Split UseItem module
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{-# LANGUAGE BangPatterns #-}
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module Geometry.Vector
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where
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import Geometry.Data
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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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infixl 6 +.+, -.-
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infixl 7 *.*
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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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(-.-) :: 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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(*.*) :: Float -> Point2 -> Point2
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{-# INLINE (*.*) #-}
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a *.* (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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infixl 6 +.+.+, -.-.-
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infixl 7 *.*.*
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(+.+.+) :: Point3 -> Point3 -> Point3
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{-# INLINE (+.+.+) #-}
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(x1, y1, z1) +.+.+ (x2, y2, z2) =
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let
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!x = x1 + x2
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!y = y1 + y2
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!z = z1 + z2
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in (x, y, z)
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(-.-.-) :: Point3 -> Point3 -> Point3
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{-# INLINE (-.-.-) #-}
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(x1, y1, z1) -.-.- (x2, y2, z2) =
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let
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!x = x1 - x2
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!y = y1 - y2
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!z = z1 - z2
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in (x, y, z)
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(*.*.*) :: Point3 -> Point3 -> Point3
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{-# INLINE (*.*.*) #-}
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(x1, y1, z1) *.*.* (x2, y2, z2) =
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let
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!x = x1 * x2
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!y = y1 * y2
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!z = z1 * z2
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in (x, y, z)
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normalizeV :: Point2 -> Point2
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{-# INLINE normalizeV #-}
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normalizeV p = (1 / magV p) *.* p
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angleVV :: Point2 -> Point2 -> Float
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{-# INLINE angleVV #-}
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angleVV a b = let ma = magV a
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mb = magV b
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d = a `dotV` b
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in acos $ d / (ma * mb)
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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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argV :: Point2 -> Float
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{-# INLINE argV #-}
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argV (x,y) = normalizeAngle $ atan2 y x
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detV :: Point2 -> Point2 -> Float
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{-# INLINE detV #-}
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detV (x1, y1) (x2, y2)
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= x1 * y2 - y1 * x2
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-- | Angle in radians, anticlockwise from +ve x-axis.
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unitVectorAtAngle :: Float -> Point2
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{-# INLINE unitVectorAtAngle #-}
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unitVectorAtAngle r
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= (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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{-# INLINE rotateV #-}
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-- | Convert degrees to radians
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degToRad :: Float -> Float
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degToRad d = d * pi / 180
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{-# INLINE degToRad #-}
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-- | Convert radians to degrees
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radToDeg :: Float -> Float
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radToDeg r = r * 180 / pi
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{-# INLINE radToDeg #-}
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-- | Normalize an angle to be between 0 and 2*pi radians
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normalizeAngle :: Float -> Float
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normalizeAngle f = f - 2 * pi * floor' (f / (2 * pi))
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where floor' :: Float -> Float
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floor' x = fromIntegral (floor x :: Int)
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{-# INLINE normalizeAngle #-}
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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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vInverse :: Point2 -> Point2
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vInverse (x,y) = (-x,-y)
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normV :: Point2 -> Point2
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{-# INLINE normV #-}
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normV (0,0) = (0,0)
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normV p = (1/magV p ) *.* p
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magV :: Point2 -> Float
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{-# INLINE magV #-}
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magV (x,y) = sqrt $ x^2 + y^2
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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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