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2 Commits
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5129f29084
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@ -77,4 +77,4 @@ ksciencePublish {
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apiValidation.nonPublicMarkers.add("space.kscience.kmath.UnstableKMathAPI")
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apiValidation.nonPublicMarkers.add("space.kscience.kmath.UnstableKMathAPI")
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val multikVersion by extra("0.2.0")
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val multikVersion by extra("0.2.2")
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@ -6,16 +6,26 @@
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package space.kscience.kmath.geometry.euclidean2d
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package space.kscience.kmath.geometry.euclidean2d
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import kotlinx.serialization.Serializable
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import kotlinx.serialization.Serializable
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import space.kscience.kmath.geometry.Vector2D
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import kotlin.math.PI
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import kotlin.math.PI
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public interface Circle2D<T>{
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public val center: Vector2D<T>
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public val radius: Double
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}
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public val Circle2D<*>.circumference: Double get() = radius * 2 * PI
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/**
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/**
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* A circle in 2D space
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* A circle in 2D space
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*/
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*/
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@Serializable
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@Serializable
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public data class Circle2D(
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public data class Float64Circle2D(
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@Serializable(Float64Space2D.VectorSerializer::class) public val center: DoubleVector2D,
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@Serializable(Float64Space2D.VectorSerializer::class) override val center: Float64Vector2D,
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public val radius: Double
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override val radius: Double
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)
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): Circle2D<Double>
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public fun Circle2D(center: Float64Vector2D, radius: Double): Circle2D<Double> = Float64Circle2D(center, radius)
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public val Circle2D.circumference: Double get() = radius * 2 * PI
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@ -22,9 +22,7 @@ import kotlin.math.sqrt
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public interface Float32Vector2D : Vector2D<Float>
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public interface Float32Vector2D : Vector2D<Float>
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public object Float32Space2D :
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public object Float32Space2D : GeometrySpace<Float32Vector2D>, ScaleOperations<Float32Vector2D> {
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GeometrySpace<Float32Vector2D>,
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ScaleOperations<Float32Vector2D> {
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@Serializable
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@Serializable
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@SerialName("Float32Vector2D")
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@SerialName("Float32Vector2D")
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@ -14,13 +14,11 @@ import kotlinx.serialization.encoding.Encoder
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import space.kscience.kmath.geometry.GeometrySpace
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import space.kscience.kmath.geometry.GeometrySpace
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import space.kscience.kmath.geometry.Vector2D
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import space.kscience.kmath.geometry.Vector2D
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import space.kscience.kmath.operations.Float64Field
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import space.kscience.kmath.operations.Float64Field
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import space.kscience.kmath.operations.Norm
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import space.kscience.kmath.operations.ScaleOperations
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import space.kscience.kmath.operations.ScaleOperations
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import kotlin.math.pow
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import kotlin.math.pow
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import kotlin.math.sqrt
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import kotlin.math.sqrt
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public typealias DoubleVector2D = Vector2D<Double>
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public typealias DoubleVector2D = Vector2D<Double>
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public typealias Float64Vector2D = Vector2D<Double>
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public typealias Float64Vector2D = Vector2D<Double>
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@ -30,9 +28,7 @@ public val Vector2D<Double>.r: Double get() = Float64Space2D.norm(this)
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/**
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/**
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* 2D Euclidean space
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* 2D Euclidean space
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*/
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*/
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public object Float64Space2D : GeometrySpace<DoubleVector2D>,
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public object Float64Space2D : GeometrySpace<DoubleVector2D>, ScaleOperations<DoubleVector2D> {
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ScaleOperations<DoubleVector2D>,
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Norm<DoubleVector2D, Double> {
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@Serializable
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@Serializable
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@SerialName("Float64Vector2D")
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@SerialName("Float64Vector2D")
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@ -72,4 +68,6 @@ public object Float64Space2D : GeometrySpace<DoubleVector2D>,
