{-# LANGUAGE FlexibleInstances #-}

-- |

-- Module:      Data.Geo.Jord.Frames

-- Copyright:   (c) 2018 Cedric Liegeois

-- License:     BSD3

-- Maintainer:  Cedric Liegeois <ofmooseandmen@yahoo.fr>

-- Stability:   experimental

-- Portability: portable

--

-- Type and functions for working with delta vectors in different reference frames.

--

-- All functions are implemented using the vector-based approached described in

-- <http://www.navlab.net/Publications/A_Nonsingular_Horizontal_Position_Representation.pdf Gade, K. (2010). A Non-singular Horizontal Position Representation>

--

module Data.Geo.Jord.Frames
    (
    -- * Reference Frames

      Frame(..)
    -- ** Body frame

    , FrameB
    , yaw
    , pitch
    , roll
    , frameB
    -- ** Local frame

    , FrameL
    , wanderAzimuth
    , frameL
    -- ** North-East-Down frame

    , FrameN
    , frameN
    -- * Deltas

    , Delta
    , delta
    , deltaMetres
    -- * Delta in the north, east, down frame

    , Ned
    , ned
    , nedMetres
    , north
    , east
    , down
    , bearing
    , elevation
    , norm
    -- * Calculations

    , deltaBetween
    , nedBetween
    , target
    , targetN
    ) where

import Data.Geo.Jord.Angle
import Data.Geo.Jord.AngularPosition
import Data.Geo.Jord.Earth
import Data.Geo.Jord.EcefPosition
import Data.Geo.Jord.LatLong
import Data.Geo.Jord.Length
import Data.Geo.Jord.NVector
import Data.Geo.Jord.Rotation
import Data.Geo.Jord.Transform
import Data.Geo.Jord.Vector3d

-- | class for reference frames.

--

-- Supported frames:

--

--     * 'FrameB': 'rEF' returns R_EB

--

--     * 'FrameL': 'rEF' returns R_EL

--

--     * 'FrameN': 'rEF' returns R_EN

--

class Frame a where
    rEF :: a -> [Vector3d] -- ^ rotation matrix to transform vectors decomposed in frame @a@ to vectors decomposed Earth-Fixed frame.


-- | Body frame (typically of a vehicle).

--

--     * Position: The origin is in the vehicle’s reference point.

--

--     * Orientation: The x-axis points forward, the y-axis to the right (starboard) and the z-axis

-- in the vehicle’s down direction.

--

--      * Comments: The frame is fixed to the vehicle.

--

data FrameB =
    FrameB Angle
           Angle
           Angle
           Vector3d
    deriving (Eq, Show)

-- | body yaw angle (vertical axis).

yaw :: FrameB -> Angle
yaw (FrameB a _ _ _) = a

-- | body pitch angle (transverse axis).

pitch :: FrameB -> Angle
pitch (FrameB _ a _ _) = a

-- | body roll angle (longitudinal axis).

roll :: FrameB -> Angle
roll (FrameB _ _ a _) = a

-- | 'FrameB' from given yaw, pitch, roll, position (origin) and earth model.

frameB :: (ETransform a) => Angle -> Angle -> Angle -> a -> Earth -> FrameB
frameB yaw' pitch' roll' p e = FrameB yaw' pitch' roll' (nvec p e)

-- | R_EB: frame B to Earth

instance Frame FrameB where
    rEF (FrameB y p r o) = rm
      where
        rNB = zyx2r y p r
        n = FrameN o
        rEN = rEF n
        rm = mdot rEN rNB -- closest frames cancel: N


-- | Local level, Wander azimuth frame.

--

--     * Position: The origin is directly beneath or above the vehicle (B), at Earth’s surface (surface

-- of ellipsoid model).

--

--     * Orientation: The z-axis is pointing down. Initially, the x-axis points towards north, and the

-- y-axis points towards east, but as the vehicle moves they are not rotating about the z-axis

-- (their angular velocity relative to the Earth has zero component along the z-axis).

-- (Note: Any initial horizontal direction of the x- and y-axes is valid for L, but if the

-- initial position is outside the poles, north and east are usually chosen for convenience.)

--

--     * Comments: The L-frame is equal to the N-frame except for the rotation about the z-axis,

-- which is always zero for this frame (relative to Earth). Hence, at a given time, the only

-- difference between the frames is an angle between the x-axis of L and the north direction;

-- this angle is called the wander azimuth angle. The L-frame is well suited for general

-- calculations, as it is non-singular.

--

data FrameL =
    FrameL Angle
           LatLong
    deriving (Eq, Show)

-- | wander azimuth: angle between x-axis of the frame L and the north direction.

wanderAzimuth :: FrameL -> Angle
wanderAzimuth (FrameL a _) = a

-- | R_EL: frame L to Earth

instance Frame FrameL where
    rEF (FrameL w o) = rm
      where
        r = xyz2r (longitude o) (negate' (latitude o)) w
        rEe' = [Vector3d 0 0 (-1), Vector3d 0 1 0, Vector3d 1 0 0]
        rm = mdot rEe' r

-- | 'FrameL' from given wander azimuth, position (origin) and earth model.

frameL :: (ETransform a) => Angle -> a -> Earth -> FrameL
frameL w p e = FrameL w ll
  where
    v = pos (ecefToNVector (toEcef p e) e)
    ll = nvectorToLatLong v

-- | North-East-Down (local level) frame.

--

--     * Position: The origin is directly beneath or above the vehicle (B), at Earth’s surface (surface

-- of ellipsoid model).

