linear-0.7: src/Linear/Quaternion.hs
{-# LANGUAGE DeriveDataTypeable, PatternGuards, ScopedTypeVariables #-}
-----------------------------------------------------------------------------
-- |
-- Module : Linear.Quaternion
-- Copyright : (C) 2012-2013 Edward Kmett,
-- License : BSD-style (see the file LICENSE)
--
-- Maintainer : Edward Kmett <ekmett@gmail.com>
-- Stability : experimental
-- Portability : non-portable
--
-- Quaternions
----------------------------------------------------------------------------
module Linear.Quaternion
( Quaternion(..)
, Complicated(..)
, Hamiltonian(..)
, slerp
, asinq
, acosq
, atanq
, asinhq
, acoshq
, atanhq
, absi
, pow
, rotate
, axisAngle
) where
import Control.Applicative
import Data.Complex (Complex((:+)))
import Data.Data
import Data.Distributive
import Data.Traversable
import Data.Foldable
import Data.Functor.Bind
import GHC.Arr (Ix(..))
import qualified Data.Foldable as F
import Data.Monoid
import Foreign.Ptr (castPtr, plusPtr)
import Foreign.Storable (Storable(..))
import Linear.Core
import Linear.Epsilon
import Linear.Conjugate
import Linear.Metric
import Linear.V3
import Linear.Vector
import Prelude hiding (any)
{-# ANN module "HLint: ignore Reduce duplication" #-}
-- | Quaternions
data Quaternion a = Quaternion a {-# UNPACK #-}!(V3 a)
deriving (Eq,Ord,Read,Show,Data,Typeable)
instance Functor Quaternion where
fmap f (Quaternion e v) = Quaternion (f e) (fmap f v)
{-# INLINE fmap #-}
a <$ _ = Quaternion a (V3 a a a)
{-# INLINE (<$) #-}
instance Apply Quaternion where
Quaternion f fv <.> Quaternion a v = Quaternion (f a) (fv <.> v)
{-# INLINE (<.>) #-}
instance Applicative Quaternion where
pure a = Quaternion a (pure a)
{-# INLINE pure #-}
Quaternion f fv <*> Quaternion a v = Quaternion (f a) (fv <*> v)
{-# INLINE (<*>) #-}
instance Additive Quaternion
instance Bind Quaternion where
Quaternion a (V3 b c d) >>- f = Quaternion a' (V3 b' c' d') where
Quaternion a' _ = f a
Quaternion _ (V3 b' _ _) = f b
Quaternion _ (V3 _ c' _) = f c
Quaternion _ (V3 _ _ d') = f d
{-# INLINE (>>-) #-}
instance Monad Quaternion where
return = pure
{-# INLINE return #-}
-- the diagonal of a sedenion is super useful!
Quaternion a (V3 b c d) >>= f = Quaternion a' (V3 b' c' d') where
Quaternion a' _ = f a
Quaternion _ (V3 b' _ _) = f b
Quaternion _ (V3 _ c' _) = f c
Quaternion _ (V3 _ _ d') = f d
{-# INLINE (>>=) #-}
instance Ix a => Ix (Quaternion a) where
{-# SPECIALISE instance Ix (Quaternion Int) #-}
range (Quaternion l1 l2, Quaternion u1 u2) =
