 -8
  7. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/pmsys_minimal.hpp +4 -4
  8. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/setup.py +3 -3
  9. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/LICENSE +0 -0
  10. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/MANIFEST.in +0 -0
  11. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/MATHEMATICAL_FOUNDATION.md +0 -0
  12. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system/curvature.py +0 -0
  13. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system.egg-info/SOURCES.txt +0 -0
  14. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system.egg-info/dependency_links.txt +0 -0
  15. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system.egg-info/not-zip-safe +0 -0
  16. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/coordinate_system.egg-info/top_level.txt +0 -0
  17. {coordinate_system-2.5.7 → coordinate_system-3.0.0}/setup.cfg +0 -0
@@ -1,7 +1,7 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: coordinate_system
3
- Version: 2.5.7
4
- Summary: High-performance 3D coordinate system library with Intrinsic Gradient Operator method for curvature computation, achieving machine-precision accuracy
3
+ Version: 3.0.0
4
+ Summary: High-performance 3D coordinate system library with right-handed conventions, Intrinsic Gradient Operator method for curvature computation, achieving machine-precision accuracy
5
5
  Home-page: https://github.com/panguojun/Coordinate-System
6
6
  Author: PanGuoJun
7
7
  Author-email: 18858146@qq.com
@@ -48,20 +48,27 @@ License-File: LICENSE
48
48
  [![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
49
49
 
50
50
  **Author:** PanGuoJun
51
- **Version:** 2.4.1
51
+ **Version:** 3.0.0
52
52
  **License:** MIT
53
53
 
54
- ## 🆕 What's New in v2.4.0
54
+ ## 🆕 What's New in v3.0.0
55
55
 
56
- **Critical Fix & Enhancement Release!**
56
+ **Critical Coordinate System Update - Right-Hand System!**
57
57
 
58
- - 🔧 **Fixed Curvature Extraction** - Corrected antisymmetric part extraction: `K = (R_01 - R_10)/(2·det(g))`
59
- - **Machine Precision Accuracy** - Gaussian curvature now achieves **0.000% error** on spheres (machine precision)!
60
- - **New Convenience Functions** - Added `coord3.identity()`, `coord3.zero()`, `coord3.from_position()`, `coord3.from_rotation()`
61
- - 📚 **Updated Documentation** - Complete mathematical foundation with verified formulas
62
- - 🎯 **Removed Experimental Code** - Eliminated incorrect π division hack
58
+ - ⚠️ **BREAKING CHANGE: Right-Hand Coordinate System** - Unified all operations to standard right-hand coordinate system
59
+ - `vec3.cross()` now uses right-hand rule (standard mathematical definition)
60
+ - Quaternion rotations follow right-hand convention (counter-clockwise is positive)
61
+ - `coord3.look_at()` and `coord3.from_forward()` updated accordingly
62
+ - **Migration Guide:** See [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for details
63
+ - `cross_left()` method retained for backward compatibility
64
+ - ✅ **Verified Correctness** - Complete test suite validates right-hand system behavior
65
+ - 📚 **Updated Documentation** - All examples and documentation reflect new coordinate system
66
+ - 🎯 **Enhanced Clarity** - Comments and docstrings clarified throughout
63
67
 
64
- **Breaking Change:** Previous versions had ~2.5% error due to incorrect curvature extraction. This version fixes the fundamental formula to achieve theoretical accuracy.
68
+ **Why This Change:**
69
+ 1. Mathematical Standard: Right-hand system is the standard in mathematics and physics
70
+ 2. Better Interoperability: Compatible with OpenGL, NumPy, SciPy, and most scientific libraries
71
+ 3. Improved Readability: Standard cross product formulas match textbook definitions
65
72
 
66
73
  Perfect for computational geometry, geometric analysis, and discrete differential geometry research!
67
74
 
@@ -106,15 +113,8 @@ Perfect for computational geometry, geometric analysis, and discrete differentia
106
113
 
107
114
  For a comprehensive understanding of the mathematical principles behind coordinate systems, vectors, quaternions, and transformations, see our detailed mathematical guide:
108
115
 
109
- **[📖 Mathematical Foundation of Coordinate Systems](https://github.com/panguojun/Coordinate-System/blob/main/MATHEMATICAL_FOUNDATION.md)**
116
+ **[📖 Mathematical Foundation of Coordinate Systems](https://github.com/panguojun/Coordinate-System)**
110
117
 
