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lib/Vec3.ex
defmodule Graphmath.Vec3 do
@moduledoc """
This is the 3D mathematics library for graphmath.
This submodule handles 3D vectors using tuples of floats.
"""
@type vec3 :: {float, float, float}
@doc"""
`create()` is used to create a 3d vector.
It takes a list of numbers and converts it into a tuple of form {x,y,z}.
"""
@spec create() :: {float, float, float}
def create() do
{0,0,0}
end
@doc"""
`create(x,y,z)` creates a vec3 of value (x,y,z).
It will return a tuple of the form {x,y,z}.
"""
@spec create(float,float,float) :: {float, float, float}
def create( x, y, z) do
{x,y,z}
end
@doc"""
`create(vec)` creates a vec3 of value {x,y,z} out of a list of 3 or more numbers.
It will return a tuple of the form {x,y,z}.
"""
@spec create([float]) :: {float, float, float}
def create( vec ) do
[x,y,z | _] = vec
{x,y,z}
end
@doc """
`add( a, b)` adds a vec3 (a) to a vec3 (b).
It returns a tuple of the form { ax + bx, ay + by, az + bz }.
"""
@spec add( {float, float, float}, {float, float, float}) :: {float, float, float}
def add( a, b ) do
{ x, y, z } = a
{ u, v, w } = b
{ x+u, y+v, z+w }
end
@doc """
`subtract(a, b)` subtracts a vec3 (b) from a vec3 (a).
It returns a tuple of the form { ax - bx, ay - by, az - bz }.
"""
@spec subtract( {float, float, float}, {float, float, float} ) :: {float, float, float}
def subtract( a, b ) do
{ x, y, z } = a
{ u, v, w } = b
{ x-u, y-v, z-w }
end
@doc """
`multiply( a, b)` mulitplies element-wise a vec3 (a) by a vec3 (b).
It returns a tuple of the form { ax*bx, ay*by }.
"""
@spec multiply( {float, float, float}, {float, float, float} ) :: {float, float, float}
def multiply( a, b ) do
{ x, y, z } = a
{ u, v, w } = b
{ x*u, y*v, z*w }
end
@doc """
`scale( a, scale)` uniformly scales a vec3 (a) by an amount (x).
It returns a tuple of the form { ax*scale, ay*scale, az*scale }.
"""
@spec scale( {float, float, float}, float ) :: {float, float, float}
def scale( a, scale ) do
{ x,y,z } = a
{ x*scale, y*scale, z*scale }
end
@doc """
`dot( a, b)` finds the dot (inner) product of a vec3 (a) with another vec3 (b).
It returns a float of the value (ax*bx + ay*by + az*bz).
"""
@spec dot( {float, float, float}, {float, float, float} ) :: float
def dot( a, b ) do
{ x, y, z } = a
{ u, v, w } = b
(x*u)+(y*v)+(z*w)
end
@doc """
`cross( a, b)` finds the cross productof a vec3 (a) with another vec3 (b).
The cross product of two vectors is a vector perpendicular to the two soure vectors.
Its magnitude will be the area of the parallelogram made by the two souce vectors.
It returns a float of the value ( y1*z2 - z1*y2, z1*x2 - x1*z2, x1*y2 - y1*x2 ).
"""
@spec cross( {float, float, float}, {float, float, float} ) :: { float, float, float }
def cross( a, b ) do
{ x, y, z } = a
{ u, v, w } = b
{ y*w - z*v, z*u - x*w, x*v - y*u }
end
@doc """
`length(a)` finds the length (L2 norm) of a vec3 (a).
The length is the square root of the sum of the squares of the components.
It returns a float of the value ( sqrt(ax*ax + ay*ay + az*az).
"""
@spec length( {float, float, float} ) :: float
def length( a ) do
{ x, y, z } = a
:math.sqrt( (x*x) + (y*y) + (z*z) )
end
@doc """
`length_squared(a)` finds the square of the length of a vec3 (a).
In many cases, this is sufficient for comparisions and avaoids a sqrt.
It returns a float of the value (ax*ax + ay*ay + az*az).
"""
@spec length_squared( {float, float, float} ) :: float
def length_squared( a ) do
{ x, y, z } = a
(x*x) + (y*y) + (z*z)
end
@doc """
`length_manhattan(a)` finds the Manhattan (L1 norm) length of a vec3 (a).
The Manhattan length is the sum of the components.
It returns a float of the value (ax + ay + az).
"""
@spec length_manhattan( {float, float, float} ) :: float
def length_manhattan( a ) do
{ x, y, z } = a
x + y + z
end
@doc """
`normalize(a)` finds the unit vector with the same direction as a vec3 (a).
This is done by dividing each component by the vector's magnitude.
It returns a list of the form [ normx, normy, normz ].
"""
@spec normalize( {float, float, float} ) :: {float, float, float}
def normalize( a ) do
{ x, y, z } = a
imag = 1 / :math.sqrt( (x*x) + (y*y) + (z*z) )
{x * imag, y * imag, z * imag}
end
@doc """
`lerp(a,b,t)` linearly interpolates between one vec3 (a) and another vec3 (b) along an interpolant t.
The interpolant `t` is on the domain [0,1]. Behavior outside of that is undefined.
"""
@spec lerp( {float, float, float}, {float, float, float}, float) :: {float, float, float}
def lerp( a, b, t ) do
{ x, y, z } = a
{ u, v, w } = b
{ ( t * u) + ( (1-t) *x ), (t * v) + ( (1-t) *y), (t * w) + ( (1-t) * z)}
end
@doc """
`near(a,b, distance)` checks whether two vectors are within a length of each other.
"""
@spec near( {float, float, float}, {float, float, float}, float) :: boolean
def near( a, b, distance) do
{ x, y, z } = a
{ u, v, w } = b
dx = u - x
dy = v - y
dz = w - z
distance > :math.sqrt( dx*dx + dy*dy + dz*dz)
end
@doc """
`rotate( v, k, theta)` rotates a vector (v) about a unit vector (k) by theta radians.
This uses the [Formula of Rodriguez](http://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula):
Vrot = V*cos(theta) + (K x V)*sin(theta) + K(K*V)(1-cos(theta))
"""
@spec rotate( {float, float, float}, {float, float, float}, float) :: {float, float, float}
def rotate( v, k, theta) do
{ vx, vy, vz } = v
{ kx, ky, kz } = k
ct = :math.cos(theta)
st = :math.sin(theta)
k_dot_v = ( (vx*kx) + (vy*ky) + (vz*kz) )
coeff = (1.0-ct) * k_dot_v
scale( v, ct)
|> add( scale( cross( k, v), st) )
|> add( scale(k, coeff) )
end
end