Add haddocks

This commit is contained in:
jgk
2021-04-04 18:53:43 +02:00
parent d3821fc7b3
commit b3649597fa
5 changed files with 61 additions and 21 deletions
+1 -1
View File
@@ -761,7 +761,7 @@ logistic x0 l k x = l / (1 + exp (k*(x0 - x)))
wallLOS :: [Point2] -> Point2 -> Point2 -> Bool
{-# INLINE wallLOS #-}
wallLOS !(x:y:_) !c !p = isRHS c x y || isLHS p x' y' || isLHS c p x || isRHS c p y
where n = 10 *.* (normV . vNormal $ y -.- x)
where n = 10 *.* (safeNormalizeV . vNormal $ y -.- x)
x' = x +.+ n
y' = y +.+ n
-6
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@@ -117,12 +117,6 @@ errorClosestPointOnLineParam !i !x! y! z
| x == y = dist x z
| otherwise = closestPointOnLineParam x y z
-- | Normalize a vector to be unit length.
-- For (0,0) return (0,0).
safeNormalizeV :: Point2 -> Point2
safeNormalizeV !(0,0) = (0,0)
safeNormalizeV !p = normalizeV p
-- | Test whether a point is on the LHS of a line.
-- Returns False if the line is of zero length.
isLHS
+12
View File
@@ -3,8 +3,15 @@ module Geometry.Bezier
import Geometry.Data
import Geometry.Vector
{- | A synonym describing a quadratic Bezier curve as three 'Point2's: start,
control and end.
-}
type BQuad = (Point2,Point2,Point2)
{- | Split a quadratic Bezier curve into two at a fractional point along the
curve.
If the fraction is not between 0 and 1, this will create backwards curves.
-}
splitBezierquad :: BQuad -> Float -> (BQuad,BQuad)
splitBezierquad (a,b,c) z
= ( ( a
@@ -17,11 +24,16 @@ splitBezierquad (a,b,c) z
)
)
{- | Split a quadratic Bezier curve into a given number of straight lines, and
return the list of points defining these lines.
-}
bQuadToLine :: BQuad -> Int -> [Point2]
bQuadToLine (a,_,c) 0 = [a,c]
bQuadToLine x i = let (l,r) = splitBezierquad x 0.5
in bQuadToLine l (i-1) ++ bQuadToLine r (i-1)
{- | Transform a quadratic Bezier curve into a function.
-}
bQuadToF :: (Point2,Point2,Point2) -> Float -> Point2
bQuadToF (c,b,a) t = t *.* (t *.* a +.+ (1-t) *.* b) +.+
(1-t) *.* (t *.* b +.+ (1-t) *.* c)
-1
View File
@@ -4,7 +4,6 @@ module Geometry.Data
, Point4 (..)
)
where
type Point2 = (Float,Float)
type Point3 = (Float,Float,Float)
type Point4 = (Float,Float,Float,Float)
+48 -13
View File
@@ -2,7 +2,8 @@
module Geometry.Vector
where
import Geometry.Data
{- | Moves from to three dimensions, adding zero in z direction.
-}
zeroZ :: Point2 -> Point3
{-# INLINE zeroZ #-}
zeroZ (x,y) = (x,y,0)
@@ -10,6 +11,8 @@ zeroZ (x,y) = (x,y,0)
infixl 6 +.+, -.-
infixl 7 *.*
{- | 2D coordinate-wise addition.
-}
(+.+) :: Point2 -> Point2 -> Point2
{-# INLINE (+.+) #-}
(x1, y1) +.+ (x2, y2) =
@@ -17,7 +20,8 @@ infixl 7 *.*
!x = x1 + x2
!y = y1 + y2
in (x, y)
{- | 2D coordinate-wise subtraction.
-}
(-.-) :: Point2 -> Point2 -> Point2
{-# INLINE (-.-) #-}
(x1, y1) -.- (x2, y2) =
@@ -25,7 +29,8 @@ infixl 7 *.*
!x = x1 - x2
!y = y1 - y2
in (x, y)
{- | 2D scalar multiplication.
-}
(*.*) :: Float -> Point2 -> Point2
{-# INLINE (*.*) #-}
a *.* (x2, y2) =
@@ -37,6 +42,9 @@ a *.* (x2, y2) =
infixl 6 +.+.+, -.-.-
infixl 7 *.*.*
{- | 3D coordinate-wise addition.
