All Samples(8382) | Call(7388) | Derive(0) | Import(994)
sin(x) Return the sine of x (measured in radians).
src/s/u/surukuku-HEAD/trunk/Samples/OpenGL/gears.py surukuku(Download)
from OpenGL.GL import *
from OpenGL.GLUT import *
import sys, time
from math import sin,cos,sqrt,pi
def gear(inner_radius, outer_radius, width, teeth, tooth_depth):
r0 = inner_radius
glBegin(GL_QUAD_STRIP)
for i in range(teeth + 1):
angle = i * 2.0 * pi / teeth
glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
da = 2.0*pi / teeth / 4.0
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), width*0.5)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
glBegin(GL_QUAD_STRIP)
for i in range(teeth + 1):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
da = 2.0*pi / teeth / 4.0
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
glEnd()
# draw outward faces of teeth
glBegin(GL_QUAD_STRIP);
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
u = r2*cos(angle+da) - r1*cos(angle)
v = r2*sin(angle+da) - r1*sin(angle)
len = sqrt(u*u + v*v)
u = u / len
v = v / len
glNormal3f(v, -u, 0.0)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
glNormal3f(cos(angle), sin(angle), 0.0)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
glNormal3f(cos(angle), sin(angle), 0.0)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
u = r1*cos(angle+3*da) - r2*cos(angle+2*da)
v = r1*sin(angle+3*da) - r2*sin(angle+2*da)
glNormal3f(v, -u, 0.0)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
glNormal3f(cos(angle), sin(angle), 0.0)
glVertex3f(r1*cos(0), r1*sin(0), width*0.5)
glVertex3f(r1*cos(0), r1*sin(0), -width*0.5)
glBegin(GL_QUAD_STRIP)
for i in range(teeth + 1):
angle = i * 2.0*pi / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0)
glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
glEnd()
src/p/y/python-opengles-HEAD/examples/gears.py python-opengles(Download)
import egl from gles import * import time from math import sin,cos,sqrt,pi def float2fixed(values): ret = tuple([int(v*pow(2,16)) for v in values])
angle = i * 2.0 * pi / teeth
angle_next = (i-1) * 2.0 * pi / teeth
# Triangle 1
v1 = (r0*cos(angle), r0*sin(angle), width*0.5)
v2 = (r1*cos(angle), r1*sin(angle), width*0.5)
v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
vertices.append( float2fixed(v1) )
icount += 3
# Triangle 2
v1 = (r0*cos(angle), r0*sin(angle), width*0.5)
v2 = (r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), width*0.5)
v3 = (r1*cos(angle), r1*sin(angle), width*0.5)
vertices.append( float2fixed(v1) )
icount += 3
# Triangle 3
v1 = (r0*cos(angle), r0*sin(angle), width*0.5)
v2 = (r0*cos(angle_next), r0*sin(angle_next), width*0.5)
v3 = (r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), width*0.5)
vertices.append( float2fixed(v1) )
for i in range(teeth):
angle = i * 2.0*pi / teeth
v1 = (r1*cos(angle), r1*sin(angle), width*0.5)
v2 = (r2*cos(angle+da), r2*sin(angle+da), width*0.5)
v3 = (r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
vertices.append( float2fixed(v1) )
normals.append( (normal,normal,normal) )
icount += 3
v1 = (r1*cos(angle), r1*sin(angle), width*0.5)
v2 = (r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
vertices.append( float2fixed(v1) )
for i in range(teeth + 1):
angle = i * 2.0*pi / teeth
angle_next = (i+1) * 2.0*pi / teeth
v1 = (r1*cos(angle), r1*sin(angle), -width*0.5)
v2 = (r0*cos(angle), r0*sin(angle), -width*0.5)
v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
vertices.append( float2fixed(v1) )
normals.append( (normal,normal,normal) )
icount += 3
v1 = (r0*cos(angle), r0*sin(angle), -width*0.5)
v2 = (r0*cos(angle_next), r0*sin(angle_next), -width*0.5)
v3 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
vertices.append( float2fixed(v1) )
normals.append( (normal,normal,normal) )
icount += 3
v1 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
v2 = (r0*cos(angle_next), r0*sin(angle_next), -width*0.5)
v3 = (r1*cos(angle_next), r1*sin(angle_next), -width*0.5)
