{-# LANGUAGE BangPatterns #-} module Geometry ( module Geometry , module Geometry.Data , module Geometry.Intersect , module Geometry.Bezier , module Geometry.Vector ) where import Geometry.Data import Geometry.Intersect import Geometry.Bezier import Geometry.Vector import Data.Function import Data.List import Data.Maybe import Control.Applicative -- TODO add bang patterns alongLineBy :: Float -> Point2 -> Point2 -> Point2 alongLineBy x a b = a +.+ y *.* normalizeV (b -.- a) where y = min x $ dist a b closestPointOnLine :: Point2 -> Point2 -> Point2 -> Point2 {-# INLINE closestPointOnLine #-} closestPointOnLine a b p = a +.+ u *.* (b -.- a) where u = closestPointOnLineParam a b p closestPointOnLineParam :: Point2 -> Point2 -> Point2 -> Float {-# INLINE closestPointOnLineParam #-} closestPointOnLineParam a b p = (p -.- a) `dotV` (b -.- a) / (b -.- a) `dotV` (b -.- a) -- the following helper draws a rectangle based on maximal N E S W values rectNESW :: Float -> Float -> Float -> Float -> [Point2] rectNESW a b c d = [(b,a),(b,c),(d,c),(d,a) ] rectNSEW :: Float -> Float -> Float -> Float -> [Point2] rectNSEW n s e w = rectNESW n e s w rectNSWE :: Float -> Float -> Float -> Float -> [Point2] rectNSWE n s w e = [ (w,n), (w,s), (e,s), (e,n)] -- -- the following filters points in a polygon: supposes the points in the -- polygon are listed in anticlockwise order pointInOrOnPolygon :: Point2 -> [Point2] -> Bool pointInOrOnPolygon p (x:xs) = all (\l -> not (uncurry isRHS l p)) $ zip (x:xs) (xs ++ [x]) pointInPolygon :: Point2 -> [Point2] -> Bool pointInPolygon p [] = False pointInPolygon p (x:xs) = all (\l -> uncurry (errorIsLHS 1) l p) $ zip (x:xs) (xs ++ [x]) errorPointInPolygon :: Int -> Point2 -> [Point2] -> Bool errorPointInPolygon i p xs | length xs == 1 = error "one point polygon" | length xs == 2 = error "two point polygon" | nub xs == xs = pointInPolygon p xs | otherwise = error $ "errorPointInPolygon "++ show i errorNormalizeV :: Int -> Point2 -> Point2 errorNormalizeV i (0,0) = error $ "problem with function: errorNormalizeV "++show i errorNormalizeV i p = normalizeV p errorAngleVV :: Int -> Point2 -> Point2 -> Float errorAngleVV i (0,0) _ = error $ "problem with function: errorAngleVV "++show i errorAngleVV i _ (0,0) = error $ "problem with function: errorAngleVV "++show i errorAngleVV i p p' = angleVV p p' errorIsLHS :: Int -> Point2 -> Point2 -> Point2 -> Bool errorIsLHS i x y | x == y = error $ "problem with function: errorIsLHS " ++show i | otherwise = isLHS x y errorClosestPointOnLine :: Int -> Point2 -> Point2 -> Point2 -> Point2 errorClosestPointOnLine i x y | x == y = error $ "problem with function: errorClosestPointOnLine " ++show i | otherwise = closestPointOnLine x y errorClosestPointOnLineParam :: Int -> Point2 -> Point2 -> Point2 -> Float errorClosestPointOnLineParam i x y z | x == y = dist x z -- error $ "problem with function: errorClosestPointOnLineParam " ++show i | otherwise = closestPointOnLineParam x y z safeNormalizeV :: Point2 -> Point2 safeNormalizeV (0,0) = (0,0) safeNormalizeV p = normalizeV p -- tests whether a point is on the LHS of a line -- this has been called somewhere with l1 == l2 isLHS :: Point2 -> Point2 -> Point2 -> Bool {-# INLINE isLHS #-} isLHS' :: (Float, Float) -> (Float, Float) -> Point2 -> Bool isLHS' l1 l2 p | l1 == l2 = False | otherwise = closestPointOnLineParam l1 (l1 +.