easytensor-1.0.0.0: src/Numeric/Matrix/Class.hs
{-# LANGUAGE DataKinds #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE KindSignatures #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE PolyKinds #-}
{-# LANGUAGE StandaloneDeriving #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE UndecidableInstances #-}
module Numeric.Matrix.Class
( MatrixTranspose (..)
, SquareMatrix (..)
, MatrixDeterminant (..)
, MatrixInverse (..)
, MatrixLU (..), LUFact (..)
, Matrix
, HomTransform4 (..)
, Mat22f, Mat23f, Mat24f
, Mat32f, Mat33f, Mat34f
, Mat42f, Mat43f, Mat44f
, Mat22d, Mat23d, Mat24d
, Mat32d, Mat33d, Mat34d
, Mat42d, Mat43d, Mat44d
) where
import Numeric.DataFrame.Family
import Numeric.Dimensions (Nat)
import Numeric.Scalar
import Numeric.Vector
-- | Alias for DataFrames of rank 2
type Matrix (t :: l) (n :: k) (m :: k) = DataFrame t '[n,m]
class MatrixTranspose t (n :: k) (m :: k) where
-- | Transpose Mat
transpose :: Matrix t n m -> Matrix t m n
-- (MatrixTranspose t m n, PrimBytes (Matrix t m n)) =>
class SquareMatrix t (n :: Nat) where
-- | Mat with 1 on diagonal and 0 elsewhere
eye :: Matrix t n n
-- | Put the same value on the Mat diagonal, 0 otherwise
diag :: Scalar t -> Matrix t n n
-- | Sum of diagonal elements
trace :: Matrix t n n -> Scalar t
class MatrixDeterminant t (n :: Nat) where
-- | Determinant of Mat
det :: Matrix t n n -> Scalar t
class MatrixInverse t (n :: Nat) where
-- | Matrix inverse
inverse :: Matrix t n n -> Matrix t n n
-- | Result of LU factorization with Partial Pivoting
-- @ PA = LU @.
data LUFact t n
= LUFact
{ luLower :: Matrix t n n
-- ^ Lower triangular matrix @L@.
-- All elements on the diagonal of @L@ equal @1@.
, luUpper :: Matrix t n n
-- ^ Upper triangular matrix @U@
, luPerm :: Matrix t n n
-- ^ Row permutation matrix @P@
, luPermSign :: Scalar t
-- ^ Sign of permutation @luPermSign == det . luPerm@
}
deriving instance (Show (Matrix t n n), Show t) => Show (LUFact t n)
deriving instance (Eq (Matrix t n n), Eq t) => Eq (LUFact t n)
class MatrixLU t (n :: Nat) where
-- | Compute LU factorization with Partial Pivoting
lu :: Matrix t n n -> LUFact t n
-- | Operations on 4x4 transformation matrices and vectors in homogeneous coordinates.
-- All angles are specified in radians.
class HomTransform4 t where
-- | Create a translation matrix from a vector
translate4 :: Vector t 4 -> Matrix t 4 4
-- | Create a translation matrix from a vector
translate3 :: Vector t 3 -> Matrix t 4 4
-- | Rotation matrix for a rotation around the X axis, angle is given in radians.
rotateX :: t -> Matrix t 4 4
-- | Rotation matrix for a rotation around the Y axis, angle is given in radians.
rotateY :: t -> Matrix t 4 4
-- | Rotation matrix for a rotation around the Z axis, angle is given in radians.
rotateZ :: t -> Matrix t 4 4
-- | Rotation matrix for a rotation around an arbitrary normalized vector
rotate :: Vector t 3 -> t -> Matrix t 4 4
-- | Rotation matrix from the Euler angles yaw pitch and roll
rotateEuler :: t -> t -> t -> Matrix t 4 4
-- | Create a transform matrix using up direction, camera position and a point to look at.
-- Just the same as GluLookAt.
lookAt :: Vector t 3 -- ^ The up direction, not necessary unit length or perpendicular to the view vector
-> Vector t 3 -- ^ The viewers position
-> Vector t 3 -- ^ The point to look at
-> Matrix t 4 4
-- | A perspective symmetric projection matrix. Right-handed coordinate system. (@x@ - right, @y@ - top)
-- http://en.wikibooks.org/wiki/GLSL_Programming/Vertex_Transformations
perspective :: t -- ^ Near plane clipping distance (always positive)
-> t -- ^ Far plane clipping distance (always positive)
-> t -- ^ Field of view of the y axis, in radians
-> t -- ^ Aspect ratio, i.e. screen's width\/height
-> Matrix t 4 4
-- | An orthogonal symmetric projection matrix. Right-handed coordinate system. (@x@ - right, @y@ - top)
-- http://en.wikibooks.org/wiki/GLSL_Programming/Vertex_Transformations
orthogonal :: t -- ^ Near plane clipping distance
-> t -- ^ Far plane clipping distance
-> t -- ^ width
-> t -- ^ height
-> Matrix t 4 4
-- | Add one more dimension and set it to 1.
toHomPoint :: Vector t 3 -> Vector t 4
-- | Add one more dimension and set it to 0.
toHomVector :: Vector t 3 -> Vector t 4
-- | Transform a homogenous vector or point into a normal 3D vector.
-- If the last coordinate is not zero, divide the rest by it.
fromHom :: Vector t 4 -> Vector t 3
-- Type abbreviations
type Mat22f = Matrix Float 2 2
type Mat32f = Matrix Float 3 2
type Mat42f = Matrix Float 4 2
type Mat23f = Matrix Float 2 3
type Mat33f = Matrix Float 3 3
type Mat43f = Matrix Float 4 3
type Mat24f = Matrix Float 2 4
type Mat34f = Matrix Float 3 4
type Mat44f = Matrix Float 4 4
type Mat22d = Matrix Double 2 2
type Mat32d = Matrix Double 3 2
type Mat42d = Matrix Double 4 2
type Mat23d = Matrix Double 2 3
type Mat33d = Matrix Double 3 3
type Mat43d = Matrix Double 4 3
type Mat24d = Matrix Double 2 4
type Mat34d = Matrix Double 3 4
type Mat44d = Matrix Double 4 4