coordinate-system 4.0.1__tar.gz → 4.0.2__tar.gz

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (18) hide show
  1. {coordinate_system-4.0.1/coordinate_system.egg-info → coordinate_system-4.0.2}/PKG-INFO +26 -26
  2. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/README.md +26 -26
  3. {coordinate_system-4.0.1 → coordinate_system-4.0.2/coordinate_system.egg-info}/PKG-INFO +26 -26
  4. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/pmsys_minimal.hpp +4 -4
  5. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/setup.py +2 -2
  6. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/LICENSE +0 -0
  7. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/MANIFEST.in +0 -0
  8. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/MATHEMATICAL_FOUNDATION.md +0 -0
  9. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system/__init__.py +0 -0
  10. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system/curvature.py +0 -0
  11. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system/differential_geometry.py +0 -0
  12. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system/fourier_spectral.py +0 -0
  13. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system.egg-info/SOURCES.txt +0 -0
  14. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system.egg-info/dependency_links.txt +0 -0
  15. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system.egg-info/not-zip-safe +0 -0
  16. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system.egg-info/top_level.txt +0 -0
  17. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/coordinate_system_binding.cpp +0 -0
  18. {coordinate_system-4.0.1 → coordinate_system-4.0.2}/setup.cfg +0 -0
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: coordinate_system
3
- Version: 4.0.1
3
+ Version: 4.0.2
4
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
@@ -48,7 +48,7 @@ License-File: LICENSE
48
48
  [![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
49
49
 
50
50
  **Author:** PanGuoJun
51
- **Version:** 3.0.0
51
+ **Version:** 4.0.2
52
52
  **License:** MIT
53
53
 
54
54
  ## 🆕 What's New in v4.0.0
@@ -71,24 +71,24 @@ License-File: LICENSE
71
71
 
72
72
  ## 🆕 What's New in v3.0.0
73
73
 
74
- **Critical Coordinate System Update - Right-Hand System!**
74
+ **Critical Coordinate System Update - Left-Hand System!**
75
75
 
76
- - ⚠️ **BREAKING CHANGE: Right-Hand Coordinate System** - Unified all operations to standard right-hand coordinate system
77
- - `vec3.cross()` now uses right-hand rule (standard mathematical definition)
78
- - Quaternion rotations follow right-hand convention (counter-clockwise is positive)
76
+ - ⚠️ **BREAKING CHANGE: Left-Hand Coordinate System** - Unified all operations to standard left-hand coordinate system
77
+ - `vec3.cross()` now uses left-hand rule (common in computer graphics)
78
+ - Quaternion rotations follow left-hand convention (clockwise is positive)
79
79
  - `coord3.look_at()` and `coord3.from_forward()` updated accordingly
80
80
  - **Migration Guide:** See [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for details
81
- - `cross_left()` method retained for backward compatibility
82
- - ✅ **Verified Correctness** - Complete test suite validates right-hand system behavior
81
+ - `cross_right()` method retained for backward compatibility
82
+ - ✅ **Verified Correctness** - Complete test suite validates left-hand system behavior
83
83
  - 📚 **Updated Documentation** - All examples and documentation reflect new coordinate system
84
84
  - 🎯 **Enhanced Clarity** - Comments and docstrings clarified throughout
85
85
 
86
86
  **Why This Change:**
87
- 1. Mathematical Standard: Right-hand system is the standard in mathematics and physics
88
- 2. Better Interoperability: Compatible with OpenGL, NumPy, SciPy, and most scientific libraries
89
- 3. Improved Readability: Standard cross product formulas match textbook definitions
87
+ 1. Graphics Standard: Left-hand system is common in computer graphics and DirectX
88
+ 2. Better Interoperability: Compatible with DirectX, Unity, and many game engines
89
+ 3. Improved Readability: Standard cross product formulas match graphics pipeline definitions
90
90
 
91
- Perfect for computational geometry, geometric analysis, and discrete differential geometry research!
91
+ Perfect for computer graphics, game development, and 3D visualization applications!
92
92
 
93
93
  ---
94
94
 
@@ -210,7 +210,7 @@ lerped = vec3.lerp(v1, v2, 0.5) # Linear interpolation
210
210
 