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public val yAxis: DoubleVector2D = vector(0.0, 1.0)
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public val yAxis: DoubleVector2D = vector(0.0, 1.0)
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}
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}
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public fun Float64Vector2D(x: Number, y: Number): Float64Vector2D = Float64Space2D.vector(x, y)
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public val Float64Field.euclidean2D: Float64Space2D get() = Float64Space2D
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public val Float64Field.euclidean2D: Float64Space2D get() = Float64Space2D
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@ -8,13 +8,7 @@ package space.kscience.kmath.geometry
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import space.kscience.kmath.complex.Quaternion
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import space.kscience.kmath.complex.Quaternion
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import space.kscience.kmath.complex.QuaternionAlgebra
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import space.kscience.kmath.complex.QuaternionAlgebra
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import space.kscience.kmath.complex.conjugate
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import space.kscience.kmath.complex.conjugate
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import space.kscience.kmath.complex.normalized
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import space.kscience.kmath.geometry.euclidean3d.Float32Space3D
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import space.kscience.kmath.geometry.euclidean3d.Float32Vector3D
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import space.kscience.kmath.geometry.euclidean3d.theta
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import space.kscience.kmath.geometry.euclidean3d.theta
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import kotlin.math.asin
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import kotlin.math.atan2
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import kotlin.math.pow
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public operator fun Quaternion.times(other: Quaternion): Quaternion = QuaternionAlgebra.multiply(this, other)
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public operator fun Quaternion.times(other: Quaternion): Quaternion = QuaternionAlgebra.multiply(this, other)
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@ -28,28 +22,33 @@ public fun Quaternion.power(number: Number): Quaternion = QuaternionAlgebra.powe
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public fun QuaternionAlgebra.slerp(from: Quaternion, to: Quaternion, fraction: Double): Quaternion =
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public fun QuaternionAlgebra.slerp(from: Quaternion, to: Quaternion, fraction: Double): Quaternion =
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(to / from).pow(fraction) * from
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(to / from).pow(fraction) * from
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/**
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* Scalar angle between two quaternions
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*/
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public fun QuaternionAlgebra.angleBetween(q1: Quaternion, q2: Quaternion): Angle = (q1.conjugate * q2).theta
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public fun QuaternionAlgebra.angleBetween(q1: Quaternion, q2: Quaternion): Angle = (q1.conjugate * q2).theta
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public val Quaternion.inclination: Radians get() = asin(2 * (w * y - x * z)).radians
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/**
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* Euclidean product of two quaternions
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public val Quaternion.azimuth: Angle get() = atan2(2 * (w * z + x * y), 1 - 2 * (y.pow(2) + z.pow(2))).radians.normalized()
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*/
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public infix fun Quaternion.dot(other: Quaternion): Double = w * other.w + x * other.x + y * other.y + z * other.z
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public infix fun Quaternion.dot(other: Quaternion): Double = w * other.w + x * other.x + y * other.y + z * other.z
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//
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///**
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// * Convert a quaternion to XYZ Cardan angles assuming it is normalized.
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// */
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//private fun Quaternion.normalizedToEuler(): Float32Vector3D {
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// val roll = atan2(2 * y * w + 2 * x * z, 1 - 2 * y * y - 2 * z * z)
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// val pitch = atan2(2 * x * w - 2 * y * z, 1 - 2 * x * x - 2 * z * z)
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// val yaw = asin(2 * x * y + 2 * z * w)
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//
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// return Float32Vector3D(roll, pitch, yaw)
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//}
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private fun Quaternion.normalizedToEuler(): Float32Vector3D {
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///**
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val roll = atan2(2 * y * w + 2 * x * z, 1 - 2 * y * y - 2 * z * z);
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// * Quaternion to XYZ Cardan angles
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val pitch = atan2(2 * x * w - 2 * y * z, 1 - 2 * x * x - 2 * z * z);
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// */
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val yaw = asin(2 * x * y + 2 * z * w);
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//public fun Quaternion.toEuler(): Float32Vector3D = if (QuaternionAlgebra.norm(this) == 0.0) {
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// Float32Space3D.zero
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return Float32Vector3D(roll, pitch, yaw)
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//} else {
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}
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// normalized().normalizedToEuler()
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//}
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/**
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* Quaternion to XYZ Cardan angles
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*/
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public fun Quaternion.toEuler(): Float32Vector3D = if (QuaternionAlgebra.norm(this) == 0.0) {
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Float32Space3D.zero
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} else {
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normalized().normalizedToEuler()
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}
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