vertices.append( float2fixed(v1) )
for i in range(teeth):
angle = i * 2.0*pi / teeth
v1 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
v2 = (r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
v3 = (r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
vertices.append( float2fixed(v1) )
normals.append( (normal,normal,normal) )
icount += 3
v1 = (r1*cos(angle), r1*sin(angle), -width*0.5)
v2 = (r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
v3 = (r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
vertices.append( float2fixed(v1) )
# Outward faces of teeth
angle = 0 * 2.0*pi / teeth
normal = float2fixed((cos(angle), sin(angle), 0.0))
for i in range(teeth):
angle = i * 2.0*pi / teeth
angle_next = (i-1) * 2.0*pi / teeth
# # # Right side of a teeth
v1 = float2fixed((r1*cos(angle), r1*sin(angle), width*0.5))
v2 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
u = r2*cos(angle+da) - r1*cos(angle)
v = r2*sin(angle+da) - r1*sin(angle)
u = u / len
v = v / len
v3 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), width*0.5))
vertices.append( v1 )
vertices.append( v2 )
vertices.append( v3 )
indices.append( [icount, icount+1, icount+2] )
normals.append( (normal,normal,normal) )
icount += 3
v1 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), width*0.5))
v2 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
v1 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), width*0.5))
v2 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
v3 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), -width*0.5))
vertices.append( v1 )
vertices.append( v2 )
vertices.append( v3 )
normal = float2fixed((v, -u, 0.0))
# # # Left side of a teeth
normal = float2fixed((cos(angle), sin(angle), 0.0))
v1 = float2fixed((r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5))
v2 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5))
v3 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5))
normals.append( (normal,normal,normal) )
icount += 3
u = r1*cos(angle+3*da) - r2*cos(angle+2*da)
v = r1*sin(angle+3*da) - r2*sin(angle+2*da)
v1 = float2fixed((r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5))
v2 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5))
v3 = float2fixed((r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5))
normal = float2fixed((v, -u, 0.0))
# # # Top of a teeth
v1 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5))
v2 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), width*0.5))
v3 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), -width*0.5))
vertices.append( v1 )
normals.append( (normal,normal,normal) )
icount += 3
v1 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5))
v2 = float2fixed((r2*cos(angle+da), r2*sin(angle+da), -width*0.5))
v3 = float2fixed((r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5))
vertices.append( v1 )
icount += 3
# # # Bottom of a teeth
v1 = float2fixed((r1*cos(angle), r1*sin(angle), width*0.5))
v2 = float2fixed((r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), width*0.5))
v3 = float2fixed((r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), -width*0.5))
vertices.append( v1 )
normals.append( (normal,normal,normal) )
icount += 3
v1 = float2fixed((r1*cos(angle), r1*sin(angle), width*0.5))
v2 = float2fixed((r1*cos(angle_next+3*da), r1*sin(angle_next+3*da), -width*0.5))
v3 = float2fixed((r1*cos(angle), r1*sin(angle), -width*0.5))
vertices.append( v1 )
vertices.append( v2 )
vertices.append( v3 )
indices.append( [icount, icount+1, icount+2] )
normals.append( (normal,normal,normal) )
icount += 3
normal = float2fixed((cos(angle), sin(angle), 0.0))
for i in range(teeth + 1):
angle = i * 2.0*pi / teeth;
angle_next = (i+1) * 2.0*pi / teeth
normal = float2fixed((-cos(angle), -sin(angle), 0.0))
normal_next = float2fixed((-cos(angle_next), -sin(angle_next), 0.0))
v1 = float2fixed((r0*cos(angle), r0*sin(angle), -width*0.5)) # 1
v2 = float2fixed((r0*cos(angle), r0*sin(angle), width*0.5)) # 2
