Mid strictifying

This commit is contained in:
jgk
2021-07-29 23:42:27 +02:00
parent 67aa5c05c7
commit bd8ef3f416
22 changed files with 359 additions and 325 deletions
+28 -27
View File
@@ -12,55 +12,56 @@ infixl 7 *.*.*
{- | 3D coordinate-wise addition. -}
(+.+.+) :: Point3 -> Point3 -> Point3
{-# INLINE (+.+.+) #-}
(x1, y1, z1) +.+.+ (x2, y2, z2) =
let
!x = x1 + x2
!y = y1 + y2
!z = z1 + z2
in (x, y, z)
(+.+.+) = (+)
--(x1, y1, z1) +.+.+ (x2, y2, z2) =
-- let
-- !x = x1 + x2
-- !y = y1 + y2
-- !z = z1 + z2
-- in (x, y, z)
{- | 3D coordinate-wise subtraction. -}
(-.-.-) :: Point3 -> Point3 -> Point3
{-# INLINE (-.-.-) #-}
(x1, y1, z1) -.-.- (x2, y2, z2) =
let
!x = x1 - x2
!y = y1 - y2
!z = z1 - z2
in (x, y, z)
(-.-.-) = (-)
--(x1, y1, z1) -.-.- (x2, y2, z2) =
-- let
-- !x = x1 - x2
-- !y = y1 - y2
-- !z = z1 - z2
-- in (x, y, z)
{- | 3D scalar multiplication. -}
(*.*.*) :: Float -> Point3 -> Point3
{-# INLINE (*.*.*) #-}
a *.*.* (x2, y2, z2) =
a *.*.* (V3 x2 y2 z2) =
let
!x = a * x2
!y = a * y2
!z = a * z2
in (x, y, z)
in V3 x y z
crossProd :: Point3 -> Point3 -> Point3
crossProd (x,y,z) (a,b,c) =
( y * c - z * b
, z * a - x * c
, x * b - y * a
)
crossProd (V3 x y z) (V3 a b c) = V3
( y * c - z * b)
( z * a - x * c)
( x * b - y * a)
rotate3 :: Float -> Point3 -> Point3
{-# INLINE rotate3 #-}
rotate3 a (x,y,z) = (x',y',z)
rotate3 a (V3 x y z) = V3 x' y' z
where
(x',y') = rotateV a (x,y)
(V2 x' y') = rotateV a (V2 x y)
magV3 :: Point3 -> Float
magV3 (x,y,z) = sqrt $ x^i + y^i + z^i
magV3 (V3 x y z) = sqrt $ x^i + y^i + z^i
where
i = 2 :: Int
normalizeV3 :: Point3 -> Point3
normalizeV3 (0,0,0) = (0,0,0)
normalizeV3 (V3 0 0 0) = V3 0 0 0
normalizeV3 p = (1 / magV3 p) *.*.* p
addZ :: Float -> Point2 -> Point3
addZ z (x,y) = (x,y,z)
addZ z (V2 x y) = V3 x y z
orderAround3
:: Point3 -- ^ Vector to order around
@@ -70,16 +71,16 @@ orderAround3 v ps = sortOn (argV . prj) ps
where
xdir = crossProd v (head ps)
ydir = crossProd v xdir
prj p = (dotV3 xdir p, dotV3 ydir p)
prj p = V2 (dotV3 xdir p) (dotV3 ydir p)
vCen3 :: [Point3] -> Point3
vCen3 ps = (1 / fromIntegral (length ps)) *.*.* foldr (+.+.+) (0,0,0) ps
vCen3 ps = (1 / fromIntegral (length ps)) *.*.* foldr (+.+.+) (V3 0 0 0) ps
dotV3
:: Point3
-> Point3
-> Float
dotV3 (x,y,z) (a,b,c) = x*a + y*b + z*c
dotV3 (V3 x y z) (V3 a b c) = x*a + y*b + z*c
projV3
:: Point3