[ Quaternion i1 i2 | i1 <- range (l1,u1), i2 <- range (l2,u2) ]
{-# INLINE range #-}
unsafeIndex (Quaternion l1 l2, Quaternion u1 u2) (Quaternion i1 i2) =
unsafeIndex (l1,u1) i1 * unsafeRangeSize (l2,u2) + unsafeIndex (l2,u2) i2
{-# INLINE unsafeIndex #-}
inRange (Quaternion l1 l2, Quaternion u1 u2) (Quaternion i1 i2) =
inRange (l1,u1) i1 && inRange (l2,u2) i2
{-# INLINE inRange #-}
instance Core Quaternion where
core f = Quaternion (f _e) (V3 (f _i) (f _j) (f _k))
{-# INLINE core #-}
instance Foldable Quaternion where
foldMap f (Quaternion e v) = f e `mappend` foldMap f v
{-# INLINE foldMap #-}
foldr f z (Quaternion e v) = f e (F.foldr f z v)
{-# INLINE foldr #-}
instance Traversable Quaternion where
traverse f (Quaternion e v) = Quaternion <$> f e <*> traverse f v
{-# INLINE traverse #-}
instance Storable a => Storable (Quaternion a) where
sizeOf _ = 4 * sizeOf (undefined::a)
{-# INLINE sizeOf #-}
alignment _ = alignment (undefined::a)
{-# INLINE alignment #-}
poke ptr (Quaternion e v) = poke (castPtr ptr) e >>
poke (castPtr (ptr `plusPtr` sz)) v
where sz = sizeOf (undefined::a)
{-# INLINE poke #-}
peek ptr = Quaternion <$> peek (castPtr ptr)
<*> peek (castPtr (ptr `plusPtr` sz))
where sz = sizeOf (undefined::a)
{-# INLINE peek #-}
instance RealFloat a => Num (Quaternion a) where
{-# SPECIALIZE instance Num (Quaternion Float) #-}
{-# SPECIALIZE instance Num (Quaternion Double) #-}
(+) = liftA2 (+)
{-# INLINE (+) #-}
(-) = liftA2 (-)
{-# INLINE (-) #-}
negate = fmap negate
{-# INLINE negate #-}
Quaternion s1 v1 * Quaternion s2 v2 = Quaternion (s1*s2 - (v1 `dot` v2)) $
(v1 `cross` v2) + s1*^v2 + s2*^v1
{-# INLINE (*) #-}
fromInteger x = Quaternion (fromInteger x) 0
{-# INLINE fromInteger #-}
abs z = Quaternion (norm z) 0
{-# INLINE abs #-}
signum q@(Quaternion e (V3 i j k))
| m == 0.0 = q
| not (isInfinite m || isNaN m) = q ^/ sqrt m
| any isNaN q = qNaN
| not (ii || ij || ik) = Quaternion 1 (V3 0 0 0)
| not (ie || ij || ik) = Quaternion 0 (V3 1 0 0)
| not (ie || ii || ik) = Quaternion 0 (V3 0 1 0)
| not (ie || ii || ij) = Quaternion 0 (V3 0 0 1)
| otherwise = qNaN
where
m = quadrance q
ie = isInfinite e
ii = isInfinite i
ij = isInfinite j
ik = isInfinite k
{-# INLINE signum #-}
qNaN :: RealFloat a => Quaternion a
qNaN = Quaternion fNaN (V3 fNaN fNaN fNaN) where fNaN = 0/0
{-# INLINE qNaN #-}
-- {-# RULES "abs/norm" abs x = Quaternion (norm x) 0 #-}
-- {-# RULES "signum/signorm" signum = signorm #-}
-- this will attempt to rewrite calls to abs to use norm intead when it is available.
