{-# OPTIONS -fno-warn-missing-methods #-}
{-# LANGUAGE TypeSynonymInstances #-}
module Brillo.Data.Vector (
Vector,
magV,
argV,
dotV,
detV,
mulSV,
rotateV,
angleVV,
normalizeV,
unitVectorAtAngle,
)
where
import Brillo.Data.Picture
import Brillo.Geometry.Angle
magV :: Vector -> Float
magV :: Vector -> Float
magV (Float
x, Float
y) =
Float -> Float
forall a. Floating a => a -> a
sqrt (Float
x Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
x Float -> Float -> Float
forall a. Num a => a -> a -> a
+ Float
y Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
y)
{-# INLINE magV #-}
argV :: Vector -> Float
argV :: Vector -> Float
argV (Float
x, Float
y) =
Float -> Float
normalizeAngle (Float -> Float) -> Float -> Float
forall a b. (a -> b) -> a -> b
$ Float -> Float -> Float
forall a. RealFloat a => a -> a -> a
atan2 Float
y Float
x
{-# INLINE argV #-}
dotV :: Vector -> Vector -> Float
dotV :: Vector -> Vector -> Float
dotV (Float
x1, Float
x2) (Float
y1, Float
y2) =
Float
x1 Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
y1 Float -> Float -> Float
forall a. Num a => a -> a -> a
+ Float
x2 Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
y2
{-# INLINE dotV #-}
detV :: Vector -> Vector -> Float
detV :: Vector -> Vector -> Float
detV (Float
x1, Float
y1) (Float
x2, Float
y2) =
Float
x1 Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
y2 Float -> Float -> Float
forall a. Num a => a -> a -> a
- Float
y1 Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
x2
{-# INLINE detV #-}
mulSV :: Float -> Vector -> Vector
mulSV :: Float -> Vector -> Vector
mulSV Float
s (Float
x, Float
y) =
(Float
s Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
x, Float
s Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
y)
{-# INLINE mulSV #-}
rotateV :: Float -> Vector -> Vector
rotateV :: Float -> Vector -> Vector
rotateV Float
r (Float
x, Float
y) =
( Float
x Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float -> Float
forall a. Floating a => a -> a
cos Float
r Float -> Float -> Float
forall a. Num a => a -> a -> a
- Float
y Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float -> Float
forall a. Floating a => a -> a
sin Float
r
, Float
x Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float -> Float
forall a. Floating a => a -> a
sin Float
r Float -> Float -> Float
forall a. Num a => a -> a -> a
+ Float
y Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float -> Float
forall a. Floating a => a -> a
cos Float
r
)
{-# INLINE rotateV #-}
angleVV :: Vector -> Vector -> Float
angleVV :: Vector -> Vector -> Float
angleVV Vector
p1 Vector
p2 =
let m1 :: Float
m1 = Vector -> Float
magV Vector
p1
m2 :: Float
m2 = Vector -> Float
magV Vector
p2
d :: Float
d = Vector
p1 Vector -> Vector -> Float
`dotV` Vector
p2
aDiff :: Float
aDiff = Float -> Float
forall a. Floating a => a -> a
acos (Float -> Float) -> Float -> Float
forall a b. (a -> b) -> a -> b
$ Float
d Float -> Float -> Float
forall a. Fractional a => a -> a -> a
/ (Float
m1 Float -> Float -> Float
forall a. Num a => a -> a -> a
* Float
m2)
in Float
aDiff
{-# INLINE angleVV #-}
normalizeV :: Vector -> Vector
normalizeV :: Vector -> Vector
normalizeV Vector
v = Float -> Vector -> Vector
mulSV (Float
1 Float -> Float -> Float
forall a. Fractional a => a -> a -> a
/ Vector -> Float
magV Vector
v) Vector
v
{-# INLINE normalizeV #-}
unitVectorAtAngle :: Float -> Vector
unitVectorAtAngle :: Float -> Vector
unitVectorAtAngle Float
r =
(Float -> Float
forall a. Floating a => a -> a
cos Float
r, Float -> Float
forall a. Floating a => a -> a
sin Float
r)
{-# INLINE unitVectorAtAngle #-}