wumpus-core-0.51.0: src/Wumpus/Core/Geometry.hs
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
{-# LANGUAGE UndecidableInstances #-}
{-# LANGUAGE FlexibleContexts #-}
{-# OPTIONS -Wall #-}
--------------------------------------------------------------------------------
-- |
-- Module : Wumpus.Core.Geometry
-- Copyright : (c) Stephen Tetley 2009-2011
-- License : BSD3
--
-- Maintainer : stephen.tetley@gmail.com
-- Stability : unstable
-- Portability : GHC
--
-- Objects and operations for 2D geometry.
--
-- Vector, point, 3x3 matrix, and radian representations,
-- plus a type family @DUnit@ for parameterizing type classes
-- with some /dimension/.
--
--------------------------------------------------------------------------------
module Wumpus.Core.Geometry
(
-- * Type family
DUnit
, Tolerance(..)
-- * Data types
, Vec2(..)
, DVec2
, Point2(..)
, DPoint2
, Matrix3'3(..)
, DMatrix3'3
, Radian
, MatrixMult(..)
-- * Tolerance helpers
, tEQ
, tGT
, tLT
, tGTE
, tLTE
, tCompare
-- * Vector operations
, zeroVec
, vec
, hvec
, vvec
, avec
, pvec
, vreverse
, vdirection
, vlength
, vangle
-- * Point operations
, zeroPt
, minPt
, maxPt
, lineDirection
-- * Matrix contruction
, identityMatrix
, scalingMatrix
, translationMatrix
, rotationMatrix
, originatedRotationMatrix
-- * Matrix operations
, invert
, determinant
, transpose
-- * Radian operations
, toRadian
, fromRadian
, d2r
, r2d
, circularModulo
-- * Bezier curves
, bezierCircle
, bezierEllipse
, rbezierEllipse
, bezierArc
, subdivisionCircle
) where
import Wumpus.Core.Utils.FormatCombinators
import Data.AffineSpace -- package: vector-space
import Data.VectorSpace
--------------------------------------------------------------------------------
-- | Some unit of dimension usually Double.
--
-- This very useful for reducing the kind of type classes to *.
--
-- Then constraints on the Unit type can be declared on the
-- instances rather than in the class declaration.
--
type family DUnit a :: *
-- Not exported - thanks to Max Bollingbroke.
--
type family GuardEq a b :: *
type instance GuardEq a a = a
-- | Class for tolerance on floating point numbers.
--
-- Two tolerances are required tolerance for equality - commonly
-- used for testing if two points are equal - and tolerance for
-- path length measurement.
--
-- Path length measurement in Wumpus does not have a strong
-- need to be exact (precision is computational costly) - by
-- default it is 100x the equality tolerance.
--
-- Bezier path lengths are calculated by iteration, so greater
-- accuracy requires more compution. As it is hard to visually
-- differentiate measures of less than a point the tolerance
-- for Points is quite high quite high (0.1).
--
-- The situation is more complicated for contextual units
-- (Em and En) as they are really scaling factors. The bigger
-- the point size the less accurate the measure is.
--
class Num u => Tolerance u where
eq_tolerance :: u
length_tolerance :: u
length_tolerance = 100 * eq_tolerance
instance Tolerance Double where
eq_tolerance = 0.001
length_tolerance = 0.1
-- Datatypes
-- | 2D Vector - both components are strict.
--
-- Note - equality is defined with 'Tolerance' and tolerance is
-- quite high for the usual units. See the note for 'Point2'.
--
data Vec2 u = V2
{ vector_x :: !u
, vector_y :: !u
}
deriving (Show)
type DVec2 = Vec2 Double
-- | 2D Point - both components are strict.
--
-- Note - equality is defined with 'Tolerance' and tolerance is
-- quite high for the usual units.
--
-- This is useful for drawing, *but* unacceptable data centric
-- work. If more accurate equality is needed define a newtype
-- wrapper over the unit type and make a @Tolerance@ instance with
-- much greater accuracy.
--
data Point2 u = P2
{ point_x :: !u
, point_y :: !u
}
deriving (Show)
type DPoint2 = Point2 Double
-- | 3x3 matrix, considered to be in row-major form.
