Files
loop/src/Geometry/Vector3D.hs
T
2022-06-23 21:23:45 +01:00

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3.0 KiB
Haskell

{-# LANGUAGE BangPatterns #-}
module Geometry.Vector3D
where
import Geometry.Vector
import Geometry.Data
import qualified Control.Foldl as L
import Data.List
infixl 6 +.+.+, -.-.-
infixl 7 *.*.*
{- | 3D coordinate-wise addition. -}
(+.+.+) :: Point3 -> Point3 -> Point3
{-# INLINE (+.+.+) #-}
V3 x1 y1 z1 +.+.+ V3 x2 y2 z2 =
let
!x = x1 + x2
!y = y1 + y2
!z = z1 + z2
in V3 x y z
{- | 3D coordinate-wise subtraction. -}
(-.-.-) :: Point3 -> Point3 -> Point3
{-# INLINE (-.-.-) #-}
V3 x1 y1 z1 -.-.- V3 x2 y2 z2 =
let
!x = x1 - x2
!y = y1 - y2
!z = z1 - z2
in V3 x y z
{- | 3D scalar multiplication. Strict. -}
(*.*.*) :: 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
{-# INLINE crossProd #-}
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)
rotate3z :: Float -> Point3 -> Point3
{-# INLINE rotate3z #-}
rotate3z a (V3 x y z) = V3 x' y' z
where
(V2 x' y') = rotateV a (V2 x y)
rotate3x :: Float -> Point3 -> Point3
{-# INLINE rotate3x #-}
rotate3x a (V3 x y z) = V3 x y' z'
where
(V2 y' z') = rotateV a (V2 y z)
rotate3y :: Float -> Point3 -> Point3
{-# INLINE rotate3y #-}
rotate3y a (V3 x y z) = V3 x' y z'
where
(V2 x' z') = rotateV a (V2 x z)
vNormaly :: Point3 -> Point3
{-# INLINE vNormaly #-}
vNormaly (V3 x y z) = V3 x' y z'
where
V2 x' z' = vNormal $ V2 x z
magV3 :: Point3 -> Float
{-# INLINE magV3 #-}
magV3 (V3 x y z) = sqrt $ x^i + y^i + z^i
where
i = 2 :: Int
normalizeV3 :: Point3 -> Point3
{-# INLINE normalizeV3 #-}
normalizeV3 (V3 0 0 0) = V3 0 0 0
normalizeV3 p = (1 / magV3 p) *.*.* p
addZ :: Float -> Point2 -> Point3
{-# INLINE addZ #-}
addZ z (V2 x y) = V3 x y z
v2z :: Point2 -> Float -> Point3
{-# INLINE v2z #-}
v2z (V2 x y) = V3 x y
stripZ :: Point3 -> Point2
{-# INLINE stripZ #-}
stripZ (V3 x y _) = V2 x y
dist3 :: Point3 -> Point3 -> Float
{-# INLINE dist3 #-}
dist3 !p1 !p2 = magV3 (p2 -.-.- p1)
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 = L.fold $ (/) <$> L.sum <*> L.genericLength
--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
angleVV3 :: Point3 -> Point3 -> Float
angleVV3 a b
| a == b = 0
| otherwise = acos $ dotV3 a b / (magV3 a * magV3 b)
projV3 :: Point3 -> Point3 -> Point3
projV3 = undefined
onXY :: (Point2 -> Point2) -> Point3 -> Point3
onXY f (V3 x y z) = V3 x' y' z
where
V2 x' y' = f (V2 x y)