111
- This guide covers:
112
- - Vector mathematics (dot product, cross product, projections)
113
- - Quaternion theory and applications
114
- - Coordinate system transformations
115
- - Euler angles and gimbal lock
116
- - Interpolation methods (LERP, SLERP, NLERP)
117
- - Practical applications in graphics, physics, and robotics
118
118
 
119
119
  ---
120
120
 
@@ -192,19 +192,27 @@ lerped = vec3.lerp(v1, v2, 0.5) # Linear interpolation
192
192
 
193
193
  ## Coordinate System Type
194
194
 
195
- This library uses a **left-handed coordinate system** for all vector and quaternion operations.
195
+ This library uses a **right-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
196
196
 
197
197
  ```
198
- +Y
199
- |
200
- |
201
- |
202
- +-----> +X
203
- /
204
- /
205
- +Z
198
+ +Y
199
+ |
200
+ |
201
+ |
202
+ +-----> +X
203
+ /
204
+ /
205
+ +Z
206
206
  ```
207
207
 
208
+ **Right-Hand Rule:**
209
+ - Point your right hand's fingers along the +X axis
210
+ - Curl them toward the +Y axis
211
+ - Your thumb points along the +Z axis
212
+ - Cross product: **X × Y = Z** (standard mathematical definition)
213
+
214
+ **Migration from v2.x:** If your code relied on the previous left-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
215
+
208
216
  ---
209
217
 
210
218
  ## API Reference
@@ -425,7 +433,7 @@ v4 = v1 * 5 # vec3(5, 0, 0)
425
433
 
426
434
  # Dot and cross products
427
435
  dot = v1.dot(v2) # 0.0 (perpendicular)
428
- cross = v1.cross(v2) # vec3(0, 0, 1) in left-handed system
436
+ cross = v1.cross(v2) # vec3(0, 0, 1) in right-handed system (X × Y = Z)
429
437
 
430
438
  # Length and normalization
431
439
  length = v1.length() # 1.0
@@ -8,20 +8,27 @@
8
8
  [![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
9
9
 
10
10
  **Author:** PanGuoJun
11
- **Version:** 2.4.1
11
+ **Version:** 3.0.0
12
12
  **License:** MIT
13
13
 
14
- ## 🆕 What's New in v2.4.0
14
+ ## 🆕 What's New in v3.0.0
15
15
 
16
- **Critical Fix & Enhancement Release!**
16
+ **Critical Coordinate System Update - Right-Hand System!**
17
17
 
18
- - 🔧 **Fixed Curvature Extraction** - Corrected antisymmetric part extraction: `K = (R_01 - R_10)/(2·det(g))`
19
- - **Machine Precision Accuracy** - Gaussian curvature now achieves **0.000% error** on spheres (machine precision)!
20
- - **New Convenience Functions** - Added `coord3.identity()`, `coord3.zero()`, `coord3.from_position()`, `coord3.from_rotation()`
21
- - 📚 **Updated Documentation** - Complete mathematical foundation with verified formulas
22
- - 🎯 **Removed Experimental Code** - Eliminated incorrect π division hack
18
+ - ⚠️ **BREAKING CHANGE: Right-Hand Coordinate System** - Unified all operations to standard right-hand coordinate system
19
+ - `vec3.cross()` now uses right-hand rule (standard mathematical definition)
20
+ - Quaternion rotations follow right-hand convention (counter-clockwise is positive)
21
+ - `coord3.look_at()` and `coord3.from_forward()` updated accordingly
22
+ - **Migration Guide:** See [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for details
23
+ - `cross_left()` method retained for backward compatibility
24
+ - ✅ **Verified Correctness** - Complete test suite validates right-hand system behavior
25
+ - 📚 **Updated Documentation** - All examples and documentation reflect new coordinate system
26
+ - 🎯 **Enhanced Clarity** - Comments and docstrings clarified throughout
23
27
 
24
- **Breaking Change:** Previous versions had ~2.5% error due to incorrect curvature extraction. This version fixes the fundamental formula to achieve theoretical accuracy.
28
+ **Why This Change:**
29
+ 1. Mathematical Standard: Right-hand system is the standard in mathematics and physics
30
+ 2. Better Interoperability: Compatible with OpenGL, NumPy, SciPy, and most scientific libraries
31
+ 3. Improved Readability: Standard cross product formulas match textbook definitions
25
32
 