--
-- > (M3'3 a b c
-- > d e f
-- > g h i)
--
-- For instance the rotation matrix is represented as
--
-- > ( cos(a) -sin(a) 0
-- > sin(a) cos(a) 0
-- > 0 0 1 )
--
-- This seems commplace in geometry texts, but PostScript
-- represents the @current-transformation-matrix@ in
-- column-major form.
--
-- The right-most column is considered to represent a
-- coordinate:
--
-- > ( 1 0 x
-- > 0 1 y
-- > 0 0 1 )
-- >
--
-- So a translation matrix representing the displacement in x
-- of 40 and in y of 10 would be:
--
-- > ( 1 0 40
-- > 0 1 10
-- > 0 0 1 )
-- >
--
data Matrix3'3 u = M3'3 !u !u !u !u !u !u !u !u !u
deriving (Eq)
type DMatrix3'3 = Matrix3'3 Double
-- | Radian is represented with a distinct type.
-- Equality and ordering are approximate where the epsilon
-- is 0.0001.
newtype Radian = Radian { getRadian :: Double }
deriving (Num,Real,Fractional,Floating,RealFrac,RealFloat)
--------------------------------------------------------------------------------
-- Family instances
type instance DUnit (Point2 u) = u
type instance DUnit (Vec2 u) = u
type instance DUnit (Matrix3'3 u) = u
type instance DUnit (Maybe a) = DUnit a
type instance DUnit (a,b) = GuardEq (DUnit a) (DUnit b)
--------------------------------------------------------------------------------
-- lifters / convertors
lift2Vec2 :: (u -> u -> u) -> Vec2 u -> Vec2 u -> Vec2 u
lift2Vec2 op (V2 x y) (V2 x' y') = V2 (x `op` x') (y `op` y')
lift2Matrix3'3 :: (u -> u -> u) -> Matrix3'3 u -> Matrix3'3 u -> Matrix3'3 u
lift2Matrix3'3 op (M3'3 a b c d e f g h i) (M3'3 m n o p q r s t u) =
M3'3 (a `op` m) (b `op` n) (c `op` o)
(d `op` p) (e `op` q) (f `op` r)
(g `op` s) (h `op` t) (i `op` u)
--------------------------------------------------------------------------------
-- instances
-- Eq (with tolerance)
instance (Tolerance u, Ord u) => Eq (Vec2 u) where
V2 x0 y0 == V2 x1 y1 = x0 `tEQ` x1 && y0 `tEQ` y1
instance (Tolerance u, Ord u) => Eq (Point2 u) where
P2 x0 y0 == P2 x1 y1 = x0 `tEQ` x1 && y0 `tEQ` y1
-- Ord (with Tolerance)
instance (Tolerance u, Ord u) => Ord (Vec2 u) where
V2 x0 y0 `compare` V2 x1 y1 = case tCompare x0 x1 of
EQ -> tCompare y0 y1
ans -> ans
instance (Tolerance u, Ord u) => Ord (Point2 u) where
P2 x0 y0 `compare` P2 x1 y1 = case tCompare x0 x1 of
EQ -> tCompare y0 y1
ans -> ans
-- Functor
instance Functor Vec2 where
fmap f (V2 a b) = V2 (f a) (f b)
instance Functor Point2 where
fmap f (P2 a b) = P2 (f a) (f b)
instance Functor Matrix3'3 where
fmap f (M3'3 m n o p q r s t u) =
M3'3 (f m) (f n) (f o) (f p) (f q) (f r) (f s) (f t) (f u)
-- Show
instance Show u => Show (Matrix3'3 u) where
show (M3'3 a b c d e f g h i) = "(M3'3 " ++ body ++ ")" where
body = show [[a,b,c],[d,e,f],[g,h,i]]
-- Num
instance Num u => Num (Matrix3'3 u) where
(+) = lift2Matrix3'3 (+)
(-) = lift2Matrix3'3 (-)
(*) (M3'3 a b c d e f g h i) (M3'3 m n o p q r s t u) =
M3'3 (a*m+b*p+c*s) (a*n+b*q+c*t) (a*o+b*r+c*u)
(d*m+e*p+f*s) (d*n+e*q+f*t) (d*o+e*r+f*u)
(g*m+h*p+i*s) (g*n+h*q+i*t) (g*o+h*r+i*u)
abs = fmap abs
negate = fmap negate
signum = fmap signum
fromInteger a = M3'3 a' a' a' a' a' a' a' a' a' where a' = fromInteger a
--------------------------------------------------------------------------------
-- Instances for Radian which are 'special'.
