geomancy-0.2.4.0: src/Geomancy/Vec3.hs
{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE PatternSynonyms #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE ViewPatterns #-}
{-# LANGUAGE DerivingStrategies #-}
-- | Specialized and inlined @V3 Float@.
module Geomancy.Vec3
( Vec3
, vec3
, withVec3
, pattern WithVec3
, fromVec2
, fromTuple
, (^*)
, (^/)
, lerp
, cross
, dot
, normalize
, Packed(..)
, packed
, emap2
, emap3
, emap4
) where
import Control.DeepSeq (NFData(rnf))
import Data.Coerce (Coercible, coerce)
import Data.MonoTraversable (Element, MonoFunctor(..), MonoPointed(..))
import Data.VectorSpace (VectorSpace)
import Foreign (Storable(..), castPtr)
import qualified Data.VectorSpace as VectorSpace
import Geomancy.Elementwise (Elementwise(..))
import Geomancy.Gl.Funs (GlModf(..), GlNearest)
import Geomancy.Vec2 (Vec2, withVec2)
data Vec3 = Vec3
{-# UNPACK #-} !Float
{-# UNPACK #-} !Float
{-# UNPACK #-} !Float
deriving (Eq, Ord, Show)
{-# INLINE vec3 #-}
vec3 :: Float -> Float -> Float -> Vec3
vec3 = Vec3
{-# INLINE withVec3 #-}
withVec3
:: Vec3
-> (Float -> Float -> Float -> r)
-> r
withVec3 (Vec3 a b c) f = f a b c
pattern WithVec3 :: Float -> Float -> Float -> Vec3
pattern WithVec3 a b c <- ((`withVec3` (,,)) -> (a, b, c))
{-# COMPLETE WithVec3 #-}
{-# INLINE fromVec2 #-}
fromVec2 :: Coercible Vec3 a => Vec2 -> Float -> a
fromVec2 xy z =
withVec2 xy \x y ->
coerce (vec3 x y z)
{-# INLINE fromTuple #-}
fromTuple :: Coercible Vec3 a => (Float, Float, Float) -> a
fromTuple (x, y, z) = coerce (vec3 x y z)
instance NFData Vec3 where
rnf Vec3{} = ()
type instance Element Vec3 = Float
instance MonoFunctor Vec3 where
{-# INLINE omap #-}
omap f v =
withVec3 v \x y z ->
vec3 (f x) (f y) (f z)
instance MonoPointed Vec3 where
opoint x = vec3 x x x
instance Elementwise Vec3 where
{-# INLINE emap2 #-}
emap2 f p0 p1 =
withVec3 p0 \x0 y0 z0 ->
withVec3 p1 \x1 y1 z1 ->
vec3
(f x0 x1)
(f y0 y1)
(f z0 z1)
{-# INLINE emap3 #-}
emap3 f p0 p1 p2 =
withVec3 p0 \x0 y0 z0 ->
withVec3 p1 \x1 y1 z1 ->
withVec3 p2 \x2 y2 z2 ->
vec3
(f x0 x1 x2)
(f y0 y1 y2)
(f z0 z1 z2)
{-# INLINE emap4 #-}
emap4 f p0 p1 p2 p3 =
withVec3 p0 \x0 y0 z0 ->
withVec3 p1 \x1 y1 z1 ->
withVec3 p2 \x2 y2 z2 ->
withVec3 p3 \x3 y3 z3 ->
vec3
(f x0 x1 x2 x3)
(f y0 y1 y2 y3)
(f z0 z1 z2 z3)
{-# INLINE emap5 #-}
emap5 f p0 p1 p2 p3 p4 =
withVec3 p0 \x0 y0 z0 ->
withVec3 p1 \x1 y1 z1 ->
withVec3 p2 \x2 y2 z2 ->
withVec3 p3 \x3 y3 z3 ->
withVec3 p4 \x4 y4 z4 ->
vec3
(f x0 x1 x2 x3 x4)
(f y0 y1 y2 y3 y4)
(f z0 z1 z2 z3 z4)
instance Num Vec3 where
{-# INLINE (+) #-}
Vec3 a b c + Vec3 d e f =
Vec3
(a + d)
(b + e)
(c + f)
{-# INLINE (-) #-}
Vec3 a b c - Vec3 d e f =
Vec3
(a - d)
(b - e)
(c - f)
{-# INLINE (*) #-}
Vec3 a b c * Vec3 d e f =
Vec3
(a * d)
(b * e)
(c * f)
{-# INLINE abs #-}
abs (Vec3 a b c) =
Vec3 (abs a) (abs b) (abs c)
{-# INLINE signum #-}
signum (Vec3 a b c) =
Vec3 (signum a) (signum b) (signum c)
{-# INLINE fromInteger #-}
fromInteger x = Vec3 x' x' x'
where
x' = fromInteger x
instance Fractional Vec3 where
{-# INLINE (/) #-}
Vec3 l1 l2 l3 / Vec3 r1 r2 r3 =
Vec3 (l1 / r1) (l2 / r2) (l3 / r3)
{-# INLINE recip #-}
recip (Vec3 a b c) =
Vec3 (recip a) (recip b) (recip c)
{-# INLINE fromRational #-}
fromRational x = Vec3 x' x' x'
where
x' = fromRational x
instance Floating Vec3 where
pi = opoint pi
exp = omap exp
log = omap log
sqrt = omap sqrt
sin = omap sin
cos = omap cos
asin = omap asin
acos = omap acos
atan = omap atan
sinh = omap sinh
cosh = omap cosh
asinh = omap asinh
acosh = omap acosh
atanh = omap atanh
a ** b =
withVec3 a \ax ay az ->
withVec3 b \bx by bz ->
vec3
(ax ** bx)
(ay ** by)
(az ** bz)
{-
XXX: GPU layouts call for some padding.