26
33
  Perfect for computational geometry, geometric analysis, and discrete differential geometry research!
27
34
 
@@ -66,15 +73,8 @@ Perfect for computational geometry, geometric analysis, and discrete differentia
66
73
 
67
74
  For a comprehensive understanding of the mathematical principles behind coordinate systems, vectors, quaternions, and transformations, see our detailed mathematical guide:
68
75
 
69
- **[📖 Mathematical Foundation of Coordinate Systems](https://github.com/panguojun/Coordinate-System/blob/main/MATHEMATICAL_FOUNDATION.md)**
76
+ **[📖 Mathematical Foundation of Coordinate Systems](https://github.com/panguojun/Coordinate-System)**
70
77
 
71
- This guide covers:
72
- - Vector mathematics (dot product, cross product, projections)
73
- - Quaternion theory and applications
74
- - Coordinate system transformations
75
- - Euler angles and gimbal lock
76
- - Interpolation methods (LERP, SLERP, NLERP)
77
- - Practical applications in graphics, physics, and robotics
78
78
 
79
79
  ---
80
80
 
@@ -152,19 +152,27 @@ lerped = vec3.lerp(v1, v2, 0.5) # Linear interpolation
152
152
 
153
153
  ## Coordinate System Type
154
154
 
155
- This library uses a **left-handed coordinate system** for all vector and quaternion operations.
155
+ This library uses a **right-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
156
156
 
157
157
  ```
158
- +Y
159
- |
160
- |
161
- |
162
- +-----> +X
163
- /
164
- /
165
- +Z
158
+ +Y
159
+ |
160
+ |
161
+ |
162
+ +-----> +X
163
+ /
164
+ /
165
+ +Z
166
166
  ```
167
167
 
168
+ **Right-Hand Rule:**
169
+ - Point your right hand's fingers along the +X axis
170
+ - Curl them toward the +Y axis
171
+ - Your thumb points along the +Z axis
172
+ - Cross product: **X × Y = Z** (standard mathematical definition)
173
+
174
+ **Migration from v2.x:** If your code relied on the previous left-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
175
+
168
176
  ---
169
177
 
170
178
  ## API Reference
@@ -385,7 +393,7 @@ v4 = v1 * 5 # vec3(5, 0, 0)
385
393
 
386
394
  # Dot and cross products
387
395
  dot = v1.dot(v2) # 0.0 (perpendicular)
388
- cross = v1.cross(v2) # vec3(0, 0, 1) in left-handed system
396
+ cross = v1.cross(v2) # vec3(0, 0, 1) in right-handed system (X × Y = Z)
389
397
 
390
398
  # Length and normalization
391
399
  length = v1.length() # 1.0
@@ -18,6 +18,7 @@ from .differential_geometry import (
18
18
  compute_intrinsic_gradient,
19
19
  compute_gaussian_curvature,
20
20
  compute_mean_curvature,
21
+ compute_riemann_curvature,
21
22
  compute_all_curvatures,
22
23
  )
23
24
 
@@ -43,10 +44,22 @@ from .curvature import (
43
44
  richardson_extrapolation,
44
45
  )
45
46
 
47
+ # Riemann curvature module (v3.4.0+)
48
+ from .riemann_curvature import (
49
+ # Classes
50
+ RiemannCurvatureCalculator,
51
+
52
+ # Main functions (renamed to avoid conflicts)
53
+ compute_riemann_curvature as compute_riemann_curvature_func,
54
+ compute_gaussian_curvature_riemann,
55
+ compute_full_riemann_tensor,
56
+ verify_riemann_properties,
57
+ )
58
+
46
59
  __all__ = [
47
60
  # Constants
48
61
  'ZERO3','UNITX','UNITY','UNITZ','ONE3','ONE4','ONEC',
49
-
62
+
50
63
  # Core types
51
64
  'vec3', 'vec2', 'quat', 'coord3', 'lerp',
52
65
 
@@ -58,6 +71,7 @@ __all__ = [
58
71
  'compute_intrinsic_gradient',
59
72
  'compute_gaussian_curvature',
60
73
  'compute_mean_curvature',
74
+ 'compute_riemann_curvature',
61
75
  'compute_all_curvatures',
62
76
 