instance Show Radian where
showsPrec i (Radian a) = showsPrec i a
instance Eq Radian where (==) = req
instance Ord Radian where
compare a b | a `req` b = EQ
| otherwise = getRadian a `compare` getRadian b
--------------------------------------------------------------------------------
-- Pretty printing
instance Format u => Format (Vec2 u) where
format (V2 a b) = parens (text "Vec" <+> format a <+> format b)
instance Format u => Format (Point2 u) where
format (P2 a b) = parens (format a <> comma <+> format b)
instance Format u => Format (Matrix3'3 u) where
format (M3'3 a b c d e f g h i) =
vcat [matline a b c, matline d e f, matline g h i]
where
matline x y z = char '|'
<+> (hcat $ map (fill 12 . format) [x,y,z])
<+> char '|'
instance Format Radian where
format (Radian d) = double d <> text ":rad"
--------------------------------------------------------------------------------
-- Vector space instances
instance Num u => AdditiveGroup (Vec2 u) where
zeroV = V2 0 0
(^+^) = lift2Vec2 (+)
negateV = fmap negate
instance Num u => VectorSpace (Vec2 u) where
type Scalar (Vec2 u) = u
s *^ v = fmap (s*) v
-- scalar (dot / inner) product via the class InnerSpace
--
-- This definition mandates UndecidableInstances, but this seems
-- in line with Data.VectorSpace...
--
instance (Num u, InnerSpace u, u ~ Scalar u)
=> InnerSpace (Vec2 u) where
(V2 a b) <.> (V2 a' b') = (a <.> a') ^+^ (b <.> b')
instance Num u => AffineSpace (Point2 u) where
type Diff (Point2 u) = Vec2 u
(P2 a b) .-. (P2 x y) = V2 (a-x) (b-y)
(P2 a b) .+^ (V2 vx vy) = P2 (a+vx) (b+vy)
instance Num u => AdditiveGroup (Matrix3'3 u) where
zeroV = fromInteger 0
(^+^) = (+)
negateV = negate
instance Num u => VectorSpace (Matrix3'3 u) where
type Scalar (Matrix3'3 u) = u
s *^ m = fmap (s*) m
--------------------------------------------------------------------------------
-- Matrix multiply
infixr 7 *#
-- | Matrix multiplication - typically of points and vectors
-- represented as homogeneous coordinates.
--
class MatrixMult t where
(*#) :: Num u => Matrix3'3 u -> t u -> t u
instance MatrixMult Vec2 where
(M3'3 a b c d e f _ _ _) *# (V2 m n) = V2 (a*m + b*n + c*0)
(d*m + e*n + f*0)
instance MatrixMult Point2 where
(M3'3 a b c d e f _ _ _) *# (P2 m n) = P2 (a*m + b*n + c*1)
(d*m + e*n + f*1)
--------------------------------------------------------------------------------
infix 4 `tEQ`, `tLT`, `tGT`
-- | Tolerant equality - helper function for defining Eq instances
-- that use tolerance.
--
-- Note - the definition actually needs Ord which is
-- unfortunate (as Ord is /inaccurate/).
--
tEQ :: (Tolerance u, Ord u) => u -> u -> Bool
tEQ a b = (abs (a-b)) < eq_tolerance
-- | Tolerant less than.
--
-- Note - the definition actually needs Ord which is
-- unfortunate (as Ord is /inaccurate/).
--
tLT :: (Tolerance u, Ord u) => u -> u -> Bool
tLT a b = a < b && (b - a) > eq_tolerance
-- | Tolerant greater than.
--
-- Note - the definition actually needs Ord which is
-- unfortunate (as Ord is /inaccurate/).
--
tGT :: (Tolerance u, Ord u) => u -> u -> Bool
tGT a b = a > b && (a - b) > eq_tolerance
-- | Tolerant less than or equal.
--
-- Note - the definition actually needs Ord which is
-- unfortunate (as Ord is /inaccurate/).