Maybe it would be worth it to flip the sizeOf-s.
-}
instance Storable Vec3 where
{-# INLINE sizeOf #-}
sizeOf _ = 16
{-# INLINE alignment #-}
alignment _ = 4
{-# INLINE poke #-}
poke ptr v3 =
withVec3 v3 \a b c -> do
poke ptr' a
pokeElemOff ptr' 1 b
pokeElemOff ptr' 2 c
pokeElemOff ptr' 3 (1.0 :: Float)
where
ptr' = castPtr ptr
{-# INLINE peek #-}
peek ptr =
vec3 <$> peek ptr' <*> peekElemOff ptr' 1 <*> peekElemOff ptr' 2
where
ptr' = castPtr ptr
{-# INLINE (^*) #-}
(^*) :: Vec3 -> Float -> Vec3
Vec3 a b c ^* x =
Vec3
(a * x)
(b * x)
(c * x)
{-# INLINE (^/) #-}
(^/) :: Vec3 -> Float -> Vec3
Vec3 a b c ^/ x =
Vec3
(a / x)
(b / x)
(c / x)
{-# INLINE lerp #-}
lerp :: Float -> Vec3 -> Vec3 -> Vec3
lerp alpha u v = u ^* alpha + v ^* (1 - alpha)
{-# INLINE cross #-}
cross :: Vec3 -> Vec3 -> Vec3
cross (Vec3 a b c) (Vec3 d e f) =
Vec3
(b * f - c * e)
(c * d - a * f)
(a * e - b * d)
{-# INLINE dot #-}
dot :: Vec3 -> Vec3 -> Float
dot (Vec3 a b c) (Vec3 d e f) =
a * d +
b * e +
c * f
{-# INLINE normalize #-}
normalize :: Vec3 -> Vec3
normalize v =
if nearZero q || nearZero (1-q) then
v
else
let
Vec3 x y z = v
in
Vec3 (x / l) (y / l) (z / l)
where
q = dot v v
l = sqrt q
nearZero a = abs a <= 1e-6
instance VectorSpace Vec3 Float where
zeroVector = epoint 0
{-# INLINE (*^) #-}
(*^) = flip (Geomancy.Vec3.^*)
{-# INLINE (^/) #-}
(^/) = (Geomancy.Vec3.^/)
{-# INLINE (^+^) #-}
(^+^) = emap2 (+)
{-# INLINE (^-^) #-}
(^-^) = emap2 (-)
{-# INLINE negateVector #-}
negateVector = emap negate
{-# INLINE dot #-}
dot = Geomancy.Vec3.dot
{-# INLINE normalize #-}
normalize = Geomancy.Vec3.normalize
-- * Unpadded
type instance Element Packed = Float
newtype Packed = Packed { unPacked :: Vec3 }
deriving stock
( Eq, Ord, Show
)
deriving newtype
( NFData, Num, Fractional, Floating
, MonoFunctor, MonoPointed
, Elementwise
)
{-# INLINE packed #-}
packed :: Float -> Float -> Float -> Packed
packed x y z = Packed (vec3 x y z)
instance Storable Packed where
{-# INLINE sizeOf #-}
sizeOf _ = 12
{-# INLINE alignment #-}
alignment _ = 4
{-# INLINE poke #-}
poke ptr (Packed v3) =
withVec3 v3 \a b c -> do
poke ptr' a
pokeElemOff ptr' 1 b
pokeElemOff ptr' 2 c
where
ptr' = castPtr ptr
{-# INLINE peek #-}
peek ptr = packed
<$> peek ptr'
<*> peekElemOff ptr' 1
<*> peekElemOff ptr' 2
where
ptr' = castPtr ptr
instance VectorSpace Packed Float where
zeroVector = epoint 0
{-# INLINE (*^) #-}
(*^) = flip $ coerce (Geomancy.Vec3.^*)
{-# INLINE (^/) #-}
(^/) = coerce (Geomancy.Vec3.^/)
{-# INLINE (^+^) #-}
v1 ^+^ v2 = v1 + v2
{-# INLINE (^-^) #-}
v1 ^-^ v2 = v1 - v2
{-# INLINE negateVector #-}
negateVector = emap negate
{-# INLINE dot #-}
dot = coerce Geomancy.Vec3.dot
{-# INLINE normalize #-}
normalize = coerce Geomancy.Vec3.normalize
instance GlNearest Vec3
instance GlModf Vec3 Vec3 where
glModf v =
withVec3 v \vx vy vz ->
let
(xi, xf) = glModf vx
(yi, yf) = glModf vy
(zi, zf) = glModf vz
in
( vec3 (fromInteger xi) (fromInteger yi) (fromInteger zi)
, vec3 xf yf zf
)