+ vNormal (l2 -.- l1)) p < 0 isLHS (x,y) (x',y') (x'',y'') | (x,y) == (x',y') = False | otherwise = a1 * b2 - a2 * b1 > 0 where a1 = x' - x a2 = y' - y b1 = x'' - x b2 = y'' - y isRHS :: Point2 -> Point2 -> Point2 -> Bool {-# INLINE isRHS #-} isRHS (x,y) (x',y') (x'',y'') | (x,y) == (x',y') = False | otherwise = a1 * b2 - a2 * b1 < 0 where a1 = x' - x a2 = y' - y b1 = x'' - x b2 = y'' - y --isRHS l1 l2 p = closestPointOnLineParam l1 (l1 +.+ vNormal (l2 -.- l1)) p > 0 -- reorders points to be anticlockwise around their center orderPolygon :: [Point2] -> [Point2] orderPolygon [] = [] orderPolygon ps = sortBy (compare `on` \p -> argV (p -.- cen)) ps where cen = 1/ fromIntegral (length ps) *.* foldr1 (+.+) ps dist :: Point2 -> Point2 -> Float {-# INLINE dist #-} dist p1 p2 = magV (p2 -.- p1) pHalf :: Point2 -> Point2 -> Point2 pHalf a b = 0.5 *.* (a +.+ b) circOnLine' :: Point2 -> Point2 -> Point2 -> Float -> Bool circOnLine' p1 p2 c rad = isJustTrue (fmap (\p -> magV (p -.- c) < rad) y) where y = intersectSegLine' p1 p2 c (c +.+ vNormal (p1 -.- p2)) isJustTrue (Just True) = True isJustTrue _ = False circOnLine :: Point2 -> Point2 -> Point2 -> Float -> Bool circOnLine p1 p2 c rad = magV (p1 -.- c) <= rad || magV (p2 -.- c) <= rad || isJustTrue (fmap (\p -> magV (p -.- c) < rad) y) where y = intersectSegLine' p1 p2 c (c +.+ vNormal (p1 -.- p2)) isJustTrue (Just True) = True isJustTrue _ = False difference :: (Ord a, Num a) => a -> a -> a difference x y | x > y = x - y | otherwise = y - x reflectIn :: Point2 -> Point2 -> Point2 reflectIn line vec = let angle = 2 * angleBetween line vec in rotateV angle vec angleBetween :: Point2 -> Point2 -> Float angleBetween v1 v2 = argV v1 - argV v2 doublePair :: (a,a) -> [(a,a)] doublePair (x,y) = [(x,y),(y,x)] polysIntersect :: [Point2] -> [Point2] -> Bool polysIntersect (p:ps) (q:qs) = any isJust $ (\(a,b) (c,d) -> myIntersectSegSeg a b c d) <$> pairs1 <*> pairs2 where pairs1 = zip (p:ps) (ps++[p]) pairs2 = zip (q:qs) (qs++[q]) polysIntersect [] _ = False polysIntersect _ [] = False anyPolyssIntersect :: [[Point2]] -> [[Point2]] -> Bool anyPolyssIntersect x y = or $ polysIntersect <$> x <*> y nRays :: Int -> [Point2] nRays n = take n $ iterate (rotateV (2*pi/fromIntegral n)) (600,0) nRaysRad :: Int -> Float -> [Point2] nRaysRad n x = take n $ iterate (rotateV (2*pi/fromIntegral n)) (x,0) -- angles go from 0 to 2pi, need to work out what is left of another isLeftOfA :: Float -> Float -> Bool isLeftOfA angle1 angle2 = (angle1 - angle2 < pi && angle1 > angle2) || (angle2 - angle1 > pi && angle2 > angle1) isLeftOf :: Point2 -> Point2 -> Bool isLeftOf x y = isLeftOfA (argV x) (argV y) -- diffAngles has an issue... diffAngles :: Float -> Float -> Float diffAngles x y | diff > pi = diffAngles (x - 2*pi) y | diff >= 0 = diff | diff > -pi = -diff | otherwise = diffAngles (x + 2*pi) y where diff = x-y differenceAngles = diffAngles angleDifference = diffAngles -- given a triangle where we know the length of a first side, -- the length of a second side, and the angle between the first side and the -- third side, finds the length of the third side -- not