How to resolve the algorithm Find the intersection of a line with a plane step by step in the Haskell programming language
How to resolve the algorithm Find the intersection of a line with a plane step by step in the Haskell programming language
Table of Contents
Problem Statement
Finding the intersection of an infinite ray with a plane in 3D is an important topic in collision detection.
Find the point of intersection for the infinite ray with direction (0, -1, -1) passing through position (0, 0, 10) with the infinite plane with a normal vector of (0, 0, 1) and which passes through [0, 0, 5].
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Find the intersection of a line with a plane step by step in the Haskell programming language
The Haskell code you provided defines a 3D vector type V3
and some operations on it. Let's break down the code step by step:
-
Data Definition:
data V3 a = V3 a a a deriving Show
This line defines a new data type
V3
that represents a 3D vector with three componentsa
,b
, andc
. Thederiving Show
part generates an instance of theShow
typeclass, allowing you to printV3
vectors easily. -
Functor Instance:
instance Functor V3 where fmap f (V3 a b c) = V3 (f a) (f b) (f c)
This instance makes
V3
a functor, which means you can apply a function to each component of the vector. Thefmap
function simply applies the functionf
to each component of the vector. -
Applicative Instance:
instance Applicative V3 where pure a = V3 a a a V3 a b c <*> V3 d e f = V3 (a d) (b e) (c f)
This instance makes
V3
an applicative functor, which means you can lift functions to operate onV3
vectors. Thepure
function creates a pure value wrapped in aV3
vector, and the<*>
function applies a function lifted inside aV3
vector to anotherV3
vector. -
Num Instance:
instance Num a => Num (V3 a) where (+) = liftA2 (+) (-) = liftA2 (-) (*) = liftA2 (*) negate = fmap negate abs = fmap abs signum = fmap signum fromInteger = pure . fromInteger
This instance makes
V3
a numeric type, which means you can perform numeric operations onV3
vectors. The operations are lifted usingliftA2
so that they operate on each component of the vector. -
Dot Product:
dot ::Num a => V3 a -> V3 a -> a dot a b = x + y + z where V3 x y z = a * b
This function calculates the dot product of two
V3
vectors. It multiplies the corresponding components of the vectors and sums them up. -
Ray-Plane Intersection:
intersect :: Fractional a => V3 a -> V3 a -> V3 a -> V3 a -> V3 a intersect rayVector rayPoint planeNormal planePoint = rayPoint - rayVector * pure prod3 where diff = rayPoint - planePoint prod1 = diff `dot` planeNormal prod2 = rayVector `dot` planeNormal prod3 = prod1 / prod2
This function calculates the intersection point between a ray and a plane in 3D space. It uses the following parameters:
rayVector
: The direction vector of the ray.rayPoint
: A point on the ray.planeNormal
: The normal vector of the plane.planePoint
: A point on the plane.
The function calculates the intersection point by first finding the distance along the ray where it intersects the plane (prod3). Then, it multiplies the ray vector by this distance and subtracts the result from the ray point to get the intersection point.
-
Main Function:
main = printf "The ray intersects the plane at (%f, %f, %f)\n" x y z where V3 x y z = intersect rv rp pn pp :: V3 Double rv = V3 0 (-1) (-1) rp = V3 0 0 10 pn = V3 0 0 1 pp = V3 0 0 5
The
main
function is the entry point of the program. It calls theintersect
function to calculate the intersection point between a ray and a plane. Then, it prints the coordinates of the intersection point usingprintf
. The specific values of the ray and plane parameters are defined in the code.
Source code in the haskell programming language
import Control.Applicative (liftA2)
import Text.Printf (printf)
data V3 a = V3 a a a
deriving Show
instance Functor V3 where
fmap f (V3 a b c) = V3 (f a) (f b) (f c)
instance Applicative V3 where
pure a = V3 a a a
V3 a b c <*> V3 d e f = V3 (a d) (b e) (c f)
instance Num a => Num (V3 a) where
(+) = liftA2 (+)
(-) = liftA2 (-)
(*) = liftA2 (*)
negate = fmap negate
abs = fmap abs
signum = fmap signum
fromInteger = pure . fromInteger
dot ::Num a => V3 a -> V3 a -> a
dot a b = x + y + z
where
V3 x y z = a * b
intersect :: Fractional a => V3 a -> V3 a -> V3 a -> V3 a -> V3 a
intersect rayVector rayPoint planeNormal planePoint =
rayPoint - rayVector * pure prod3
where
diff = rayPoint - planePoint
prod1 = diff `dot` planeNormal
prod2 = rayVector `dot` planeNormal
prod3 = prod1 / prod2
main = printf "The ray intersects the plane at (%f, %f, %f)\n" x y z
where
V3 x y z = intersect rv rp pn pp :: V3 Double
rv = V3 0 (-1) (-1)
rp = V3 0 0 10
pn = V3 0 0 1
pp = V3 0 0 5
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