v3 = float2fixed((r0*cos(angle_next), r0*sin(angle_next), width*0.5)) # 2b
normals.append( (normal,normal,normal_next) )
icount += 3
v1 = float2fixed((r0*cos(angle), r0*sin(angle), -width*0.5)) # 1
v2 = float2fixed((r0*cos(angle_next), r0*sin(angle_next), width*0.5)) # 2b
v3 = float2fixed((r0*cos(angle_next), r0*sin(angle_next), -width*0.5)) # 1b
vertices.append( v1 )
src/s/u/surukuku-HEAD/Samples/OpenGL/gears.py surukuku(Download)
from OpenGL.GL import *
from OpenGL.GLUT import *
import sys, time
from math import sin,cos,sqrt,pi
def gear(inner_radius, outer_radius, width, teeth, tooth_depth):
r0 = inner_radius
glBegin(GL_QUAD_STRIP)
for i in range(teeth + 1):
angle = i * 2.0 * pi / teeth
glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
da = 2.0*pi / teeth / 4.0
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), width*0.5)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
glBegin(GL_QUAD_STRIP)
for i in range(teeth + 1):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
da = 2.0*pi / teeth / 4.0
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
glEnd()
# draw outward faces of teeth
glBegin(GL_QUAD_STRIP);
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
for i in range(teeth):
angle = i * 2.0*pi / teeth
glVertex3f(r1*cos(angle), r1*sin(angle), width*0.5)
glVertex3f(r1*cos(angle), r1*sin(angle), -width*0.5)
u = r2*cos(angle+da) - r1*cos(angle)
v = r2*sin(angle+da) - r1*sin(angle)
len = sqrt(u*u + v*v)
u = u / len
v = v / len
glNormal3f(v, -u, 0.0)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
glNormal3f(cos(angle), sin(angle), 0.0)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
glVertex3f(r2*cos(angle+da), r2*sin(angle+da), -width*0.5)
glNormal3f(cos(angle), sin(angle), 0.0)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5)
glVertex3f(r2*cos(angle+2*da), r2*sin(angle+2*da),-width*0.5)
u = r1*cos(angle+3*da) - r2*cos(angle+2*da)
v = r1*sin(angle+3*da) - r2*sin(angle+2*da)
glNormal3f(v, -u, 0.0)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5)
glVertex3f(r1*cos(angle+3*da), r1*sin(angle+3*da),-width*0.5)
glNormal3f(cos(angle), sin(angle), 0.0)
glVertex3f(r1*cos(0), r1*sin(0), width*0.5)
glVertex3f(r1*cos(0), r1*sin(0), -width*0.5)
glBegin(GL_QUAD_STRIP)
for i in range(teeth + 1):
angle = i * 2.0*pi / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0)
glVertex3f(r0*cos(angle), r0*sin(angle), -width*0.5)
glVertex3f(r0*cos(angle), r0*sin(angle), width*0.5)
glEnd()
src/l/a/Langtangen-HEAD/src/py/examples/efficiency/pyefficiency.py Langtangen(Download)
if isinstance(languages, str):
languages = [languages]
from math import sin, exp
if 'F77' in languages:
try:
from matrix_f77 import makematrix, set, tonumpy, adump, \
def setmatrix2_py():
"""Fill NumPy matrix in Python loop; sin/exp formula."""
for i in xrange(n):
x = i*0.1
for j in xrange(n):
y = j*0.1
a[i, j] = sin(x)*sin(y)*exp(-x*y)
def setmatrix2b_py():
"""Fill NumPy matrix in Python loop; sin/exp formula; a[i][j]"""
for i in xrange(n):
x = i*0.1
for j in xrange(n):
y = j*0.1
a[i][j] = sin(x)*sin(y)*exp(-x*y)
def setmatrix2_f_index():
"""Fill F77 matrix in a Python loop with F77 set calls; sin/exp."""
for i in xrange(n):
x = 0.1*i
for j in xrange(n):
y = 0.1*j
set(i, j, sin(x)*sin(y)*exp(-x*y))
x = 0.1*i
for j in xrange(n):
y = 0.1*j
af = set_a(af, i, j, sin(x)*sin(y)*exp(-x*y))
# note that the first time, a is copied and transposed
# by the wrapper code, but this is done only once
return af
def setmatrix2_c_index1():
"""Fill C++ matrix in a Python loop with m.set indexing; sin/exp."""
for i in xrange(n):
x = 0.1*i
for j in xrange(n):
y = 0.1*j
m.set(i, j, sin(x)*sin(y)*exp(-x*y))
def setmatrix2_c_index3():
"""Avoid proxy class, call Matrix_set directly; sin/exp formula."""
for i in xrange(n):
x = 0.1*i
for j in xrange(n):
y = 0.1*j
Matrix_set(m, i, j, sin(x)*sin(y)*exp(-x*y))
def setmatrix2_c_index4():
"""Avoid proxy class, call _matrix_cpp.Matrix_set directly; sin/exp formula."""