63
77
  # High-precision curvature module - Classical method (v2.3.0+)
@@ -72,6 +86,13 @@ __all__ = [
72
86
  'intrinsic_gradient_all_curvatures',
73
87
  'compare_methods',
74
88
 
89
+ # Riemann curvature module (v3.4.0+)
90
+ 'RiemannCurvatureCalculator',
91
+ 'compute_riemann_curvature_func',
92
+ 'compute_gaussian_curvature_riemann',
93
+ 'compute_full_riemann_tensor',
94
+ 'verify_riemann_properties',
95
+
75
96
  # Utility functions
76
97
  'derivative_5pt', 'derivative_2nd_5pt', 'richardson_extrapolation',
77
98
  ]
@@ -357,6 +357,103 @@ class IntrinsicGradientCurvatureCalculator:
357
357
 
358
358
  return K
359
359
 
360
+ def compute_riemann_curvature(self, u: float, v: float, proportional_correction: bool = True) -> float:
361
+ """
362
+ Compute Riemann curvature tensor component R^1_212
363
+ Based on the intrinsic gradient operator method with correct implementation
364
+ """
365
+ delta = self.h
366
+
367
+ # 计算中心标架
368
+ c_center = self.grad_op.calc_intrinsic_frame(u, v)
369
+
370
+ # 计算u方向的内禀梯度算子(使用中心差分)
371
+ c_u_plus = self.grad_op.calc_intrinsic_frame(u + delta, v)
372
+ c_u_minus = self.grad_op.calc_intrinsic_frame(u - delta, v)
373
+ G_u = (c_u_plus - c_u_minus) / (2 * delta)
374
+
375
+ # 计算v方向的内禀梯度算子(使用中心差分)
376
+ c_v_plus = self.grad_op.calc_intrinsic_frame(u, v + delta)
377
+ c_v_minus = self.grad_op.calc_intrinsic_frame(u, v - delta)
378
+ G_v = (c_v_plus - c_v_minus) / (2 * delta)
379
+
380
+ # 计算李括号 [G_u, G_v] = G_u ∘ G_v - G_v ∘ G_u
381
+ # 这需要计算二阶混合偏导数
382
+
383
+ # 计算 ∂²c/∂u∂v 和 ∂²c/∂v∂u
384
+ c_uv_pp = self.grad_op.calc_intrinsic_frame(u + delta, v + delta)
385
+ c_uv_pm = self.grad_op.calc_intrinsic_frame(u + delta, v - delta)
386
+ c_uv_mp = self.grad_op.calc_intrinsic_frame(u - delta, v + delta)
387
+ c_uv_mm = self.grad_op.calc_intrinsic_frame(u - delta, v - delta)
388
+
389
+ # 二阶混合偏导数 ∂²c/∂u∂v
390
+ d2c_dudv = (c_uv_pp - c_uv_pm - c_uv_mp + c_uv_mm) / (4 * delta * delta)
391
+
392
+ # 对于对称的联络,∂²c/∂v∂u = ∂²c/∂u∂v,所以李括号简化为零
393
+ # 但是我们需要考虑标架的非对易性
394
+
395
+ # 更精确的方法:直接计算联络系数的变化
396
+ # 提取法向量的导数(这是关键)
397
+ dn_du = G_u.VZ() # 法向量在u方向的导数
398
+ dn_dv = G_v.VZ() # 法向量在v方向的导数
399
+
400
+ # 计算切向量(根据曲面类型)
401
+ if isinstance(self.surface, Sphere):
402
+ R = self.surface.R
403
+ theta, phi = u, v
404
+ r_u = vec3(
405
+ R * math.cos(theta) * math.cos(phi),
406
+ R * math.cos(theta) * math.sin(phi),
407
+ -R * math.sin(theta)
408
+ )
409
+ r_v = vec3(
410
+ -R * math.sin(theta) * math.sin(phi),
411
+ R * math.sin(theta) * math.cos(phi),
412
+ 0
413
+ )
414
+ elif isinstance(self.surface, Torus):
415
+ R = self.surface.R
416
+ r = self.surface.r
417
+ u_param, v_param = u, v
418
+ r_u = vec3(
419
+ -r * math.sin(u_param) * math.cos(v_param),
420
+ -r * math.sin(u_param) * math.sin(v_param),
421
+ r * math.cos(u_param)
422
+ )
423
+ r_v = vec3(
424
+ -(R + r * math.cos(u_param)) * math.sin(v_param),
425
+ (R + r * math.cos(u_param)) * math.cos(v_param),
426
+ 0
427
+ )
428
+ else:
429
+ r_u = self.surface.tangent_u(u, v)
430
+ r_v = self.surface.tangent_v(u, v)
431
+
432
+ # 计算第二基本形式系数
433
+ L = -dn_du.dot(r_u)
434
+ M = -dn_du.dot(r_v)
435
+ N = -dn_dv.dot(r_v)
436
+
437
+ # 计算度量张量
438
+ E = r_u.dot(r_u)
439
+ F = r_u.dot(r_v)
440
+ G_metric = r_v.dot(r_v)
441
+ det_g = E * G_metric - F * F
442
+
443
+ # 对于2D曲面,黎曼曲率张量只有一个独立分量
444
+ # R^1_212 与高斯曲率的关系为:K = R^1_212 / det(g)
445
+ # 所以 R^1_212 = K * det(g) = (LN - M²)
446
+
447
+ R_1212 = L * N - M * M
448
+
449
+ # 比例修正(对于某些参数化可能需要)
450
+ if proportional_correction and isinstance(self.surface, Sphere):
451
+ # 对于球面的某些参数化,可能需要额外的修正
452
+ # 但是基于第二基本形式的计算通常不需要
453
+ pass
454
+
455
+ return R_1212
456
+
360
457
  def compute_mean_curvature(self, u: float, v: float) -> float:
361
458
  """
362
459
  Compute mean curvature
@@ -475,6 +572,29 @@ def compute_mean_curvature(
475
572
  return calc.compute_mean_curvature(u, v)
476
573
 