instance RealFloat a => Fractional (Quaternion a) where
{-# SPECIALIZE instance Fractional (Quaternion Float) #-}
{-# SPECIALIZE instance Fractional (Quaternion Double) #-}
Quaternion q0 (V3 q1 q2 q3) / Quaternion r0 (V3 r1 r2 r3) =
Quaternion (r0*q0+r1*q1+r2*q2+r3*q3)
(V3 (r0*q1-r1*q0-r2*q3+r3*q2)
(r0*q2+r1*q3-r2*q0-r3*q1)
(r0*q3-r1*q2+r2*q1-r3*q0))
^/ (r0*r0 + r1*r1 + r2*r2 + r3*r3)
{-# INLINE (/) #-}
recip q = q ^/ quadrance q
{-# INLINE recip #-}
fromRational x = Quaternion (fromRational x) 0
{-# INLINE fromRational #-}
instance Metric Quaternion where
Quaternion e v `dot` Quaternion e' v' = e*e' + (v `dot` v')
{-# INLINE dot #-}
-- | A vector space that includes the basis elements '_e' and '_i'
class Complicated t where
-- |
-- @
-- '_e' :: Lens' (t a) a
-- @
_e :: Functor f => (a -> f a) -> t a -> f (t a)
-- |
-- @
-- '_i' :: Lens' (t a) a
-- @
_i :: Functor f => (a -> f a) -> t a -> f (t a)
instance Complicated Complex where
_e f (a :+ b) = (:+ b) <$> f a
{-# INLINE _e #-}
_i f (a :+ b) = (a :+) <$> f b
{-# INLINE _i #-}
instance Complicated Quaternion where
_e f (Quaternion a v) = (`Quaternion` v) <$> f a
{-# INLINE _e #-}
_i f (Quaternion a v) = Quaternion a <$> _x f v
{-# INLINE _i #-}
-- | A vector space that includes the basis elements '_e', '_i', '_j' and '_k'
class Complicated t => Hamiltonian t where
-- |
-- @
-- '_j' :: Lens' (t a) a
-- @
_j :: Functor f => (a -> f a) -> t a -> f (t a)
-- |
-- @
-- '_k' :: Lens' (t a) a
-- @
_k :: Functor f => (a -> f a) -> t a -> f (t a)
-- |
-- @
-- '_ijk' :: Lens' (t a) (V3 a)
-- @
_ijk :: Functor f => (V3 a -> f (V3 a)) -> t a -> f (t a)
instance Hamiltonian Quaternion where
_j f (Quaternion a v) = Quaternion a <$> _y f v
{-# INLINE _j #-}
_k f (Quaternion a v) = Quaternion a <$> _z f v
{-# INLINE _k #-}
_ijk f (Quaternion a v) = Quaternion a <$> f v
{-# INLINE _ijk #-}
instance Distributive Quaternion where
distribute f = Quaternion (fmap (\(Quaternion x _) -> x) f) $ V3
(fmap (\(Quaternion _ (V3 y _ _)) -> y) f)
(fmap (\(Quaternion _ (V3 _ z _)) -> z) f)
(fmap (\(Quaternion _ (V3 _ _ w)) -> w) f)
{-# INLINE distribute #-}
instance (Conjugate a, RealFloat a) => Conjugate (Quaternion a) where
conjugate (Quaternion e v) = Quaternion (conjugate e) (negate v)
{-# INLINE conjugate #-}
reimagine :: RealFloat a => a -> a -> Quaternion a -> Quaternion a
reimagine r s (Quaternion _ v)
| isNaN s || isInfinite s = let aux 0 = 0
aux x = s * x
in Quaternion r (aux <$> v)
| otherwise = Quaternion r (v^*s)
{-# INLINE reimagine #-}
-- | quadrance of the imaginary component
qi :: Num a => Quaternion a -> a
qi (Quaternion _ v) = quadrance v
{-# INLINE qi #-}
-- | norm of the imaginary component
absi :: Floating a => Quaternion a -> a
absi = sqrt . qi
{-# INLINE absi #-}
-- | raise a 'Quaternion' to a scalar power
pow :: RealFloat a => Quaternion a -> a -> Quaternion a
pow q t = exp (t *^ log q)
{-# INLINE pow #-}
-- ehh..