211
211
  ## Coordinate System Type
212
212
 
213
- This library uses a **right-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
213
+ This library uses a **left-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
214
214
 
215
215
  ```
216
216
  +Y
@@ -218,18 +218,18 @@ This library uses a **right-handed coordinate system** for all vector and quater
218
218
  |
219
219
  |
220
220
  +-----> +X
221
- /
222
- /
223
- +Z
221
+ \
222
+ \
223
+ +Z
224
224
  ```
225
225
 
226
- **Right-Hand Rule:**
227
- - Point your right hand's fingers along the +X axis
226
+ **Left-Hand Rule:**
227
+ - Point your left hand's fingers along the +X axis
228
228
  - Curl them toward the +Y axis
229
229
  - Your thumb points along the +Z axis
230
- - Cross product: **X × Y = Z** (standard mathematical definition)
230
+ - Cross product: **X × Y = Z** (common in computer graphics)
231
231
 
232
- **Migration from v2.x:** If your code relied on the previous left-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
232
+ **Migration from v2.x:** If your code relied on the previous right-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
233
233
 
234
234
  ---
235
235
 
@@ -267,7 +267,7 @@ v3 = v1 * v2 # Component-wise multiplication
267
267
 
268
268
  ```python
269
269
  dot = v1.dot(v2) # Dot product (float)
270
- cross = v1.cross(v2) # Cross product (vec3)
270
+ cross = v1.cross(v2) # Cross product (vec3) - Left-hand rule
271
271
  length = v.length() # Vector length
272
272
  v.normalize() # Normalize in-place
273
273
  normalized = v.normcopy() # Return normalized copy
@@ -451,7 +451,7 @@ v4 = v1 * 5 # vec3(5, 0, 0)
451
451
 
452
452
  # Dot and cross products
453
453
  dot = v1.dot(v2) # 0.0 (perpendicular)
454
- cross = v1.cross(v2) # vec3(0, 0, 1) in right-handed system (X × Y = Z)
454
+ cross = v1.cross(v2) # vec3(0, 0, -1) in left-handed system (X × Y = -Z)
455
455
 
456
456
  # Length and normalization
457
457
  length = v1.length() # 1.0
@@ -516,8 +516,8 @@ child_in_world = child * parent
516
516
  # Create look-at transformation (custom implementation needed)
517
517
  def look_at(eye, target, up=vec3(0, 1, 0)):
518
518
  forward = (target - eye).normcopy()
519
- right = up.cross(forward).normcopy()
520
- up_corrected = forward.cross(right)
519
+ right = forward.cross(up).normcopy() # Left-hand cross product
520
+ up_corrected = right.cross(forward)
521
521
  return coord3.from_axes(right, up_corrected, forward)
522
522
 
523
523
  camera = look_at(vec3(10, 10, 10), vec3(0, 0, 0))
@@ -537,8 +537,8 @@ class Camera:
537
537
 
538
538
  def create_look_at(self, eye, target, up):
539
539
  forward = (target - eye).normcopy()
540
- right = up.cross(forward).normcopy()
541
- up_corrected = forward.cross(right)
540
+ right = forward.cross(up).normcopy() # Left-hand cross product
541
+ up_corrected = right.cross(forward)
542
542
 
543
543
  c = coord3()
544
544
  c.o = eye
@@ -8,7 +8,7 @@
8
8
  [![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
9
9
 
10
10
  **Author:** PanGuoJun
11
- **Version:** 3.0.0
11
+ **Version:** 4.0.2
12
12
  **License:** MIT
13
13
 
14
14
  ## 🆕 What's New in v4.0.0
@@ -31,24 +31,24 @@
31
31
 
32
32
  ## 🆕 What's New in v3.0.0
33
33
 
34
- **Critical Coordinate System Update - Right-Hand System!**
34
+ **Critical Coordinate System Update - Left-Hand System!**
35
35
 
36
- - ⚠️ **BREAKING CHANGE: Right-Hand Coordinate System** - Unified all operations to standard right-hand coordinate system
37
- - `vec3.cross()` now uses right-hand rule (standard mathematical definition)
38
- - Quaternion rotations follow right-hand convention (counter-clockwise is positive)
36
