Mid strictifying
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+28
-27
@@ -5,7 +5,7 @@ import Geometry.Data
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{- | Moves from two to three dimensions, adding zero in z direction. -}
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zeroZ :: Point2 -> Point3
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{-# INLINE zeroZ #-}
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zeroZ (x,y) = (x,y,0)
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zeroZ (V2 x y) = V3 x y 0
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infixl 6 +.+, -.-
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infixl 7 *.*
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@@ -13,27 +13,29 @@ infixl 7 *.*
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{- | 2D coordinate-wise addition. -}
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(+.+) :: Point2 -> Point2 -> Point2
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{-# INLINE (+.+) #-}
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(x1, y1) +.+ (x2, y2) =
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let
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!x = x1 + x2
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!y = y1 + y2
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in (x, y)
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(+.+) = (+)
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--(x1, y1) +.+ (x2, y2) =
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-- let
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-- !x = x1 + x2
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-- !y = y1 + y2
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-- in (x, y)
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{- | 2D coordinate-wise subtraction. -}
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(-.-) :: Point2 -> Point2 -> Point2
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{-# INLINE (-.-) #-}
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(x1, y1) -.- (x2, y2) =
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let
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!x = x1 - x2
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!y = y1 - y2
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in (x, y)
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(-.-) = (-)
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--(x1, y1) -.- (x2, y2) =
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-- let
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-- !x = x1 - x2
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-- !y = y1 - y2
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-- in (x, y)
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{- | 2D scalar multiplication. -}
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(*.*) :: Float -> Point2 -> Point2
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{-# INLINE (*.*) #-}
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a *.* (x2, y2) =
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a *.* V2 x2 y2 =
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let
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!x = a * x2
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!y = a * y2
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in (x, y)
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in V2 x y
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{- | Normalize a vector to length 1. -}
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normalizeV :: Point2 -> Point2
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@@ -53,31 +55,30 @@ angleVV a b
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safeAngleVV :: Point2 -> Point2 -> Float
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{-# INLINE safeAngleVV #-}
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safeAngleVV a b
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| a == (0,0) || b == (0,0) = 0
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| a == V2 0 0 || b == V2 0 0 = 0
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| otherwise = angleVV a b
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{- | Dot product. -}
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dotV :: Point2 -> Point2 -> Float
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{-# INLINE dotV #-}
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dotV (x,y) (z,w) = x*z + y*w
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dotV (V2 x y) (V2 z w) = x*z + y*w
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{- | Given vector, returns the angle, anticlockwise from +ve x-axis, in radians. -}
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argV :: Point2 -> Float
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{-# INLINE argV #-}
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argV (x,y) = normalizeAngle $ atan2 y x
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argV (V2 x y) = normalizeAngle $ atan2 y x
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{- | Determinant of the matrix formed by two vectors. -}
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detV :: Point2 -> Point2 -> Float
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{-# INLINE detV #-}
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detV (x1, y1) (x2, y2) = x1 * y2 - y1 * x2
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detV (V2 x1 y1) (V2 x2 y2) = x1 * y2 - y1 * x2
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{- | Given an angle in radians, anticlockwise from +ve x-axis,
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- returns the corresponding unit vector. -}
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unitVectorAtAngle :: Float -> Point2
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{-# INLINE unitVectorAtAngle #-}
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unitVectorAtAngle r = (cos r, sin r)
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unitVectorAtAngle r = V2 (cos r) (sin r)
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-- | Rotate a vector by an angle (in radians). +ve angle is counter-clockwise.
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rotateV :: Float -> Point2 -> Point2
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rotateV r (x, y) =
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( x * cos r - y * sin r
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, x * sin r + y * cos r
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)
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rotateV r (V2 x y) = V2
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(x * cos r - y * sin r)
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(x * sin r + y * cos r)
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{-# INLINE rotateV #-}
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-- | Convert degrees to radians
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degToRad :: Float -> Float
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@@ -97,23 +98,23 @@ normalizeAngle f = f - 2 * pi * floor' (f / (2 * pi))
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{- | Rotate vector by pi/2 clockwise. -}
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vNormal :: Point2 -> Point2
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{-# INLINE vNormal #-}
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vNormal (x,y) = (y,-x)
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vNormal (V2 x y) = V2 y (negate x)
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{- | Negate a vector. -}
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vInverse :: Point2 -> Point2
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vInverse (x,y) = (-x,-y)
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vInverse (V2 x y) = V2 (-x) (-y)
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{- | Normalize a vector safely: on (0,0) return (0,0). -}
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safeNormalizeV :: Point2 -> Point2
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{-# INLINE safeNormalizeV #-}
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safeNormalizeV (0,0) = (0,0)
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safeNormalizeV (V2 0 0) = V2 0 0
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safeNormalizeV p = (1/magV p ) *.* p
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{- | Magnitude of a vector. -}
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magV :: Point2 -> Float
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{-# INLINE magV #-}
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magV (x,y) = sqrt $ x^(2::Int) + y^(2::Int)
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magV (V2 x y) = sqrt $ x^(2::Int) + y^(2::Int)
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{- | Magnitude of the cross product of two vectors.
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Identical to detV. -}
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crossV :: Point2 -> Point2 -> Float
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crossV (ax,ay) (bx,by) = ax*by - ay*bx
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crossV (V2 ax ay) (V2 bx by) = ax*by - ay*bx
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{- | TO CHECK Orthographic projection of one vector onto another. -}
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projV :: Point2 -> Point2 -> Point2
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projV fromv onv
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