2014-10-07 17:12:07 +00:00
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{-# OPTIONS_HADDOCK ignore-exports #-}
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2014-12-17 23:31:43 +00:00
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{-# LANGUAGE ViewPatterns #-}
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2014-10-07 17:12:07 +00:00
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2014-10-10 15:40:08 +00:00
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module Algebra.Vector where
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2014-10-07 17:12:07 +00:00
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2014-10-24 23:44:13 +00:00
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import Control.Applicative
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2014-12-13 03:05:28 +00:00
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import Control.Arrow ((***))
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2014-11-29 04:08:54 +00:00
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import Data.List (sortBy)
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2014-12-17 23:31:43 +00:00
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import Diagrams.Coordinates
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2014-10-08 14:31:57 +00:00
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import Diagrams.TwoD.Types
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2014-10-24 23:44:13 +00:00
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import GHC.Float
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2014-10-13 20:06:12 +00:00
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import MyPrelude
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2014-10-07 17:12:07 +00:00
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2014-12-03 20:41:00 +00:00
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data Alignment = CW
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| CCW
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| CL
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deriving (Eq)
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2014-12-17 02:35:33 +00:00
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-- |Convert two dimensions such as (xmin, xmax) and (ymin, ymax)
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-- to proper square coordinates, as in:
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-- ((xmin, ymin), (xmax, ymax))
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dimToSquare :: (Double, Double) -- ^ x dimension
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-> (Double, Double) -- ^ y dimension
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-> ((Double, Double), (Double, Double)) -- ^ square describing those dimensions
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dimToSquare (x1, x2) (y1, y2) = ((x1, y1), (x2, y2))
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-- |Checks whether the Point is in a given Square.
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inRange :: ((Double, Double), (Double, Double)) -- ^ the square: ((xmin, ymin), (xmax, ymax))
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-> P2 Double -- ^ Coordinate
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-> Bool -- ^ result
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inRange ((xmin, ymin), (xmax, ymax)) (coords -> x :& y)
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= x >= min xmin xmax
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&& x <= max xmin xmax
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&& y >= min ymin ymax
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&& y <= max ymin ymax
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2014-10-07 17:12:07 +00:00
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2014-10-09 01:15:27 +00:00
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-- |Get the angle between two vectors.
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getAngle :: V2 Double -> V2 Double -> Double
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getAngle a b =
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2014-12-17 23:33:24 +00:00
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acos
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. flip (/) (vecLength a * vecLength b)
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. scalarProd a
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$ b
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-- |Get the length of a vector.
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vecLength :: V2 Double -> Double
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vecLength v = sqrt (x^(2 :: Int) + y^(2 :: Int))
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where
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(x, y) = unr2 v
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-- |Compute the scalar product of two vectors.
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scalarProd :: V2 Double -> V2 Double -> Double
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scalarProd (V2 a1 a2) (V2 b1 b2) = a1 * b1 + a2 * b2
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-- |Multiply a scalar with a vector.
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scalarMul :: Double -> V2 Double -> V2 Double
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scalarMul d (V2 a b) = V2 (a * d) (b * d)
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-- |Construct a vector that points to a point from the origin.
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pt2Vec :: P2 Double -> V2 Double
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pt2Vec = r2 . unp2
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-- |Give the point which is at the coordinates the vector
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-- points to from the origin.
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vec2Pt :: V2 Double -> P2 Double
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vec2Pt = p2 . unr2
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-- |Construct a vector between two points.
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vp2 :: P2 Double -- ^ vector origin
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-> P2 Double -- ^ vector points here
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-> V2 Double
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vp2 a b = pt2Vec b - pt2Vec a
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2014-10-12 18:37:24 +00:00
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-- |Computes the determinant of 3 points.
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det :: P2 Double -> P2 Double -> P2 Double -> Double
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det (coords -> ax :& ay) (coords -> bx :& by) (coords -> cx :& cy) =
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(bx - ax) * (cy - ay) - (by - ay) * (cx - ax)
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2015-01-08 00:39:39 +00:00
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-- |Get the point where two lines intesect, if any. Excludes the
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-- case of end-points intersecting.
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intersectSeg :: (P2 Double, P2 Double) -> (P2 Double, P2 Double) -> Maybe (P2 Double)
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intersectSeg (a, b) (c, d) = case intersectSegSeg a b c d of
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Just x -> if x `notElem` [a,b,c,d] then Just a else Nothing
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Nothing -> Nothing
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2014-10-12 18:37:24 +00:00
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-- |Get the orientation of 3 points which can either be
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-- * clock-wise
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-- * counter-clock-wise
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-- * collinear
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getOrient :: P2 Double -> P2 Double -> P2 Double -> Alignment
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getOrient a b c = case compare (det a b c) 0 of
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LT -> CW
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GT -> CCW
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EQ -> CL
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--- |Checks if 3 points a,b,c do not build a clockwise triangle by
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--- connecting a-b-c. This is done by computing the determinant and
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--- checking the algebraic sign.
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notcw :: P2 Double -> P2 Double -> P2 Double -> Bool
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notcw a b c = case getOrient a b c of
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CW -> False
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_ -> True
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2015-01-07 17:55:16 +00:00
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--- |Checks if 3 points a,b,c do build a clockwise triangle by
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--- connecting a-b-c. This is done by computing the determinant and
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--- checking the algebraic sign.