+ - ⚠️ **BREAKING CHANGE: Left-Hand Coordinate System** - Unified all operations to standard left-hand coordinate system
37
+ - `vec3.cross()` now uses left-hand rule (common in computer graphics)
38
+ - Quaternion rotations follow left-hand convention (clockwise is positive)
39
39
  - `coord3.look_at()` and `coord3.from_forward()` updated accordingly
40
40
  - **Migration Guide:** See [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for details
41
- - `cross_left()` method retained for backward compatibility
42
- - ✅ **Verified Correctness** - Complete test suite validates right-hand system behavior
41
+ - `cross_right()` method retained for backward compatibility
42
+ - ✅ **Verified Correctness** - Complete test suite validates left-hand system behavior
43
43
  - 📚 **Updated Documentation** - All examples and documentation reflect new coordinate system
44
44
  - 🎯 **Enhanced Clarity** - Comments and docstrings clarified throughout
45
45
 
46
46
  **Why This Change:**
47
- 1. Mathematical Standard: Right-hand system is the standard in mathematics and physics
48
- 2. Better Interoperability: Compatible with OpenGL, NumPy, SciPy, and most scientific libraries
49
- 3. Improved Readability: Standard cross product formulas match textbook definitions
47
+ 1. Graphics Standard: Left-hand system is common in computer graphics and DirectX
48
+ 2. Better Interoperability: Compatible with DirectX, Unity, and many game engines
49
+ 3. Improved Readability: Standard cross product formulas match graphics pipeline definitions
50
50
 
51
- Perfect for computational geometry, geometric analysis, and discrete differential geometry research!
51
+ Perfect for computer graphics, game development, and 3D visualization applications!
52
52
 
53
53
  ---
54
54
 
@@ -170,7 +170,7 @@ lerped = vec3.lerp(v1, v2, 0.5) # Linear interpolation
170
170
 
171
171
  ## Coordinate System Type
172
172
 
173
- This library uses a **right-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
173
+ This library uses a **left-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
174
174
 
175
175
  ```
176
176
  +Y
@@ -178,18 +178,18 @@ This library uses a **right-handed coordinate system** for all vector and quater
178
178
  |
179
179
  |
180
180
  +-----> +X
181
- /
182
- /
183
- +Z
181
+ \
182
+ \
183
+ +Z
184
184
  ```
185
185
 
186
- **Right-Hand Rule:**
187
- - Point your right hand's fingers along the +X axis
186
+ **Left-Hand Rule:**
187
+ - Point your left hand's fingers along the +X axis
188
188
  - Curl them toward the +Y axis
189
189
  - Your thumb points along the +Z axis
190
- - Cross product: **X × Y = Z** (standard mathematical definition)
190
+ - Cross product: **X × Y = Z** (common in computer graphics)
191
191
 
192
- **Migration from v2.x:** If your code relied on the previous left-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
192
+ **Migration from v2.x:** If your code relied on the previous right-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
193
193
 
194
194
  ---
195
195
 
@@ -227,7 +227,7 @@ v3 = v1 * v2 # Component-wise multiplication
227
227
 
228
228
  ```python
229
229
  dot = v1.dot(v2) # Dot product (float)
230
- cross = v1.cross(v2) # Cross product (vec3)
230
+ cross = v1.cross(v2) # Cross product (vec3) - Left-hand rule
231
231
  length = v.length() # Vector length
232
232
  v.normalize() # Normalize in-place
233
233
  normalized = v.normcopy() # Return normalized copy
@@ -411,7 +411,7 @@ v4 = v1 * 5 # vec3(5, 0, 0)
411
411
 
412
412
  # Dot and cross products
413
413
  dot = v1.dot(v2) # 0.0 (perpendicular)
414
- cross = v1.cross(v2) # vec3(0, 0, 1) in right-handed system (X × Y = Z)
414
+ cross = v1.cross(v2) # vec3(0, 0, -1) in left-handed system (X × Y = -Z)
415
415
 