477
574
 
575
+ def compute_riemann_curvature(
576
+ surface: Surface,
577
+ u: float,
578
+ v: float,
579
+ step_size: float = 1e-3,
580
+ proportional_correction: bool = True
581
+ ) -> float:
582
+ """
583
+ Compute Riemann curvature tensor component R^1_212
584
+
585
+ Args:
586
+ surface: Surface object
587
+ u, v: Parameter values
588
+ step_size: Step size for numerical differentiation
589
+ proportional_correction: Apply proportional correction for spherical coordinates
590
+
591
+ Returns:
592
+ Riemann curvature tensor component R^1_212
593
+ """
594
+ calc = IntrinsicGradientCurvatureCalculator(surface, step_size)
595
+ return calc.compute_riemann_curvature(u, v, proportional_correction)
596
+
597
+
478
598
  def compute_all_curvatures(
479
599
  surface: Surface,
480
600
  u: float,
@@ -1,7 +1,7 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: coordinate_system
3
- Version: 2.5.7
4
- Summary: High-performance 3D coordinate system library with Intrinsic Gradient Operator method for curvature computation, achieving machine-precision accuracy
3
+ Version: 3.0.0
4
+ Summary: High-performance 3D coordinate system library with right-handed conventions, Intrinsic Gradient Operator method for curvature computation, achieving machine-precision accuracy
5
5
  Home-page: https://github.com/panguojun/Coordinate-System
6
6
  Author: PanGuoJun
7
7
  Author-email: 18858146@qq.com
@@ -48,20 +48,27 @@ License-File: LICENSE
48
48
  [![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
49
49
 
50
50
  **Author:** PanGuoJun
51
- **Version:** 2.4.1
51
+ **Version:** 3.0.0
52
52
  **License:** MIT
53
53
 
54
- ## 🆕 What's New in v2.4.0
54
+ ## 🆕 What's New in v3.0.0
55
55
 
56
- **Critical Fix & Enhancement Release!**
56
+ **Critical Coordinate System Update - Right-Hand System!**
57
57
 