--
tLTE :: (Tolerance u, Ord u) => u -> u -> Bool
tLTE a b = tEQ a b || tLT a b
-- | Tolerant greater than or equal.
--
-- Note - the definition actually needs Ord which is
-- unfortunate (as Ord is /inaccurate/).
--
tGTE :: (Tolerance u, Ord u) => u -> u -> Bool
tGTE a b = tEQ a b || tGT a b
-- | Tolerant @compare@.
--
tCompare :: (Tolerance u, Ord u) => u -> u -> Ordering
tCompare a b | a `tEQ` b = EQ
| otherwise = compare a b
--------------------------------------------------------------------------------
-- Vectors
-- | Construct a the empty vector (0,0).
--
-- Note - this is equivalent to @zeroV@ in @Data.AdditiveGroup@.
-- It is provided here for convenience as it may save an extra
-- module import in client code.
--
zeroVec :: Num u => Vec2 u
zeroVec = V2 0 0
-- | 'vec' : @ x_component * y_component -> Vec2 @
--
-- A synonym for the constructor 'V2' with a Num constraint on
-- the arguments.
--
-- Essentially this function is superfluous, but it is slightly
-- more pleasant typographically when used in lists of vectors:
--
-- > [ vec 2 2, vvec 4, hvec 4, vec 2 2 ]
--
-- Versus:
--
-- > [ V2 2 2, vvec 4, hvec 4, V2 2 2 ]
--
vec :: Num u => u -> u -> Vec2 u
vec = V2
-- | 'hvec' : @ x_component -> Vec2 @
--
-- Construct a vector with horizontal displacement.
--
hvec :: Num u => u -> Vec2 u
hvec d = V2 d 0
-- | 'vvec' @ y_component -> Vec2 @
--
-- Construct a vector with vertical displacement.
--
vvec :: Num u => u -> Vec2 u
vvec d = V2 0 d
-- | 'avec' : @ angle * distance -> Vec2 @
--
-- Construct a vector from an angle and magnitude.
--
avec :: Floating u => Radian -> u -> Vec2 u
avec theta d = V2 x y
where
ang = fromRadian $ circularModulo theta
x = d * cos ang
y = d * sin ang
-- | 'pvec' : @ point_from * point_to -> Vec2 @
--
-- The vector between two points
--
-- > pvec = flip (.-.)
--
pvec :: Num u => Point2 u -> Point2 u -> Vec2 u
pvec = flip (.-.)
-- | 'vreverse' : @ vec -> Vec2 @
--
-- Reverse a vector.
--
vreverse :: Num u => Vec2 u -> Vec2 u
vreverse (V2 x y) = V2 (-x) (-y)
-- | 'vdirection' : @ vec -> Radian @
--
-- Direction of a vector - i.e. the counter-clockwise angle
-- from the x-axis.
--
vdirection :: (Floating u, Real u) => Vec2 u -> Radian
vdirection (V2 x y) = lineDirection (P2 0 0) (P2 x y)
-- | 'vlength' : @ vec -> Length @
--
-- Length of a vector.
--
vlength :: Floating u => Vec2 u -> u
vlength (V2 x y) = sqrt $ x*x + y*y
-- | 'vangle' : @ vec1 * vec2 -> Radian @
--
-- Extract the angle between two vectors.
--
vangle :: (Floating u, Real u, InnerSpace (Vec2 u))
=> Vec2 u -> Vec2 u -> Radian
vangle u v = realToFrac $ acos $ (u <.> v) / (magnitude u * magnitude v)
--------------------------------------------------------------------------------
-- Points
-- | Construct a point at (0,0).
--
zeroPt :: Num u => Point2 u
zeroPt = P2 0 0
-- | 'minPt' : @ point1 * point2 -> Point2 @
--
-- Synthetic, /component-wise/ min on points. Standard 'min' and
-- 'max' via Ord are defined lexographically on pairs, e.g.:
--
-- > min (1,2) (2,1) = (1,2)
--
-- For Points we want the component-wise min and max, that
-- potentially synthesizes a new point, e.g:
--
-- > minPt (P2 1 2) (Pt 2 1) = Pt 1 1
-- > maxPt (P2 1 2) (Pt 2 1) = Pt 2 2
--
minPt :: Ord u => Point2 u -> Point2 u -> Point2 u
minPt (P2 x y) (P2 x' y') = P2 (min x x') (min y y')
-- | 'maxPt' : @ point1 * point2 -> Point @
--
-- Synthetic, /component-wise/ max on points.
