{- | This module provides several small vectors over @Double@ values. All fields are strict and unpacked, so using these should be fairly efficient. Each size of vector is a seperate type. It also provides a few vector constants to save you some typing now and then. -} module Data.Vector where {- | The type of @Vector@ fields. -} type Scalar = Double {- | The @Vector@ class. All vectors are members of this class, and it provides ways to apply functions over vectors. Typically this methods aren't used directly; rather, the other class instances for each vector are implemented in terms of these. -} class Vector v where fromScalar :: Scalar -> v vmap :: (Scalar -> Scalar) -> v -> v vzip :: (Scalar -> Scalar -> Scalar) -> v -> v -> v vfold :: (Scalar -> Scalar -> Scalar) -> v -> Scalar {- | Takes the /dot product/ of two vectors [of the same dimension]. If you remember your highschool linear algebra, the dot product of two vectors V and W is equal to |V| * |W| * cos k, where |V| is the length of vector V, and k is the minimum angle between the two vectors. -} vdot :: Vector v => v -> v -> Scalar vdot v w = vfold (+) $ vzip (*) v w {- | Returns the /magnitude/ of a vector (that is, it's length). Note that this is always positive or zero (never negative). -} vmag :: Vector v => v -> Scalar vmag v = sqrt $ v `vdot` v {- | Multiply a vector by a scalar. This scales the magnitude (length) of the vector, but leaves its length unchanged. (Except in the case of a negative scalar, in which case the vector's direction is reversed.) The operators '|*' and '*|' are identical, just with their arguments flipped. -} (|*) :: Vector v => Scalar -> v -> v s |* v = vmap (*s) v {- | Multiply a vector by a scalar. This scales the magnitude (length) of the vector, but leaves its length unchanged. (Except in the case of a negative scalar, in which case the vector's direction is reversed.) The operators '*|' and '|*' are identical, just with their arguments flipped. -} (*|) :: Vector v => v -> Scalar -> v v *| s = vmap (*s) v {- | Adjust a vector so that its length is exactly one. (Or, if the vector's length was zero, it stays zero.) -} vnormalise :: Vector v => v -> v vnormalise v = let m = vmag v in if m < 1e-10 then v else v *| (1/m) {- | The type of 2-dimensional vectors. It provides various class instances such as 'Eq', 'Num', 'Show', etc. -} data Vector2 = Vector2 {v2x, v2y :: {-# UNPACK #-} !Scalar} deriving (Eq, Ord, Show) instance Vector Vector2 where fromScalar x = Vector2 x x vmap f (Vector2 x1 y1) = Vector2 (f x1) (f y1) vzip f (Vector2 x1 y1) (Vector2 x2 y2) = Vector2 (f x1 x2) (f y1 y2) vfold f (Vector2 x1 y1) = f x1 y1 instance Num Vector2 where (+) = vzip (+) (-) = vzip (-) (*) = vzip (*) negate = vmap negate abs = vmap abs signum = vmap signum fromInteger n = let s = fromInteger n in fromScalar s instance Fractional Vector2 where (/) = vzip (/) recip = vmap recip fromRational r = let s = fromRational r in fromScalar s -- | Constant: The unit-length X vector, (1, 0). vector2X :: Vector2 vector2X = Vector2 1 0 -- | Constant: The unit-length Y vector, (0, 1). vector2Y :: Vector2 vector2Y = Vector2 0 1 {- | The type of 3-dimensional vectors. Similar to 'Vector2'. -} data Vector3 = Vector3 {v3x, v3y, v3z :: {-# UNPACK #-} !Scalar} deriving (Eq, Ord, Show) instance Vector Vector3 where fromScalar x = Vector3 x x x vmap f (Vector3 x1 y1 z1) = Vector3 (f x1) (f y1) (f z1) vzip f (Vector3 x1 y1 z1) (Vector3 x2 y2 z2) = Vector3 (f x1 x2) (f y1 y2) (f z1 z2) vfold f (Vector3 x1 y1 z1) = f x1 (f y1 z1) instance Num Vector3 where (+) = vzip (+) (-) = vzip (-) (*) = vzip (*) negate = vmap negate abs = vmap abs signum = vmap signum fromInteger n = let s = fromInteger n in fromScalar s instance Fractional Vector3 where (/) = vzip (/) recip = vmap recip fromRational r = let s = fromRational r in fromScalar s {- | Takes the /cross product/ of two [3D] vectors. Again, from highschool linear algebra, the cross product of vector V and W is a new vector P such that |P| = |V| * |W| * sin k (where k is the minimum angle between V and W), and the direction of P is perpendicular to both V and W. For example, @vcross 'vector3X' 'vector3Y' = 'vector3Z'@. Note also that @vcross w v = negate (vcross v w)@. -} vcross :: Vector3 -> Vector3 -> Vector3 vcross (Vector3 x1 y1 z1) (Vector3 x2 y2 z2) = Vector3 { v3x = y1 * z2 - y2 * z1, v3y = z1 * x2 - z2 * x1, v3z = x1 * y2 - x2 * y1 } -- | Constant: The unit-length X vector, (1, 0, 0). vector3X :: Vector3 vector3X = Vector3 1 0 0 -- | Constant: The unit-length Y vector, (0, 1, 0). vector3Y :: Vector3 vector3Y = Vector3 0 1 0 -- | Constant: The unit-length Z vector, (0, 0, 1). vector3Z :: Vector3 vector3Z = Vector3 0 0 1