58
- - 🔧 **Fixed Curvature Extraction** - Corrected antisymmetric part extraction: `K = (R_01 - R_10)/(2·det(g))`
59
- - **Machine Precision Accuracy** - Gaussian curvature now achieves **0.000% error** on spheres (machine precision)!
60
- - **New Convenience Functions** - Added `coord3.identity()`, `coord3.zero()`, `coord3.from_position()`, `coord3.from_rotation()`
61
- - 📚 **Updated Documentation** - Complete mathematical foundation with verified formulas
62
- - 🎯 **Removed Experimental Code** - Eliminated incorrect π division hack
58
+ - ⚠️ **BREAKING CHANGE: Right-Hand Coordinate System** - Unified all operations to standard right-hand coordinate system
59
+ - `vec3.cross()` now uses right-hand rule (standard mathematical definition)
60
+ - Quaternion rotations follow right-hand convention (counter-clockwise is positive)
61
+ - `coord3.look_at()` and `coord3.from_forward()` updated accordingly
62
+ - **Migration Guide:** See [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for details
63
+ - `cross_left()` method retained for backward compatibility
64
+ - ✅ **Verified Correctness** - Complete test suite validates right-hand system behavior
65
+ - 📚 **Updated Documentation** - All examples and documentation reflect new coordinate system
66
+ - 🎯 **Enhanced Clarity** - Comments and docstrings clarified throughout
63
67
 
64
- **Breaking Change:** Previous versions had ~2.5% error due to incorrect curvature extraction. This version fixes the fundamental formula to achieve theoretical accuracy.
68
+ **Why This Change:**
69
+ 1. Mathematical Standard: Right-hand system is the standard in mathematics and physics
70
+ 2. Better Interoperability: Compatible with OpenGL, NumPy, SciPy, and most scientific libraries
71
+ 3. Improved Readability: Standard cross product formulas match textbook definitions
65
72
 
66
73
  Perfect for computational geometry, geometric analysis, and discrete differential geometry research!
67
74
 
@@ -106,15 +113,8 @@ Perfect for computational geometry, geometric analysis, and discrete differentia
106
113
 
107
114
  For a comprehensive understanding of the mathematical principles behind coordinate systems, vectors, quaternions, and transformations, see our detailed mathematical guide:
108
115
 
109
- **[📖 Mathematical Foundation of Coordinate Systems](https://github.com/panguojun/Coordinate-System/blob/main/MATHEMATICAL_FOUNDATION.md)**
116
+ **[📖 Mathematical Foundation of Coordinate Systems](https://github.com/panguojun/Coordinate-System)**
110
117
 
111
- This guide covers:
112
- - Vector mathematics (dot product, cross product, projections)
113
- - Quaternion theory and applications
114
- - Coordinate system transformations
115
- - Euler angles and gimbal lock
116
- - Interpolation methods (LERP, SLERP, NLERP)
117
- - Practical applications in graphics, physics, and robotics
118
118
 
119
119
  ---
120
120
 
@@ -192,19 +192,27 @@ lerped = vec3.lerp(v1, v2, 0.5) # Linear interpolation
192
192
 
193
193
  ## Coordinate System Type
194
194
 
195
- This library uses a **left-handed coordinate system** for all vector and quaternion operations.
195
+ This library uses a **right-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
196
196
 
197
197
  ```
198
- +Y
199
- |
200
- |
201
- |
202
- +-----> +X
203
- /
204
- /
205
- +Z
198
+ +Y
199
+ |
200
+ |
201
+ |
202
+ +-----> +X
203
+ /
204
+ /
205
+ +Z
206
206
  ```
207
207
 
208
+ **Right-Hand Rule:**
209
+ - Point your right hand's fingers along the +X axis
210
+ - Curl them toward the +Y axis
211
+ - Your thumb points along the +Z axis
212
+ - Cross product: **X × Y = Z** (standard mathematical definition)
213
+
214
+ **Migration from v2.x:** If your code relied on the previous left-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
215
+
208
216
  ---
209
217
 
210
218
  ## API Reference
@@ -425,7 +433,7 @@ v4 = v1 * 5 # vec3(5, 0, 0)
425
433
 
426
434
  # Dot and cross products
427
435
  dot = v1.dot(v2) # 0.0 (perpendicular)
428
- cross = v1.cross(v2) # vec3(0, 0, 1) in left-handed system
436
+ cross = v1.cross(v2) # vec3(0, 0, 1) in right-handed system (X × Y = Z)
429
437
 
430
438
  # Length and normalization
431
439
  length = v1.length() # 1.0
@@ -5,11 +5,11 @@
5
5
  * Global version - English interface
6
6
  *
7
7
  * Author: PanGuoJun
8
- * Version: 1.0.2
8
+ * Version: 3.0.0 (Right-Handed Coordinate System)
9
9
  *
10
10
  * Build:
11
- * python setup_coordinate.py build
12
- * python setup_coordinate.py install
11
+ * python setup.py build
12
+ * python setup.py install
13
13
  */
14
14
 