for i in xrange(n):
x = 0.1*i
for j in xrange(n):
y = 0.1*j
_matrix_cpp.Matrix_set(m, i, j, sin(x)*sin(y)*exp(-x*y))
def py_loop1_sin(x):
from math import sin # scalar sin
for i in xrange(len(x)):
x[i] = sin(x[i])
return x
def py_loop2_sin(x):
def I(x):
# from math import sin # this is expensive: from 70 to 16!
return sin(x)
def py_loop3_sin(x):
for i in xrange(len(x)):
x[i] = I(x[i])
def py_loop1_sincos_x2(x):
from math import sin, cos, pow # scalar sin
for i in xrange(len(x)):
x[i] = sin(x[i])*cos(x[i]) + x[i]**2
return x
def py_loop2_sincos_x2(x):
from numpy import sin, cos
for i in xrange(len(x)):
x[i] = sin(x[i])*cos(x[i]) + x[i]**2
return x
def py_loop2b_sincos_x2(x):
from math import sin, cos # scalar sin
def py_loop2b_sincos_x2(x):
from math import sin, cos # scalar sin
for i in xrange(len(x)):
x[i] = sin(x[i])*cos(x[i]) + x[i]**2
return x
def I2(x):
# from math import sin # this is expensive: from 70 to 16!
return sin(x)*cos(x) + x**2
def py_loop4_sincos_x2(x):
from math import sin, cos
for i in xrange(len(x)):
xi = x[i]
x[i] = sin(xi)*cos(xi) + xi**2
return x
def py_loop1_2Dsincos(x, y):
u = zeros((len(x),len(y)))
from math import sin as msin, cos as mcos
def I(x, y):
return msin(x)*mcos(y)
def py_loop2_2Dsincos(x, y):
# inlined expressions
u = zeros((len(x),len(y)))
from math import sin as msin, cos as mcos
# x[i], y[j]: coordinates of grid point (i,j)
for i in xrange(len(x)):
for j in xrange(len(y)):
u[i,j] = msin(x[i])*mcos(y[j])
def py_loop3_2Dsincos(x, y):
# reverse the order of traversal
u = zeros((len(x),len(y)))
from math import sin as msin, cos as mcos
# x[i], y[j]: coordinates of grid point (i,j)
for j in xrange(len(y)):
for i in xrange(len(x)):
u[i,j] = msin(x[i])*mcos(y[j])
def I3(x, y):
return sin(x)*cos(y)
u = I3(xv, yv)
return u
def py_loop1_manyarit(x):
from math import sin, cos
for i in xrange(len(x)):
x[i] = sin(x[i])*cos(x[i]) + sin(2*x[i])*cos(2*x[i]) + \
sin(3*x[i])*cos(3*x[i]) + \
sin(4*x[i])*cos(4*x[i]) + sin(5*x[i])*cos(5*x[i])
print 'pure Python loop 1:%d x[i]=sin(x[i]), NumPy vector sin:' % n, t1b
t2 = timer(NumPy_loop_sin, args=(x,), repetitions=20)
print 'corresponing NumPy expression x=sin(x):', t2
from math import sin # scalar sin
t1c = timer(py_loop3_sin, args=(x,), repetitions=1)
print 'pure Python loop 1:%d x[i]=I(x[i]), I is sin(x):' % n, t1c
t3 = timer(F77_loop_sin, args=(x,), repetitions=20)
print 'pure Python loop 1:%d x[i]=sin(x[i])*cos(x[i])+x[i]**2, x is array, scalar math.sin:' % n, t1
t2 = timer(NumPy_loop_sincos_x2, args=(x,), repetitions=20)
print 'corresponing NumPy expression x=sin(x)*cos(x)+x**2:', t2
from math import sin, cos # scalar sin, cos
t1c = timer(py_loop3_sincos_x2, args=(x,), repetitions=1)
print 'pure Python loop 1:%d x[i]=I2(x[i]), I is sin(x)*cos(x[i])+x**2:' % n, t1c
t1b = timer(py_loop4_sincos_x2, args=(x,), repetitions=1)
src/p/y/pydy-HEAD/examples/bicycle/bicycle_lib_hand.py pydy(Download)
from sympy import var
from math import sin, cos, tan, pi
def dependent_qdot(_x, _params):
"""Linear mapping from lean rate, steer rate, front wheel rate to yaw rate, rear
wheel rate, pitch rate, rear wheel contact point velocity in N[1] and N[2]
directions.