--

--     * Orientation: The x-axis points towards north, the y-axis points towards east (both are

-- horizontal), and the z-axis is pointing down.

--

--     * Comments: When moving relative to the Earth, the frame rotates about its z-axis to allow the

-- x-axis to always point towards north. When getting close to the poles this rotation rate

-- will increase, being infinite at the poles. The poles are thus singularities and the direction of

-- the x- and y-axes are not defined here. Hence, this coordinate frame is not suitable for

-- general calculations.

--

newtype FrameN =
    FrameN Vector3d
    deriving (Eq, Show)

-- | R_EN: frame N to Earth

instance Frame FrameN where
    rEF (FrameN o) = transpose rm
      where
        np = vec northPole
        rd = vscale o (-1) -- down (pointing opposite to n-vector)

        re = vunit (vcross np o) -- east (pointing perpendicular to the plane)

        rn = vcross re rd -- north (by right hand rule)

        rm = [rn, re, rd]

-- | 'FrameN' from given position (origin) and earth model.

frameN :: (ETransform a) => a -> Earth -> FrameN
frameN p e = FrameN (nvec p e)

-- | delta between position in one of the reference frames.

newtype Delta =
    Delta Vector3d
    deriving (Eq, Show)

-- | 'Delta' from given x, y and z length.

delta :: Length -> Length -> Length -> Delta
delta x y z = Delta (Vector3d (toMetres x) (toMetres y) (toMetres z))

-- | 'Delta' from given x, y and z length in _metres_.

deltaMetres :: Double -> Double -> Double -> Delta
deltaMetres x y z = delta (metres x) (metres y) (metres z)

-- | North, east and down delta (thus in frame 'FrameN').

newtype Ned =
    Ned Vector3d
    deriving (Eq, Show)

-- | 'Ned' from given north, east and down.

ned :: Length -> Length -> Length -> Ned
ned n e d = Ned (Vector3d (toMetres n) (toMetres e) (toMetres d))

-- | 'Ned' from given north, east and down in _metres_.

nedMetres :: Double -> Double -> Double -> Ned
nedMetres n e d = ned (metres n) (metres e) (metres d)

-- | North component of given 'Ned'.

north :: Ned -> Length
north (Ned v) = metres (vx v)

-- | East component of given 'Ned'.

east :: Ned -> Length
east (Ned v) = metres (vy v)

-- | Down component of given 'Ned'.

down :: Ned -> Length
down (Ned v) = metres (vz v)

-- | @bearing v@ computes the bearing in compass angle of the NED vector @v@ from north.

--

-- Compass angles are clockwise angles from true north: 0 = north, 90 = east, 180 = south, 270 = west.

--

bearing :: Ned -> Angle
bearing v =
    let a = atan2' (toMetres (east v)) (toMetres (north v))
     in normalise a (decimalDegrees 360.0)

-- | @elevation v@ computes the elevation of the NED vector @v@ from horizontal (ie tangent to ellipsoid surface).

elevation :: Ned -> Angle
elevation (Ned v) = negate' (asin' (vz v / vnorm v))

-- | @norm v@ computes the norm of the NED vector @v@.

norm :: Ned -> Length
norm (Ned v) = metres (vnorm v)

-- | @deltaBetween p1 p2 f e@ computes the exact 'Delta' between the two positions @p1@ and @p2@ in frame @f@

-- using earth model @e@.

deltaBetween :: (ETransform a, Frame c) => a -> a -> (a -> Earth -> c) -> Earth -> Delta
deltaBetween p1 p2 f e = deltaMetres (vx d) (vy d) (vz d)
  where
    e1 = ecefvec p1 e
    e2 = ecefvec p2 e
    de = vsub e2 e1
    -- rotation matrix to go from Earth Frame to Frame at p1

    rm = transpose (rEF (f p1 e))
    d = vrotate de rm

-- | @nedBetween p1 p2 e@ computes the exact 'Ned' vector between the two positions @p1@ and @p2@, in north, east, and down

-- using earth model @e@.

--

-- Produced 'Ned' delta is relative to @p1@: Due to the curvature of Earth and different directions to the North Pole,

-- the north, east, and down directions will change (relative to Earth) for different places.

--

-- Position @p1@ must be outside the poles for the north and east directions to be defined.

nedBetween :: (ETransform a) => a -> a -> Earth -> Ned
nedBetween p1 p2 e = nedMetres (vx d) (vy d) (vz d)
  where
    (Delta d) = deltaBetween p1 p2 frameN e

-- | @target p0 f d e@ computes the target position from position @p0@ and delta @d@ using in frame @f@

-- and using earth model @e@.

target :: (ETransform a, Frame c) => a -> (a -> Earth -> c) -> Delta -> Earth -> a
target p0 f (Delta d) e = fromEcef (ecefMetres (vx e0 + vx c) (vy e0 + vy c) (vz e0 + vz c)) e
  where
    e0 = ecefvec p0 e
    rm = rEF (f p0 e)
    c = vrotate d rm

-- | @targetN p0 d e@ computes the target position from position @p0@ and north, east, down @d@ using earth model @e@.

targetN :: (ETransform a) => a -> Ned -> Earth -> a
targetN p0 (Ned d) = target p0 frameN (Delta d)

-- | ECEF position (as a 'Vector3d') from given position.

ecefvec :: (ETransform a) => a -> Earth -> Vector3d
ecefvec p m = vec (toEcef p m)

-- | NVector (as a 'Vector3d') from given positon.

nvec :: (ETransform a) => a -> Earth -> Vector3d
nvec p e = vec (pos (ecefToNVector (toEcef p e) e))