this doesn't necessarily find ALL solutions, asin is a map not a function ssaTri :: Float -> Float -> Float -> Float ssaTri ab bc a | sin a == 0 = 0 | bc == 0 = ab | otherwise = let c = asin ( (ab * sin a)/bc) b = pi - (a + c) in sin b * bc / sin a -- fix points: we now fix the triangle in the coordinate system, and return a -- third unknown point: -- the point which lies between pa and pc' on a line from b of length bc -- note that there are likely two such points, this seems to return the point -- closer to pc' ssaTriPoint :: Point2 -> Point2 -> Point2 -> Float -> Point2 ssaTriPoint pa pb pc' bc = let ab = magV (pa -.- pb) a = errorAngleVV 6 (pb -.- pa) (pc' -.- pa) ac = ssaTri ab bc a in pa +.+ (ac *.* errorNormalizeV 47 (pc' -.- pa)) -- the above SHOULD return a Maybe Point... ssaTriPoint' :: Point2 -> Point2 -> Point2 -> Float -> Maybe Point2 ssaTriPoint' pa pb pc' bc | dist pb (closestPointOnSeg pa pc' pb) >= bc = Nothing | otherwise = Just $ ssaTriPoint pa pb pc' bc ssaTriPointCorrect :: Point2 -> Point2 -> Point2 -> Float -> Maybe Point2 ssaTriPointCorrect pa pb pc' bc | param <= 1 && param >= 0 = Just p | otherwise = Nothing where p = ssaTriPoint pa pb pc' bc param = closestPointOnLineParam pa pc' p closestPointOnSeg :: Point2 -> Point2 -> Point2 -> Point2 closestPointOnSeg segP1 segP2 p | errorClosestPointOnLineParam 3 segP1 segP2 p <= 0 = segP1 | errorClosestPointOnLineParam 4 segP1 segP2 p >= 1 = segP2 | otherwise = errorClosestPointOnLine 2 segP1 segP2 p pointInCircle :: Point2 -> Float -> Point2 -> Maybe Point2 pointInCircle p r c | p == c = Just p | magV (p -.- c) < r = Just p | otherwise = Nothing --determines if a moving point intersects with a circle, --if so, returns a point on circle that intersects with the line passing --throught the circle : HOPEFULLY THE CORRECT OF THE TWO! collidePointCirc :: Point2 -> Point2 -> Float -> Point2 -> Maybe Point2 collidePointCirc p1 p2 rad c = ssaTriPoint' p2 c p1 rad -- changes the point to a measure of the distance collidePointCirc' :: Point2 -> Point2 -> Float -> Point2 -> Maybe Float collidePointCirc' p1 p2 rad c = fmap (\x -> magV (x -.- p1)) (collidePointCirc p1 p2 rad c) --returns both the point and the measure of the distance collidePointCirc'' :: Point2 -> Point2 -> Float -> Point2 -> Maybe (Point2,Float) collidePointCirc'' p1 p2 rad c = (,) <$> collidePointCirc p1 p2 rad c <*> collidePointCirc' p1 p2 rad c collidePointCircCorrect :: Point2 -> Point2 -> Float -> Point2 -> Maybe Point2 collidePointCircCorrect p1 p2 rad c = ssaTriPointCorrect p2 c p1 rad -- finds the height of a triangle using herons formula -- the base is the line between the first two points heron :: Point2 -> Point2 -> Point2 -> Float heron x y z | x == y = 0 | otherwise = let a = magV $ x -.- y b = magV $ y -.- z c = magV $ z -.- x s = (a+b+c)/2 area = sqrt(s*(s-a)*(s-b)*(s-c)) in 2*area/a -- multiplies reflection in normal by factor reflectInParam :: Float -> Point2 -> Point2 -> Point2 reflectInParam x line vec = let angle = 2 * angleBetween line vec rAng = rotateV angle vec p = x *.* errorClosestPointOnLine 3 (0,0) (vNormal line) rAng in rAng -.- p reflectIn' :: Point2 -> Point2 -> Point2 -> Point2 -> Point2 reflectIn' l1 l2 v1 v2 = v1 +.+ reflectIn (l1 -.