--
-- > maxPt (P2 1 2) (Pt 2 1) = Pt 2 2
--
maxPt :: Ord u => Point2 u -> Point2 u -> Point2 u
maxPt (P2 x y) (P2 x' y') = P2 (max x x') (max y y')
-- | 'lineDirection' : @ start_point * end_point -> Radian @
--
-- Calculate the counter-clockwise angle between two points
-- and the x-axis.
--
lineDirection :: (Floating u, Real u) => Point2 u -> Point2 u -> Radian
lineDirection (P2 x1 y1) (P2 x2 y2) = step (x2 - x1) (y2 - y1)
where
-- Special cases for continuity - the equality test should
-- catch both 0.0 and (-0.0).
-- Note - there is undoubtedly a better way of doing this.
step x y | x == 0 && y == 0 = 0
step x y | x == 0 = if y >=0 then 0.5*pi else 1.5*pi
step x y | y == 0 = if x >=0 then 0 else pi
-- north-east quadrant
step x y | pve x && pve y = toRadian $ atan (y/x)
-- north-west quadrant
step x y | pve y = pi - (toRadian $ atan (y / abs x))
-- south-east quadrant
step x y | pve x = (2*pi) - (toRadian $ atan (abs y / x))
-- otherwise... south-west quadrant
step x y = pi + (toRadian $ atan (y/x))
pve a = signum a >= 0
--------------------------------------------------------------------------------
-- Matrix construction
-- | Construct the identity matrix:
--
-- > (M3'3 1 0 0
-- > 0 1 0
-- > 0 0 1 )
--
identityMatrix :: Num u => Matrix3'3 u
identityMatrix = M3'3 1 0 0
0 1 0
0 0 1
-- Common transformation matrices (for 2d homogeneous coordinates)
-- | 'scalingMatrix' : @ x_scale_factor * y_scale_factor -> Matrix @
--
-- Construct a scaling matrix:
--
-- > (M3'3 sx 0 0
-- > 0 sy 0
-- > 0 0 1 )
--
scalingMatrix :: Num u => u -> u -> Matrix3'3 u
scalingMatrix sx sy = M3'3 sx 0 0
0 sy 0
0 0 1
-- | 'translationMatrix' : @ x_displacement * y_displacement -> Matrix @
--
-- Construct a translation matrix:
--
-- > (M3'3 1 0 x
-- > 0 1 y
-- > 0 0 1 )
--
translationMatrix :: Num u => u -> u -> Matrix3'3 u
translationMatrix x y = M3'3 1 0 x
0 1 y
0 0 1
-- | 'rotationMatrix' : @ ang -> Matrix @
--
-- Construct a rotation matrix:
--
-- > (M3'3 cos(a) -sin(a) 0
-- > sin(a) cos(a) 0
-- > 0 0 1 )
--
rotationMatrix :: (Floating u, Real u)
=> Radian -> Matrix3'3 u
rotationMatrix a = M3'3 (cos ang) (negate $ sin ang) 0
(sin ang) (cos ang) 0
0 0 1
where ang = fromRadian a
-- No reflectionMatrix function
-- A reflection about the x-axis is a scale of 1 (-1)
-- A reflection about the y-axis is a scale of (-1) 1
-- | 'originatedRotationMatrix' : @ ang * point -> Matrix @
--
-- Construct a matrix for rotation about some /point/.
--
-- This is the product of three matrices: T R T^-1
--
-- (T being the translation matrix, R the rotation matrix and
-- T^-1 the inverse of the translation matrix).
--
originatedRotationMatrix :: (Floating u, Real u)
=> Radian -> (Point2 u) -> Matrix3'3 u
originatedRotationMatrix ang (P2 x y) = mT * (rotationMatrix ang) * mTinv
where
mT = M3'3 1 0 x
0 1 y
0 0 1
mTinv = M3'3 1 0 (-x)
0 1 (-y)
0 0 1
--------------------------------------------------------------------------------
-- Matrix ops
-- | Invert a matrix.
