214 lines
5.3 KiB
Haskell
214 lines
5.3 KiB
Haskell
{-# LANGUAGE BangPatterns #-}
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module Geometry.Vector where
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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 (V2 x y) = V3 x y 0
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infixl 6 +.+, -.-
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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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--(+.+) = -- (+)
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V2 x1 y1 +.+ V2 x2 y2 =
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let !x = x1 + x2
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!y = y1 + y2
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in V2 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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--(-.-) = (-)
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V2 x1 y1 -.- V2 x2 y2 =
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let !x = x1 - x2
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!y = y1 - y2
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in V2 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 *.* V2 x2 y2 =
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let !x = a * x2
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!y = a * y2
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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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{-# INLINE normalizeV #-}
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normalizeV p = (1 / magV p) *.* p
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clipV :: Float -> Point2 -> Point2
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{-# INLINE clipV #-}
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clipV x v
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| magV v > x = x *.* normalizeV v
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| otherwise = v
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-- | Angle between two vectors. Always positive.
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-- TODO fix this: it seems to be unstable when the two vectors are very close to
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-- each other
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angleVV :: Point2 -> Point2 -> Float
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{-# INLINE angleVV #-}
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angleVV a b
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| a == b = 0
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| otherwise =
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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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-- | Safe version of 'angleVV' that returns 0 if either vector is null.
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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 == 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 (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 (V2 x y) = normalizeAngle $ atan2 y x
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{- | Given vector, returns the angle, anticlockwise from +ve x-axis, in radians.
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Returns Nothing for a 0 0 vector.
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-}
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safeArgV :: Point2 -> Maybe Float
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{-# INLINE safeArgV #-}
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safeArgV (V2 0 0) = Nothing
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safeArgV v = Just $ argV v
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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 (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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-}
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unitVectorAtAngle :: Float -> Point2
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{-# INLINE unitVectorAtAngle #-}
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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 (V2 x y) =
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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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rotateVAround :: Point2 -> Float -> Point2 -> Point2
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rotateVAround p r q = rotateV r (q -.- p) +.+ p
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{-# INLINE rotateVAround #-}
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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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{-# INLINE normalizeAngle #-}
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normalizeAngle f
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| f >= 0 && f < 2 * pi = f
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| otherwise = f - 2 * pi * floor' (f / (2 * pi))
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where
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floor' :: Float -> Float
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floor' x = fromIntegral (floor x :: Int)
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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 (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 (V2 x y) = V2 (- x) (- y)
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-- | Normalize a vector safely: on (0,0) return (0,0).
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squashNormalizeV :: Point2 -> Point2
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{-# INLINE squashNormalizeV #-}
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squashNormalizeV p
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| magV p == 0 = V2 0 0
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| otherwise = (1 / magV p) *.* p
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-- | Normalize a vector safely: on (0,0) return Nothing.
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safeNormalizeV :: Point2 -> Maybe Point2
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{-# INLINE safeNormalizeV #-}
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safeNormalizeV p
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| magV p == 0 = Nothing
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| otherwise = Just $ (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 (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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-}
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crossV :: Point2 -> Point2 -> Float
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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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| den == 0 = error "tried projecting onto zero vector"
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| otherwise = (fromv `dotV` onv) / den *.* onv
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where
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den = onv `dotV` onv
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-- | Return distance between two points.
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dist :: Point2 -> Point2 -> Float
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{-# INLINE dist #-}
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dist !p1 !p2 = magV (p2 -.- p1)
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-- | Finds a new angle a given fraction between two other angles
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tweenAngles ::
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Float ->
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Float ->
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Float ->
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Float
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{-# INLINE tweenAngles #-}
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tweenAngles frac a1 a2
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| abs (a1 - a2) < pi = frac * (a1 - a2) + a2
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| otherwise = normalizeAngle $ go frac a1 a2
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where
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go frac' a1' a2'
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| abs (a1' - a2') < pi = frac' * (a1' - a2') + a2'
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| a1' > a2' = go frac' (a1' - 2 * pi) a2'
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| otherwise = go frac' a1' (a2' - 2 * pi)
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xV2 :: Point2 -> Float
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{-# INLINE xV2 #-}
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xV2 (V2 x _) = x
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yV2 :: Point2 -> Float
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{-# INLINE yV2 #-}
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yV2 (V2 _ y) = y
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xyzV4 :: V4 a -> V3 a
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{-# INLINE xyzV4 #-}
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xyzV4 (V4 x y z _) = V3 x y z
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xyV3 :: V3 a -> V2 a
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{-# INLINE xyV3 #-}
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xyV3 (V3 x y _) = V2 x y
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