module Graphics.Glyph.Util where import Data.Angle import Graphics.Rendering.OpenGL uncurry7 :: (a -> b -> c -> d -> e -> f -> g -> h) -> (a,b,c,d,e,f,g) -> h uncurry7 func (a,b,c,d,e,f,g) = func a b c d e f g uncurry6 :: (a -> b -> c -> d -> e -> f -> g) -> (a,b,c,d,e,f) -> g uncurry6 func (a,b,c,d,e,f) = func a b c d e f uncurry5 :: (a -> b -> c -> d -> e -> f) -> (a,b,c,d,e) -> f uncurry5 func (a,b,c,d,e) = func a b c d e uncurry4 :: (a -> b -> c -> d -> e) -> (a,b,c,d) -> e uncurry4 func (a,b,c,d) = func a b c d uncurry3 :: (a -> b -> c -> e) -> (a,b,c) -> e uncurry3 func (a,b,c) = func a b c gsin :: (Floating a) => a -> a gsin = sine . Degrees gcos :: (Floating a) => a -> a gcos = cosine . Degrees toEuclidian :: (Floating a) => (a, a, a) -> (a, a, a) toEuclidian (r, th, ph) = ( -r * gsin th * gcos ph, r * gsin ph, r * gcos th * gcos ph ) mapT2 :: (a -> b) -> (a,a) -> (b,b) mapT2 f (a, b) = (f a, f b) mapT3 :: (a -> b) -> (a,a,a) -> (b,b,b) mapT3 f (a, b, c) = (f a, f b, f c) mapT4 :: (a -> b) -> (a,a,a,a) -> (b,b,b,b) mapT4 f (a, b, c, d) = (f a, f b, f c, f d) mapT5 :: (a -> b) -> (a,a,a,a,a) -> (b,b,b,b,b) mapT5 f (a, b, c, d, e) = (f a, f b, f c, f d, f e) mapT6 :: (a -> b) -> (a,a,a,a,a,a) -> (b,b,b,b,b,b) mapT6 f (a, b, c, d, e, _f) = (f a, f b, f c, f d, f e, f _f) mapT7 :: (a -> b) -> (a,a,a,a,a,a,a) -> (b,b,b,b,b,b,b) mapT7 f (a, b, c, d, e, _f, g) = (f a, f b, f c, f d, f e, f _f, f g) foldT2 :: (a -> b -> a) -> a -> (b,b) -> a foldT2 f ini (x,y) = ini `f` x `f` y foldT3 :: (a -> b -> a) -> a -> (b,b,b) -> a foldT3 f ini (x,y,z) = ini `f` x `f` y `f` z foldT4 :: (a -> b -> a) -> a -> (b,b,b,b) -> a foldT4 f ini (x,y,z,w) = ini `f` x `f` y `f` z `f` w foldT5 :: (a -> b -> a) -> a -> (b,b,b,b,b) -> a foldT5 f ini (x,y,z,w,v) = ini `f` x `f` y `f` z `f` w `f` v tup2Len :: (Real a,Floating b) => (a,a) -> b tup2Len = sqrt . foldT2 (+) 0 . mapT2 ((**2).toFloating) tup3Len :: (Real a,Floating b) => (a,a,a) -> b tup3Len = sqrt . foldT3 (+) 0 . mapT3 ((**2).toFloating) tup4Len :: (Real a,Floating b) => (a,a,a,a) -> b tup4Len = sqrt . foldT4 (+) 0 . mapT4 ((**2).toFloating) tup5Len :: (Real a,Floating b) => (a,a,a,a,a) -> b tup5Len = sqrt . foldT5 (+) 0 . mapT5 ((**2).toFloating) expand3 :: a -> (a,a,a) expand3 t = (t,t,t) expand4 :: a -> (a,a,a,a) expand4 t = (t,t,t,t) expand5 :: a -> (a,a,a,a,a) expand5 t = (t,t,t,t,t) expand6 :: a -> (a,a,a,a,a) expand6 t = (t,t,t,t,t) zipWithT2 :: (a -> b -> c) -> (a,a) -> (b,b) -> (c,c) zipWithT2 fu (a, b) (d, e) = (fu a d, fu b e) zipWithT3 :: (a -> b -> c) -> (a,a,a) -> (b,b,b) -> (c,c,c) zipWithT3 fu (a, b, c) (d, e, f) = (fu a d, fu b e, fu c f) zipWithT4 :: (a -> b -> c) -> (a,a,a,a) -> (b,b,b,b) -> (c,c,c,c) zipWithT4 fu (a, b, c, d) (e, f, g, h) = (fu a e, fu b f, fu c g, fu d h) toFloating :: (Real a, Floating b) => a -> b toFloating = fromRational . toRational (!!%) :: [a] -> Int -> a (!!%) lst idx = lst !! (idx `mod` length lst) (++!) :: (Show a) => String -> a -> String (++!) str = (str++) . show clamp :: (Ord a) => a -> (a, a) -> a clamp var (low, high) = min (max var low) high floatVertex :: (GLfloat,GLfloat,GLfloat) -> Vertex3 GLdouble floatVertex tup = uncurry3 Vertex3 (mapT3 toFloating tup) floatVector :: (GLfloat,GLfloat,GLfloat) -> Vector3 GLdouble floatVector tup = uncurry3 Vector3 (mapT3 toFloating tup) -- Maps a function across a list, except this function -- can also be given a state variable like how foldl -- works mapWith :: (s -> a -> (b,s)) -> s -> [a] -> ([b], s) mapWith func state (x:xs) = let (x',s') = func state x in let (l,s) = mapWith func s' xs in (x':l, s) mapWith _ s [] = ([],s) (>&>) :: (Monad m) => (a -> m b) -> (a -> m c) -> a -> m c (>&>) f1 f2 a = f1 a >> f2 a