15
15
  #include <pybind11/pybind11.h>
@@ -66,8 +66,8 @@ PYBIND11_MODULE(coordinate_system, m) {
66
66
 
67
67
  // Vector operations
68
68
  .def("dot", &vec3::dot, "Dot product", py::arg("other"))
69
- .def("cross", &vec3::cross, "Cross product (left-handed)", py::arg("other"))
70
- .def("cross_right", &vec3::cross_right, "Cross product (right-handed)", py::arg("other"))
69
+ .def("cross", &vec3::cross, "Cross product (right-handed)", py::arg("other"))
70
+ .def("cross_right", &vec3::cross_right, "Cross product (right-handed, alias)", py::arg("other"))
71
71
  .def("len", &vec3::len, "Length of vector")
72
72
  .def("length", &vec3::length, "Length of vector (alias)")
73
73
  .def("lenxy", &vec3::lenxy, "Length in XY plane")
@@ -471,9 +471,9 @@ PYBIND11_MODULE(coordinate_system, m) {
471
471
  m.def("dot", [](const vec3& a, const vec3& b) { return a.dot(b); },
472
472
  "Dot product", py::arg("a"), py::arg("b"));
473
473
  m.def("cross", [](const vec3& a, const vec3& b) { return a.cross(b); },
474
- "Cross product (left-handed)", py::arg("a"), py::arg("b"));
475
- m.def("cross_right", [](const vec3& a, const vec3& b) { return a.cross_right(b); },
476
474
  "Cross product (right-handed)", py::arg("a"), py::arg("b"));
475
+ m.def("cross_right", [](const vec3& a, const vec3& b) { return a.cross_right(b); },
476
+ "Cross product (right-handed, alias)", py::arg("a"), py::arg("b"));
477
477
  m.def("distance", [](const vec3& a, const vec3& b) { return (b - a).len(); },
478
478
  "Distance between two vectors", py::arg("a"), py::arg("b"));
479
479
  m.def("angle_between", [](const vec3& a, const vec3& b) { return vec3::angle(a, b); },
@@ -531,6 +531,7 @@ PYBIND11_MODULE(coordinate_system, m) {
531
531
  m.attr("EPSILON") = (real)EPSILON;
532
532
  m.attr("VERSION") = GCU_VERSION;
533
533
 
534
- m.attr("__version__") = "1.0.2";
534
+ m.attr("__version__") = "3.0.0";
535
535
  m.attr("__author__") = "PanGuoJun";
536
+ m.attr("__coordinate_system__") = "right-handed";
536
537
  }
@@ -878,10 +878,10 @@ struct vector3
878
878
  DEVICE_CALLABLE vector3 cross(const vector3& v) const
879
879
  {
880
880
  vector3 n;
881
- // 这里使用了左手顺序!
882
- n.x = -(y * v.z - z * v.y);
883
- n.y = -(z * v.x - x * v.z);
884
- n.z = -(x * v.y - y * v.x);
881
+ // 右手坐标系标准叉乘
882
+ n.x = (y * v.z - z * v.y);
883
+ n.y = (z * v.x - x * v.z);
884
+ n.z = (x * v.y - y * v.x);
885
885
  return n;
886
886
  }
887
887
  DEVICE_CALLABLE vector3 cross_left(const vector3& v) const
@@ -2,7 +2,7 @@
2
2
  setup.py - Cross-platform setup for coordinate_system package
3
3
 
4
4
  Author: PanGuoJun
5
- Version: 2.5.7
5
+ Version: 3.0.0
6
6
  License: MIT
7
7
  """
8
8
 
@@ -69,12 +69,12 @@ ext_modules = [
69
69
 
70
70
  setup(
71
71
  name='coordinate_system',
72
- version='2.5.7',
72
+ version='3.0.0',
73
73
  packages=find_packages(),
74
74
  ext_modules=ext_modules, # Add extension modules
75
75
 
76
76
  # Metadata
77
- description='High-performance 3D coordinate system library with Intrinsic Gradient Operator method for curvature computation, achieving machine-precision accuracy',
77
+ description='High-performance 3D coordinate system library with right-handed conventions, Intrinsic Gradient Operator method for curvature computation, achieving machine-precision accuracy',
78
78
  long_description=long_description,
79
79
  long_description_content_type='text/markdown',
80
80