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loop/src/Geometry/Vector3D.hs
T
2021-07-29 23:42:27 +02:00

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1.8 KiB
Haskell

{-# LANGUAGE BangPatterns #-}
module Geometry.Vector3D
where
import Geometry.Vector
import Geometry.Data
import Data.List
infixl 6 +.+.+, -.-.-
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)
{- | 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)
{- | 3D scalar multiplication. -}
(*.*.*) :: Float -> Point3 -> Point3
{-# INLINE (*.*.*) #-}
a *.*.* (V3 x2 y2 z2) =
let
!x = a * x2
!y = a * y2
!z = a * z2
in V3 x y z
crossProd :: Point3 -> Point3 -> Point3
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 (V3 x y z) = V3 x' y' z
where
(V2 x' y') = rotateV a (V2 x y)
magV3 :: Point3 -> Float
magV3 (V3 x y z) = sqrt $ x^i + y^i + z^i
where
i = 2 :: Int
normalizeV3 :: Point3 -> Point3
normalizeV3 (V3 0 0 0) = V3 0 0 0
normalizeV3 p = (1 / magV3 p) *.*.* p
addZ :: Float -> Point2 -> Point3
addZ z (V2 x y) = V3 x y z
orderAround3
:: Point3 -- ^ Vector to order around
-> [Point3]
-> [Point3]
orderAround3 v ps = sortOn (argV . prj) ps
where
xdir = crossProd v (head ps)
ydir = crossProd v xdir
prj p = V2 (dotV3 xdir p) (dotV3 ydir p)
vCen3 :: [Point3] -> Point3
vCen3 ps = (1 / fromIntegral (length ps)) *.*.* foldr (+.+.+) (V3 0 0 0) ps
dotV3
:: Point3
-> Point3
-> Float
dotV3 (V3 x y z) (V3 a b c) = x*a + y*b + z*c
projV3
:: Point3
-> Point3
-> Point3
projV3 = undefined