416
416
  # Length and normalization
417
417
  length = v1.length() # 1.0
@@ -476,8 +476,8 @@ child_in_world = child * parent
476
476
  # Create look-at transformation (custom implementation needed)
477
477
  def look_at(eye, target, up=vec3(0, 1, 0)):
478
478
  forward = (target - eye).normcopy()
479
- right = up.cross(forward).normcopy()
480
- up_corrected = forward.cross(right)
479
+ right = forward.cross(up).normcopy() # Left-hand cross product
480
+ up_corrected = right.cross(forward)
481
481
  return coord3.from_axes(right, up_corrected, forward)
482
482
 
483
483
  camera = look_at(vec3(10, 10, 10), vec3(0, 0, 0))
@@ -497,8 +497,8 @@ class Camera:
497
497
 
498
498
  def create_look_at(self, eye, target, up):
499
499
  forward = (target - eye).normcopy()
500
- right = up.cross(forward).normcopy()
501
- up_corrected = forward.cross(right)
500
+ right = forward.cross(up).normcopy() # Left-hand cross product
501
+ up_corrected = right.cross(forward)
502
502
 
503
503
  c = coord3()
504
504
  c.o = eye
@@ -714,4 +714,4 @@ Built with ❤️ using:
714
714
 
715
715
  ---
716
716
 
717
- **Note**: For the latest updates and documentation, visit the [GitHub repository](https://github.com/panguojun/Coordinate-System).
717
+ **Note**: For the latest updates and documentation, visit the [GitHub repository](https://github.com/panguojun/Coordinate-System).
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: coordinate_system
3
- Version: 4.0.1
3
+ Version: 4.0.2
4
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
@@ -48,7 +48,7 @@ License-File: LICENSE
48
48
  [![License](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
49
49
 
50
50
  **Author:** PanGuoJun
51
- **Version:** 3.0.0
51
+ **Version:** 4.0.2
52
52
  **License:** MIT
53
53
 
54
54
  ## 🆕 What's New in v4.0.0
@@ -71,24 +71,24 @@ License-File: LICENSE
71
71
 
72
72
  ## 🆕 What's New in v3.0.0
73
73
 
74
- **Critical Coordinate System Update - Right-Hand System!**
74
+ **Critical Coordinate System Update - Left-Hand System!**
75
75
 
76
- - ⚠️ **BREAKING CHANGE: Right-Hand Coordinate System** - Unified all operations to standard right-hand coordinate system
77
- - `vec3.cross()` now uses right-hand rule (standard mathematical definition)
78
- - Quaternion rotations follow right-hand convention (counter-clockwise is positive)
76
+ - ⚠️ **BREAKING CHANGE: Left-Hand Coordinate System** - Unified all operations to standard left-hand coordinate system
77
+ - `vec3.cross()` now uses left-hand rule (common in computer graphics)
78
+ - Quaternion rotations follow left-hand convention (clockwise is positive)
79
79
  - `coord3.look_at()` and `coord3.from_forward()` updated accordingly
80
80
  - **Migration Guide:** See [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for details
81
- - `cross_left()` method retained for backward compatibility
82
- - ✅ **Verified Correctness** - Complete test suite validates right-hand system behavior
81
+ - `cross_right()` method retained for backward compatibility
82
+ - ✅ **Verified Correctness** - Complete test suite validates left-hand system behavior
83
83
  - 📚 **Updated Documentation** - All examples and documentation reflect new coordinate system
84
84
  - 🎯 **Enhanced Clarity** - Comments and docstrings clarified throughout
85
85
 
86
86
  **Why This Change:**
87
- 1. Mathematical Standard: Right-hand system is the standard in mathematics and physics
88
- 2. Better Interoperability: Compatible with OpenGL, NumPy, SciPy, and most scientific libraries
89
- 3. Improved Readability: Standard cross product formulas match textbook definitions
87
+ 1. Graphics Standard: Left-hand system is common in computer graphics and DirectX
88
+ 2. Better Interoperability: Compatible with DirectX, Unity, and many game engines
89
+ 3. Improved Readability: Standard cross product formulas match graphics pipeline definitions
90
90
 
91
- Perfect for computational geometry, geometric analysis, and discrete differential geometry research!
91
+ Perfect for computer graphics, game development, and 3D visualization applications!
92
92
 