- l2) (v2 -.- v1) isOnLine :: Point2 -> Point2 -> Point2 -> Bool isOnLine l1 l2 p = errorClosestPointOnLineParam 10 l1 (l1 +.+ vNormal (l2 -.- l1)) p == 0 && errorClosestPointOnLineParam 11 l1 l2 p <= 1 && errorClosestPointOnLineParam 12 l1 l2 p >= 0 -- the take 5000 here is a hack, otherwise divideLine seems to sometimes -- generate an infinite list, and I don't know why divideLine :: Float -> Point2 -> Point2 -> [Point2] --divideLine x a b = map (\i -> a +.+ (i / (fromIntegral numPoints)) *.* (b -.- a)) divideLine x a b = take 5000 $ map (\i -> a +.+ (fromIntegral i / fromIntegral numPoints *.* (b -.- a)) ) ns where d = dist a b numPoints = max 1 $ ceiling $ d / x ns = [0 .. numPoints] divideLineOddNumPoints :: Float -> Point2 -> Point2 -> [Point2] --divideLine x a b = map (\i -> a +.+ (i / (fromIntegral numPoints)) *.* (b -.- a)) divideLineOddNumPoints x a b = take 5000 $ map (\i -> a +.+ (fromIntegral i / fromIntegral numPoints *.* (b -.- a)) ) ns where d = dist a b numPoints' = max 1 $ ceiling $ d / x numPoints | even numPoints' = numPoints' | otherwise = numPoints' + 1 ns = [0 .. numPoints] -- pulled the following from the haskell wiki -- it seems to produce an infinite loop sometimes -- fuck that, don't trust random code on the internet bresenham :: (Int,Int) -> (Int,Int) -> [(Int,Int)] {-# INLINE bresenham #-} bresenham pa@(xa,ya) pb@(xb,yb) = map maySwitch . unfoldr go $ (x1,y1,0) where steep = abs (yb - ya) > abs (xb - xa) maySwitch = if steep then (\(x,y) -> (y,x)) else id [(x1,y1),(x2,y2)] = sort [maySwitch pa, maySwitch pb] deltax = x2 - x1 deltay = abs (y2 - y1) ystep = if y1 < y2 then 1 else -1 go (xTemp, yTemp, error) | xTemp > x2 = Nothing | otherwise = Just ((xTemp, yTemp), (xTemp + 1, newY, newError)) where tempError = error + deltay (newY, newError) = if (2*tempError) >= deltax then (yTemp+ystep,tempError-deltax) else (yTemp,tempError) digitalLine :: (Int,Int) -> (Int,Int) -> [(Int,Int)] digitalLine (x1,y1) (x2,y2) | abs (x1-x2) > abs (y1-y2) = [ (x,( (y1-y2) * x + x1*y2 - x2*y1) `rdiv` (x1-x2) ) | x <- intervalList x1 x2 ] | otherwise = [ ( ((x1-x2) * y + y1*x2 - y2*x1) `rdiv` (y1-y2) , y) | y <- intervalList y1 y2 ] where rdiv a b = round $ fromIntegral a / fromIntegral b intervalList :: Int -> Int -> [Int] intervalList x y | y >= x = [x .. y] | otherwise = reverse [y..x] divideCircle :: Float -> Point2 -> Float -> [Point2] divideCircle x cen rad = map (cen +.+) $ nPointsOnCirc n rad where n = ceiling $ rad * 2 * pi / x nPointsOnCirc :: Int -> Float -> [Point2] nPointsOnCirc n rad = take n $ iterate (rotateV (2*pi/fromIntegral n)) (rad,0) lineInPolygon :: Point2 -> Point2 -> [Point2] -> Bool lineInPolygon a b ps = pointInPolygon a ps || pointInPolygon b ps || any (isJust . uncurry (intersectSegSeg' a b)) pss where pss = zip ps (tail ps ++ [head ps]) makeLoopPairs :: [Point2] -> [(Point2,Point2)] makeLoopPairs [] = error "tried to make loop with empty list of points" makeLoopPairs [x] = error "tried to make loop with singleton list of points" makeLoopPairs (x:xs) = zip (x:xs) (xs ++ [x]) -- note the pair is ordered -- doesn't work for obtuse angles pointIsInCone :: Point2 -> (Point2,Point2) -> Point2 -> Bool pointIsInCone c (rightp,leftp) p = isLHS c rightp p && isLHS leftp c p