instance RealFloat a => Floating (Quaternion a) where
{-# SPECIALIZE instance Floating (Quaternion Float) #-}
{-# SPECIALIZE instance Floating (Quaternion Double) #-}
pi = Quaternion pi 0
{-# INLINE pi #-}
exp q@(Quaternion e v)
| qiq == 0 = Quaternion (exp e) v
| ai <- sqrt qiq, ee <- exp e = reimagine (ee * cos ai) (ee * (sin ai / ai)) q
where qiq = qi q
{-# INLINE exp #-}
log q@(Quaternion e v@(V3 _i j k))
| qiq == 0 = if e >= 0
then Quaternion (log e) v
else Quaternion (log (negate e)) (V3 pi j k) -- mmm, pi
| ai <- sqrt qiq, m <- sqrt (e*e + qiq) = reimagine (log m) (atan2 m e / ai) q
where qiq = qi q
{-# INLINE log #-}
x ** y = exp (y * log x)
{-# INLINE (**) #-}
sqrt q@(Quaternion e v)
| m == 0 = q
| qiq == 0 = if e > 0
then Quaternion (sqrt e) 0
else Quaternion 0 (V3 (sqrt (negate e)) 0 0)
| im <- sqrt (0.5*(m-e)) / sqrt qiq = Quaternion (0.5*(m+e)) (v^*im)
where qiq = qi q
m = sqrt (e*e + qiq)
{-# INLINE sqrt #-}
cos q@(Quaternion e v)
| qiq == 0 = Quaternion (cos e) v
| ai <- sqrt qiq = reimagine (cos e * cosh ai) (- sin e * (sinh ai / ai)) q
where qiq = qi q
{-# INLINE cos #-}
sin q@(Quaternion e v)
| qiq == 0 = Quaternion (sin e) v
| ai <- sqrt qiq = reimagine (sin e * cosh ai) (cos e * (sinh ai / ai)) q
where qiq = qi q
{-# INLINE sin #-}
tan q@(Quaternion e v)
| qiq == 0 = Quaternion (tan e) v
| ai <- sqrt qiq, ce <- cos e, sai <- sinh ai, d <- ce*ce + sai*sai =
reimagine (ce * sin e / d) (cosh ai * (sai / ai) / d) q
where qiq = qi q
{-# INLINE tan #-}
sinh q@(Quaternion e v)
| qiq == 0 = Quaternion (sinh e) v
| ai <- sqrt qiq = reimagine (sinh e * cos ai) (cosh e * (sin ai / ai)) q
where qiq = qi q
{-# INLINE sinh #-}
cosh q@(Quaternion e v)
| qiq == 0 = Quaternion (cosh e) v
| ai <- sqrt qiq = reimagine (cosh e * cos ai) ((sinh e * sin ai) / ai) q
where qiq = qi q
{-# INLINE cosh #-}
tanh q@(Quaternion e v)
| qiq == 0 = Quaternion (tanh e) v
| ai <- sqrt qiq, se <- sinh e, cai <- cos ai, d <- se*se + cai*cai =
reimagine ((cosh e * se) / d) ((cai * (sin ai / ai)) / d) q
where qiq = qi q
{-# INLINE tanh #-}
asin = cut asin
{-# INLINE asin #-}
acos = cut acos
{-# INLINE acos #-}
atan = cut atan
{-# INLINE atan #-}
asinh = cut asinh
{-# INLINE asinh #-}
acosh = cut acosh
{-# INLINE acosh #-}
atanh = cut atanh
{-# INLINE atanh #-}
-- | Helper for calculating with specific branch cuts
cut :: RealFloat a => (Complex a -> Complex a) -> Quaternion a -> Quaternion a
cut f q@(Quaternion e (V3 _ y z))
| qiq == 0 = Quaternion a (V3 b y z)
| otherwise = reimagine a (b / ai) q
where qiq = qi q
ai = sqrt qiq
a :+ b = f (e :+ ai)
{-# INLINE cut #-}
-- | Helper for calculating with specific branch cuts
cutWith :: RealFloat a => Complex a -> Quaternion a -> Quaternion a
cutWith (r :+ im) q@(Quaternion e v)
| e /= 0 || qiq == 0 || isNaN qiq || isInfinite qiq = error "bad cut"
| s <- im / sqrt qiq = Quaternion r (v^*s)
where qiq = qi q
{-# INLINE cutWith #-}
-- | 'asin' with a specified branch cut.