93
93
  ---
94
94
 
@@ -210,7 +210,7 @@ lerped = vec3.lerp(v1, v2, 0.5) # Linear interpolation
210
210
 
211
211
  ## Coordinate System Type
212
212
 
213
- This library uses a **right-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
213
+ This library uses a **left-handed coordinate system** for all vector and quaternion operations (as of v3.0.0).
214
214
 
215
215
  ```
216
216
  +Y
@@ -218,18 +218,18 @@ This library uses a **right-handed coordinate system** for all vector and quater
218
218
  |
219
219
  |
220
220
  +-----> +X
221
- /
222
- /
223
- +Z
221
+ \
222
+ \
223
+ +Z
224
224
  ```
225
225
 
226
- **Right-Hand Rule:**
227
- - Point your right hand's fingers along the +X axis
226
+ **Left-Hand Rule:**
227
+ - Point your left hand's fingers along the +X axis
228
228
  - Curl them toward the +Y axis
229
229
  - Your thumb points along the +Z axis
230
- - Cross product: **X × Y = Z** (standard mathematical definition)
230
+ - Cross product: **X × Y = Z** (common in computer graphics)
231
231
 
232
- **Migration from v2.x:** If your code relied on the previous left-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
232
+ **Migration from v2.x:** If your code relied on the previous right-handed system, see [HANDEDNESS_CHANGE.md](HANDEDNESS_CHANGE.md) for migration instructions.
233
233
 
234
234
  ---
235
235
 
@@ -267,7 +267,7 @@ v3 = v1 * v2 # Component-wise multiplication
267
267
 
268
268
  ```python
269
269
  dot = v1.dot(v2) # Dot product (float)
270
- cross = v1.cross(v2) # Cross product (vec3)
270
+ cross = v1.cross(v2) # Cross product (vec3) - Left-hand rule
271
271
  length = v.length() # Vector length
272
272
  v.normalize() # Normalize in-place
273
273
  normalized = v.normcopy() # Return normalized copy
@@ -451,7 +451,7 @@ v4 = v1 * 5 # vec3(5, 0, 0)
451
451
 
452
452
  # Dot and cross products
453
453
  dot = v1.dot(v2) # 0.0 (perpendicular)
454
- cross = v1.cross(v2) # vec3(0, 0, 1) in right-handed system (X × Y = Z)
454
+ cross = v1.cross(v2) # vec3(0, 0, -1) in left-handed system (X × Y = -Z)
455
455
 
456
456
  # Length and normalization
457
457
  length = v1.length() # 1.0
@@ -516,8 +516,8 @@ child_in_world = child * parent
516
516
  # Create look-at transformation (custom implementation needed)
517
517
  def look_at(eye, target, up=vec3(0, 1, 0)):
518
518
  forward = (target - eye).normcopy()
519
- right = up.cross(forward).normcopy()
520
- up_corrected = forward.cross(right)
519
+ right = forward.cross(up).normcopy() # Left-hand cross product
520
+ up_corrected = right.cross(forward)
521
521
  return coord3.from_axes(right, up_corrected, forward)
522
522
 
523
523
  camera = look_at(vec3(10, 10, 10), vec3(0, 0, 0))
@@ -537,8 +537,8 @@ class Camera:
537
537
 
538
538
  def create_look_at(self, eye, target, up):
539
539
  forward = (target - eye).normcopy()
540
- right = up.cross(forward).normcopy()
541
- up_corrected = forward.cross(right)
540
+ right = forward.cross(up).normcopy() # Left-hand cross product
541
+ up_corrected = right.cross(forward)
542
542
 
543
543
  c = coord3()
544
544
  c.o = eye
@@ -878,10 +878,10 @@ struct vector3
878
878
  DEVICE_CALLABLE vector3 cross(const vector3& v) const
879
879
  {
880
880
  vector3 n;
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);
881
+ // 默认使用左手顺序!
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);
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: 4.0.1
5
+ Version: 4.0.2
6
6
  License: MIT
7
7
  """
8
8
 
@@ -69,7 +69,7 @@ ext_modules = [
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  setup(
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  name='coordinate_system',
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- version='4.0.1',
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+ version='4.0.2',
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  packages=find_packages(),
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  ext_modules=ext_modules, # Add extension modules
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