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cw :: P2 Double -> P2 Double -> P2 Double -> Bool
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cw a b c = not . notcw a b $ c
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2014-10-13 20:06:12 +00:00
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-- |Sort X and Y coordinates lexicographically.
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sortedXY :: [P2 Double] -> [P2 Double]
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sortedXY = fmap p2 . sortLex . fmap unp2
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2015-01-08 00:39:23 +00:00
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-- |Sort Y and X coordinates lexicographically.
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sortedYX :: [P2 Double] -> [P2 Double]
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sortedYX = fmap p2 . sortLexSwapped . fmap unp2
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-- |Sort all points according to their X-coordinates only.
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sortedX :: [P2 Double] -> [P2 Double]
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sortedX xs =
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fmap p2
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. sortBy (\(a1, _) (a2, _) -> compare a1 a2)
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$ fmap unp2 xs
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-- |Sort all points according to their Y-coordinates only.
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sortedY :: [P2 Double] -> [P2 Double]
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sortedY xs =
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fmap p2
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. sortBy (\(_, b1) (_, b2) -> compare b1 b2)
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$ fmap unp2 xs
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2014-10-24 23:44:13 +00:00
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-- |Apply a function on the coordinates of a point.
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onPT :: ((Double, Double) -> (Double, Double)) -> P2 Double -> P2 Double
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onPT f = p2 . f . unp2
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-- |Compare the y-coordinate of two points.
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ptCmpY :: P2 Double -> P2 Double -> Ordering
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ptCmpY (coords -> _ :& y1) (coords -> _ :& y2) =
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compare y1 y2
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2014-10-25 12:50:09 +00:00
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-- |Compare the x-coordinate of two points.
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ptCmpX :: P2 Double -> P2 Double -> Ordering
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ptCmpX (coords -> x1 :& _) (coords -> x2 :& _) =
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compare x1 x2
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posInfPT :: P2 Double
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posInfPT = p2 (read "Infinity", read "Infinity")
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negInfPT :: P2 Double
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negInfPT = p2 (negate . read $ "Infinity", negate . read $ "Infinity")
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-- | Given an infinite line which intersects P1 and P2,
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-- let P4 be the point on the line that is closest to P3.
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--
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-- Return an indication of where on the line P4 is relative to P1 and P2.
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--
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-- @
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-- if P4 == P1 then 0
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-- if P4 == P2 then 1
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-- if P4 is halfway between P1 and P2 then 0.5
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-- @
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--
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-- @
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-- |
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-- P1
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-- |
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-- P4 +---- P3
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-- |
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-- P2
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-- |
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-- @
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--
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{-# INLINE closestPointOnLineParam #-}
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closestPointOnLineParam
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:: P2 Double -- ^ `P1`
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-> P2 Double -- ^ `P2`
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-> P2 Double -- ^ `P3`
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-> Double
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closestPointOnLineParam p1 p2 p3
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= pt2Vec (p3 - p1) `scalarProd` pt2Vec (p2 - p1)
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/ pt2Vec (p2 - p1) `scalarProd` pt2Vec (p2 - p1)
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-- | Given four points specifying two lines, get the point where the two lines
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-- cross, if any. Note that the lines extend off to infinity, so the
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-- intersection point might not line between either of the two pairs of points.
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--
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-- @
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-- \\ /
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-- P1 P4
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-- \\ /
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-- +
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-- / \\
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-- P3 P2
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-- / \\
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-- @
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--
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intersectLineLine
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:: P2 Double -- ^ `P1`
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-> P2 Double -- ^ `P2`
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-> P2 Double -- ^ `P3`
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-> P2 Double -- ^ `P4`
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-> Maybe (P2 Double)
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intersectLineLine (coords -> x1 :& y1)
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(coords -> x2 :& y2)
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(coords -> x3 :& y3)
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(coords -> x4 :& y4)
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= let dx12 = x1 - x2
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dx34 = x3 - x4
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dy12 = y1 - y2
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dy34 = y3 - y4
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den = dx12 * dy34 - dy12 * dx34
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in if den == 0
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then Nothing
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else let
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det12 = x1*y2 - y1*x2
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det34 = x3*y4 - y3*x4
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numx = det12 * dx34 - dx12 * det34
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numy = det12 * dy34 - dy12 * det34
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in Just $ p2 (numx / den, numy / den)
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-- | Get the point where a segment @P1-P2@ crosses another segement @P3-P4@,
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-- if any.
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intersectSegSeg
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:: P2 Double -- ^ `P1`
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-> P2 Double -- ^ `P2`
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-> P2 Double -- ^ `P3`
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-> P2 Double -- ^ `P4`
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-> Maybe (P2 Double)
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intersectSegSeg p1 p2 p3 p4
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-- TODO: merge closest point checks with intersection, reuse subterms.
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| Just p0 <- intersectLineLine p1 p2 p3 p4
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, t12 <- closestPointOnLineParam p1 p2 p0
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, t23 <- closestPointOnLineParam p3 p4 p0
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, t12 >= 0 && t12 <= 1
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, t23 >= 0 && t23 <= 1
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= Just p0
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| otherwise
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= Nothing
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