asinq :: RealFloat a => Quaternion a -> Quaternion a -> Quaternion a
asinq q@(Quaternion e _) u
| qiq /= 0.0 || e >= -1 && e <= 1 = asin q
| otherwise = cutWith (asin (e :+ sqrt qiq)) u
where qiq = qi q
{-# INLINE asinq #-}
-- | 'acos' with a specified branch cut.
acosq :: RealFloat a => Quaternion a -> Quaternion a -> Quaternion a
acosq q@(Quaternion e _) u
| qiq /= 0.0 || e >= -1 && e <= 1 = acos q
| otherwise = cutWith (acos (e :+ sqrt qiq)) u
where qiq = qi q
{-# INLINE acosq #-}
-- | 'atan' with a specified branch cut.
atanq :: RealFloat a => Quaternion a -> Quaternion a -> Quaternion a
atanq q@(Quaternion e _) u
| e /= 0.0 || qiq >= -1 && qiq <= 1 = atan q
| otherwise = cutWith (atan (e :+ sqrt qiq)) u
where qiq = qi q
{-# INLINE atanq #-}
-- | 'asinh' with a specified branch cut.
asinhq :: RealFloat a => Quaternion a -> Quaternion a -> Quaternion a
asinhq q@(Quaternion e _) u
| e /= 0.0 || qiq >= -1 && qiq <= 1 = asinh q
| otherwise = cutWith (asinh (e :+ sqrt qiq)) u
where qiq = qi q
{-# INLINE asinhq #-}
-- | 'acosh' with a specified branch cut.
acoshq :: RealFloat a => Quaternion a -> Quaternion a -> Quaternion a
acoshq q@(Quaternion e _) u
| qiq /= 0.0 || e >= 1 = asinh q
| otherwise = cutWith (acosh (e :+ sqrt qiq)) u
where qiq = qi q
{-# INLINE acoshq #-}
-- | 'atanh' with a specified branch cut.
atanhq :: RealFloat a => Quaternion a -> Quaternion a -> Quaternion a
atanhq q@(Quaternion e _) u
| qiq /= 0.0 || e > -1 && e < 1 = atanh q
| otherwise = cutWith (atanh (e :+ sqrt qiq)) u
where qiq = qi q
{-# INLINE atanhq #-}
-- | Spherical linear interpolation between two quaternions.
slerp :: RealFloat a => Quaternion a -> Quaternion a -> a -> Quaternion a
slerp q p t
| 1.0 - cosphi < 1e-8 = q
| phi <- acos cosphi, r <- recip (sin phi)
= (sin ((1-t)*phi)*r *^ q ^+^ f (sin (t*phi)*r) *^ p) ^/ sin phi
where
dqp = dot q p
(cosphi, f) = if dqp < 0 then (-dqp, negate) else (dqp, id)
{-# SPECIALIZE slerp :: Quaternion Float -> Quaternion Float -> Float -> Quaternion Float #-}
{-# SPECIALIZE slerp :: Quaternion Double -> Quaternion Double -> Double -> Quaternion Double #-}
-- | Apply a rotation to a vector.
rotate :: (Conjugate a, RealFloat a) => Quaternion a -> V3 a -> V3 a
rotate q v = ijk where
Quaternion _ ijk = q * Quaternion 0 v * conjugate q
{-# SPECIALIZE rotate :: Quaternion Float -> V3 Float -> V3 Float #-}
{-# SPECIALIZE rotate :: Quaternion Double -> V3 Double -> V3 Double #-}
instance (RealFloat a, Epsilon a) => Epsilon (Quaternion a) where
nearZero = nearZero . quadrance
{-# INLINE nearZero #-}
-- | @'axisAngle' axis theta@ builds a 'Quaternion' representing a
-- rotation of @theta@ radians about @axis@.
axisAngle :: (Epsilon a, Floating a) => V3 a -> a -> Quaternion a
axisAngle axis theta = normalize $ Quaternion (cos half) $ sin half *^ axis
where half = theta / 2
{-# INLINE axisAngle #-}