--
invert :: Fractional u => Matrix3'3 u -> Matrix3'3 u
invert m = (1 / determinant m) *^ adjoint m
-- | Determinant of a matrix.
--
determinant :: Num u => Matrix3'3 u -> u
determinant (M3'3 a b c d e f g h i) = a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g
-- | Transpose a matrix.
--
transpose :: Matrix3'3 u -> Matrix3'3 u
transpose (M3'3 a b c
d e f
g h i) = M3'3 a d g
b e h
c f i
-- Helpers
adjoint :: Num u => Matrix3'3 u -> Matrix3'3 u
adjoint = transpose . cofactor . mofm
cofactor :: Num u => Matrix3'3 u -> Matrix3'3 u
cofactor (M3'3 a b c
d e f
g h i) = M3'3 a (-b) c
(-d) e (-f)
g (-h) i
mofm :: Num u => Matrix3'3 u -> Matrix3'3 u
mofm (M3'3 a b c
d e f
g h i) = M3'3 m11 m12 m13
m21 m22 m23
m31 m32 m33
where
m11 = (e*i) - (f*h)
m12 = (d*i) - (f*g)
m13 = (d*h) - (e*g)
m21 = (b*i) - (c*h)
m22 = (a*i) - (c*g)
m23 = (a*h) - (b*g)
m31 = (b*f) - (c*e)
m32 = (a*f) - (c*d)
m33 = (a*e) - (b*d)
--------------------------------------------------------------------------------
-- Radians
-- | The epislion used for floating point equality on radians.
--
radian_epsilon :: Double
radian_epsilon = 0.0001
-- | Equality on radians, this is the operation used for (==) in
-- Radian\'s Eq instance.
--
req :: Radian -> Radian -> Bool
req a b = (fromRadian $ abs (a-b)) < radian_epsilon
-- | Convert to radians.
--
toRadian :: Real a => a -> Radian
toRadian = Radian . realToFrac
-- | Convert from radians.
--
fromRadian :: Fractional a => Radian -> a
fromRadian = realToFrac . getRadian
-- | Degrees to radians.
--
d2r :: (Floating a, Real a) => a -> Radian
d2r = Radian . realToFrac . (*) (pi/180)
-- | Radians to degrees.
--
r2d :: (Floating a, Real a) => Radian -> a
r2d = (*) (180/pi) . fromRadian
-- | Modulo a (positive) angle into the range @0..2*pi@.
--
circularModulo :: Radian -> Radian
circularModulo r = d2r $ dec + (fromIntegral $ i `mod` 360)
where
i :: Integer
dec :: Double
(i,dec) = properFraction $ r2d r
--------------------------------------------------------------------------------
-- Bezier curves
kappa :: Floating u => u
kappa = 4 * ((sqrt 2 - 1) / 3)
-- | 'bezierCircle' : @ radius * center -> [Point] @
--
-- Make a circle from four Bezier curves. Although this function
-- produces an approximation of a circle, the approximation seems
-- fine in practice.
--
bezierCircle :: (Fractional u, Floating u)
=> u -> Point2 u -> [Point2 u]
bezierCircle radius (P2 x y) =
[ p00,c01,c02, p03,c04,c05, p06,c07,c08, p09,c10,c11, p00 ]
where
rl = radius * kappa
p00 = P2 (x + radius) y
c01 = p00 .+^ vvec rl
c02 = p03 .+^ hvec rl
p03 = P2 x (y + radius)
c04 = p03 .+^ hvec (-rl)
c05 = p06 .+^ vvec rl
p06 = P2 (x - radius) y
c07 = p06 .+^ vvec (-rl)
c08 = p09 .+^ hvec (-rl)
p09 = P2 x (y - radius)
c10 = p09 .+^ hvec rl
c11 = p00 .+^ vvec (-rl)
-- | 'bezierEllipse' : @ x_radius * y_radius * center -> [Point] @
--
-- Make an ellipse from four Bezier curves. Although this function
-- produces an approximation of a ellipse, the approximation seems
-- fine in practice.