"""
q1d, q4d, q5d = _x
rr, rf, lr, ls, lf, q0, q1, q3, q4 = _params
c0 = cos(q0)
c3 = cos(q3)
s0 = sin(q0)
c0 = cos(q0)
c3 = cos(q3)
s0 = sin(q0)
s1 = sin(q1)
c1 = cos(q1)
c4 = cos(q4)
s3 = sin(q3)
s4 = sin(q4)
c1 = cos(q1)
c3 = cos(q3)
c4 = cos(q4)
s0 = sin(q0)
s3 = sin(q3)
s4 = sin(q4)
t1 = tan(q1)
c1 = cos(q1)
c3 = cos(q3)
c4 = cos(q4)
s1 = sin(q1)
s3 = sin(q3)
s4 = sin(q4)
c1 = cos(q1)
c3 = cos(q3)
c4 = cos(q4)
s0 = sin(q0)
s1 = sin(q1)
s3 = sin(q3)
s4 = sin(q4)
src/p/y/pydy-HEAD/examples/bicycle/bicycle_lib.py pydy(Download)
from __future__ import division
from math import sin, cos, tan, pi
def dependent_qdot(_x, _params):
"""Linear mapping from lean rate, steer rate, front wheel rate to yaw rate, rear
wheel rate, pitch rate, rear wheel contact point velocity in N[1] and N[2]
directions.
"""
q1d, q4d, q5d = _x
rr, rf, lr, ls, lf, q0, q1, q3, q4 = _params
c0 = cos(q0)
c3 = cos(q3)
s0 = sin(q0)
c0 = cos(q0)
c3 = cos(q3)
s0 = sin(q0)
s1 = sin(q1)
c1 = cos(q1)
c4 = cos(q4)
s3 = sin(q3)
s4 = sin(q4)
c1 = cos(q1)
c3 = cos(q3)
c4 = cos(q4)
s0 = sin(q0)
s3 = sin(q3)
s4 = sin(q4)
t1 = tan(q1)
c1 = cos(q1)
c3 = cos(q3)
c4 = cos(q4)
s1 = sin(q1)
s3 = sin(q3)
s4 = sin(q4)
c1 = cos(q1)
c3 = cos(q3)
c4 = cos(q4)
s0 = sin(q0)
s1 = sin(q1)
s3 = sin(q3)
s4 = sin(q4)
src/h/e/hedge-0.91/examples/maxwell/analytic_solutions.py hedge(Download)
from hedge.tools import \
cyl_bessel_j, \
cyl_bessel_j_prime
from math import sqrt, pi, sin, cos, atan2
import cmath
while i < len(prev_result):
fr, fphi, fz = prev_result[i:i+3]
result.extend([
cos(phi)*fr - sin(phi)*fphi, # ex
sin(phi)*fr + cos(phi)*fphi, # ey
fz,
])
e_transverse_factor = (tdep
* (-p*pi/(d*gamma**2))
* sin(p * pi * z / d))
er = e_transverse_factor * psi_dr
ephi = e_transverse_factor * psi_dphi
def __call__(self, x, el):
f,g,h = self.factors
omega = self.omega
k = self.k
sx = sin(f*x[0])
sy = sin(g*x[1])
src/l/a/Langtangen-HEAD/src/py/examples/iterator.py Langtangen(Download)
# rewrite generators in terms of ordinary functions with lists:
from math import sin, cos, pi
def circle1(np):
"""Return np points (x,y) equally spaced on the unit circle."""
da = 2*pi/np
for i in range(np+1):
yield (cos(i*da), sin(i*da))
def circle2(np):
da = 2*pi/np
return [(cos(i*da), sin(i*da)) for i in range(np+1)]
src/h/e/hedge-0.91/examples/advection/advection.py hedge(Download)
def main() :
from hedge.timestep import RK4TimeStepper
from hedge.visualization import VtkVisualizer, SiloVisualizer
from hedge.tools import mem_checkpoint
from math import sin, cos, pi, sqrt
from hedge.parallel import \
guess_parallelization_context, \
reassemble_volume_field
from math import floor
def f(x):
return sin(pi*x)
src/p/y/pyx-HEAD/trunk/pyx/examples/drawing2/insert.py pyx(Download)
from math import sin, cos, radians from pyx import * angle = 10 factor = 1.0 / (cos(radians(angle)) + sin(radians(angle))) cc = canvas.canvas()
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