-}
(+.+.+) :: Point3 -> Point3 -> Point3
{-# INLINE (+.+.+) #-}
(x1, y1, z1) +.+.+ (x2, y2, z2) =
@@ -46,6 +54,8 @@ infixl 7 *.*.*
!z = z1 + z2
in (x, y, z)
{- | 3D coordinate-wise subtraction.
-}
(-.-.-) :: Point3 -> Point3 -> Point3
{-# INLINE (-.-.-) #-}
(x1, y1, z1) -.-.- (x2, y2, z2) =
@@ -55,6 +65,8 @@ infixl 7 *.*.*
!z = z1 - z2
in (x, y, z)
{- | 3D scalar multiplication.
-}
(*.*.*) :: Point3 -> Point3 -> Point3
{-# INLINE (*.*.*) #-}
(x1, y1, z1) *.*.* (x2, y2, z2) =
@@ -64,10 +76,15 @@ infixl 7 *.*.*
!z = z1 * z2
in (x, y, z)
{- | Normalize a vector to length 1.
-}
normalizeV :: Point2 -> Point2
{-# INLINE normalizeV #-}
normalizeV p = (1 / magV p) *.* p
{- | Angle between two vectors.
Always positive.
-}
angleVV :: Point2 -> Point2 -> Float
{-# INLINE angleVV #-}
angleVV a b = let ma = magV a
@@ -75,20 +92,28 @@ angleVV a b = let ma = magV a
d = a `dotV` b
in acos $ d / (ma * mb)
{- | Dot product.
-}
dotV :: Point2 -> Point2 -> Float
{-# INLINE dotV #-}
dotV (x,y) (z,w) = x*z + y*w
{- | Given vector, returns the angle, anticlockwise from +ve x-axis, in radians.
-}
argV :: Point2 -> Float
{-# INLINE argV #-}
argV (x,y) = normalizeAngle $ atan2 y x
{- | Determinant of the matrix formed by two vectors.
-}
detV :: Point2 -> Point2 -> Float
{-# INLINE detV #-}
detV (x1, y1) (x2, y2)
= x1 * y2 - y1 * x2
-- | Angle in radians, anticlockwise from +ve x-axis.
{- | Given an angle in radians, anticlockwise from +ve x-axis, returns the
corresponding unit vector.
-}
unitVectorAtAngle :: Float -> Point2
{-# INLINE unitVectorAtAngle #-}
unitVectorAtAngle r
@@ -106,36 +131,46 @@ degToRad :: Float -> Float
degToRad d = d * pi / 180
{-# INLINE degToRad #-}
-- | Convert radians to degrees
radToDeg :: Float -> Float
radToDeg r = r * 180 / pi
{-# INLINE radToDeg #-}
-- | Normalize an angle to be between 0 and 2*pi radians
normalizeAngle :: Float -> Float
normalizeAngle f = f - 2 * pi * floor' (f / (2 * pi))
where floor' :: Float -> Float
floor' x = fromIntegral (floor x :: Int)
{-# INLINE normalizeAngle #-}
normalizeAngle f = f - 2 * pi * floor' (f / (2 * pi))
where
floor' :: Float -> Float
floor' x = fromIntegral (floor x :: Int)
{- | Rotate vector by pi/2 clockwise.
-}
vNormal :: Point2 -> Point2
{-# INLINE vNormal #-}
vNormal (x,y) = (y,-x)
{- | Negate a vector.
-}
vInverse :: Point2 -> Point2
vInverse (x,y) = (-x,-y)
normV :: Point2 -> Point2
{-# INLINE normV #-}
normV (0,0) = (0,0)
normV p = (1/magV p ) *.* p
{- | Normalize a vector safely: on (0,0) return (0,0).
-}
safeNormalizeV :: Point2 -> Point2
{-# INLINE safeNormalizeV #-}
safeNormalizeV (0,0) = (0,0)
safeNormalizeV p = (1/magV p ) *.* p
{- | Magnitude of a vector.
-}
magV :: Point2 -> Float
{-# INLINE magV #-}
magV (x,y) = sqrt $ x^2 + y^2
{- | Magnitude of the cross product of two vectors.
Identical to detV.
-}
crossV :: Point2 -> Point2 -> Float
crossV (ax,ay) (bx,by) = ax*by - ay*bx