--
bezierEllipse :: (Fractional u, Floating u)
=> u -> u -> Point2 u -> [Point2 u]
bezierEllipse rx ry (P2 x y) =
[ p00,c01,c02, p03,c04,c05, p06,c07,c08, p09,c10,c11, p00 ]
where
lrx = rx * kappa
lry = ry * kappa
p00 = P2 (x + rx) y
c01 = p00 .+^ vvec lry
c02 = p03 .+^ hvec lrx
p03 = P2 x (y + ry)
c04 = p03 .+^ hvec (-lrx)
c05 = p06 .+^ vvec lry
p06 = P2 (x - rx) y
c07 = p06 .+^ vvec (-lry)
c08 = p09 .+^ hvec (-lrx)
p09 = P2 x (y - ry)
c10 = p09 .+^ hvec lrx
c11 = p00 .+^ vvec (-lry)
-- | 'rbezierEllipse' : @ x_radius * y_radius * center * angle -> [Point] @
--
-- Make an rotated ellipse from four Bezier curves.
--
-- Although this function produces an approximation of a ellipse,
-- the approximation seems fine in practice.
--
rbezierEllipse :: (Real u, Floating u)
=> u -> u -> Radian -> Point2 u -> [Point2 u]
rbezierEllipse rx ry theta pt@(P2 x y) =
[ p00,c01,c02, p03,c04,c05, p06,c07,c08, p09,c10,c11, p00 ]
where
lrx = rx * kappa
lry = ry * kappa
rotM = originatedRotationMatrix theta pt
-- hvec becomes para
para = \d -> avec theta d
-- vvec becomes perp
perp = \d -> avec (circularModulo $ theta + pi*0.5) d
mkPt = \p1 -> rotM *# p1
p00 = mkPt $ P2 (x + rx) y
c01 = p00 .+^ perp lry
c02 = p03 .+^ para lrx
p03 = mkPt $ P2 x (y + ry)
c04 = p03 .+^ para (-lrx)
c05 = p06 .+^ perp lry
p06 = mkPt $ P2 (x - rx) y
c07 = p06 .+^ perp (-lry)
c08 = p09 .+^ para (-lrx)
p09 = mkPt $ P2 x (y - ry)
c10 = p09 .+^ para lrx
c11 = p00 .+^ perp (-lry)
-- | 'bezierArc' : @ radius * ang1 * ang2 * center ->
-- (start_point, control_point1, control_point2, end_point) @
--
-- Create an arc - this construction is the analogue of
-- PostScript\'s @arc@ command, but the arc is created as a
-- Bezier curve so it should span less than 90deg.
--
-- CAVEAT - ang2 must be greater than ang1
--
bezierArc :: Floating u
=> u -> Radian -> Radian -> Point2 u
-> (Point2 u, Point2 u, Point2 u, Point2 u)
bezierArc r ang1 ang2 pt = (p0,p1,p2,p3)
where
theta = ang2 - ang1
e = r * fromRadian ((2 * sin (theta/2)) / (1+ 2 * cos (theta/2)))
p0 = pt .+^ avec ang1 r
p1 = p0 .+^ avec (ang1 + pi/2) e
p2 = p3 .+^ avec (ang2 - pi/2) e
p3 = pt .+^ avec ang2 r
-- | 'subvisionCircle' : @ subdivisions * radius * center -> [Point] @
--
-- Make a circle from Bezier curves - the number of subdivsions
-- controls the accuracy or the curve, more subdivisions produce
-- better curves, but less subdivisions are better for rendering
-- (producing more efficient PostScript).
--
-- Before revision 0.43.0, this was the only method in Wumpus to
-- draw Bezier circles in Wumpus. However the kappa method seems
-- to draw equally good circles and is more efficient both in the
-- Haskell implementation and the generated PostScript code. This
-- function is retained for completeness and testing.
--
subdivisionCircle :: (Fractional u, Floating u)
=> Int -> u -> Point2 u -> [Point2 u]
subdivisionCircle n radius pt = start $ subdivisions (n*4) (2*pi)
where
start (a:b:xs) = s : cp1 : cp2 : e : rest (b:xs)
where (s,cp1,cp2,e) = bezierArc radius a b pt
start _ = []
rest (a:b:xs) = cp1 : cp2 : e : rest (b:xs)
where (_,cp1,cp2,e) = bezierArc radius a b pt
rest _ = []
subdivisions i a = 0 : take i (iterate (+one) one)
where one = a / fromIntegral i