From 4919114716a7f170389a70ef95bcc60e8d7f8861 Mon Sep 17 00:00:00 2001
From: Jeanne-Kamikaze <jeannekamikaze@gmail.com>
Date: Thu, 21 Feb 2013 12:37:42 +0100
Subject: Fixed whitespace

---
 Spear/Math/Vector3.hs | 346 +++++++++++++++++++++++++-------------------------
 1 file changed, 173 insertions(+), 173 deletions(-)

diff --git a/Spear/Math/Vector3.hs b/Spear/Math/Vector3.hs
index 79cdcdd..7ac0f7a 100644
--- a/Spear/Math/Vector3.hs
+++ b/Spear/Math/Vector3.hs
@@ -1,130 +1,130 @@
-module Spear.Math.Vector3
-(
-    Vector3
-    -- * Accessors
-,   x
-,   y
-,   z
-    -- * Construction
-,   unitx
-,   unity
-,   unitz
-,   zero
-,   fromList
+module Spear.Math.Vector3
+(
+    Vector3
+    -- * Accessors
+,   x
+,   y
+,   z
+    -- * Construction
+,   unitx
+,   unity
+,   unitz
+,   zero
+,   fromList
 ,   vec3
-,   orbit
-    -- * Operations
-,   Spear.Math.Vector3.min
-,   Spear.Math.Vector3.max
-,   dot
-,   cross
-,   normSq
-,   norm
-,   scale
-,   normalise
-,   neg
-)
-where
-
-import Foreign.C.Types (CFloat)
-import Foreign.Storable
-
-
--- | Represents a vector in 3D.
+,   orbit
+    -- * Operations
+,   Spear.Math.Vector3.min
+,   Spear.Math.Vector3.max
+,   dot
+,   cross
+,   normSq
+,   norm
+,   scale
+,   normalise
+,   neg
+)
+where
+
+import Foreign.C.Types (CFloat)
+import Foreign.Storable
+
+
+-- | Represents a vector in 3D.
 data Vector3 = Vector3
     {-# UNPACK #-} !Float
     {-# UNPACK #-} !Float
     {-# UNPACK #-} !Float
-    deriving (Eq, Show)
-
-
-instance Num Vector3 where
-    Vector3 ax ay az + Vector3 bx by bz = Vector3 (ax + bx) (ay + by) (az + bz)
-    Vector3 ax ay az - Vector3 bx by bz = Vector3 (ax - bx) (ay - by) (az - bz)
-    Vector3 ax ay az * Vector3 bx by bz = Vector3 (ax * bx) (ay * by) (az * bz)
-    abs (Vector3 ax ay az) = Vector3 (abs ax) (abs ay) (abs az)
-    signum (Vector3 ax ay az) = Vector3 (signum ax) (signum ay) (signum az)
-    fromInteger i = Vector3 i' i' i' where i' = fromInteger i
-    
-    
-instance Fractional Vector3 where
-    Vector3 ax ay az / Vector3 bx by bz = Vector3 (ax / bx) (ay / by) (az / bz)
-    fromRational r = Vector3 r' r' r' where r' = fromRational r
-    
-    
-instance Ord Vector3 where
-    Vector3 ax ay az <= Vector3 bx by bz
-        =  (ax <= bx)
-        || (az == bx && ay <= by)
-        || (ax == bx && ay == by && az <= bz)
-    
-    Vector3 ax ay az >= Vector3 bx by bz
-        =  (ax >= bx)
-        || (ax == bx && ay >= by)
-        || (ax == bx && ay == by && az >= bz)
-    
-    Vector3 ax ay az < Vector3 bx by bz
-        =  (ax < bx)
-        || (az == bx && ay < by)
-        || (ax == bx && ay == by && az < bz)
-    
-    Vector3 ax ay az > Vector3 bx by bz
-        =  (ax > bx)
-        || (ax == bx && ay > by)
-        || (ax == bx && ay == by && az > bz)
-
-
-sizeFloat = sizeOf (undefined :: CFloat)
-
-
-instance Storable Vector3 where
-    sizeOf _    = 3*sizeFloat
-    alignment _ = alignment (undefined :: CFloat)
-    
-    peek ptr = do
-        ax <- peekByteOff ptr 0
-        ay <- peekByteOff ptr $ 1*sizeFloat
-        az <- peekByteOff ptr $ 2*sizeFloat
-        return (Vector3 ax ay az)
-    
-    poke ptr (Vector3 ax ay az) = do
-        pokeByteOff ptr 0 ax
-        pokeByteOff ptr (1*sizeFloat) ay
-        pokeByteOff ptr (2*sizeFloat) az
-
-
-x (Vector3 ax _  _ ) = ax
-y (Vector3 _  ay _ ) = ay
-z (Vector3 _  _  az) = az
-
-
--- | Unit vector along the X axis.
-unitx :: Vector3
-unitx = Vector3 1 0 0
-
-
--- | Unit vector along the Y axis.
-unity :: Vector3
-unity = Vector3 0 1 0
-
-
--- | Unit vector along the Z axis.
-unitz :: Vector3
-unitz = Vector3 0 0 1
-
-
--- | Zero vector.
-zero :: Vector3
-zero = Vector3 0 0 0
-
-
--- | Create a vector from the given list.
-fromList :: [Float] -> Vector3
-fromList (ax:ay:az:_) = Vector3 ax ay az
-
-
--- | Create a 3D vector from the given values.
-vec3 :: Float -> Float -> Float -> Vector3
+    deriving (Eq, Show)
+
+
+instance Num Vector3 where
+    Vector3 ax ay az + Vector3 bx by bz = Vector3 (ax + bx) (ay + by) (az + bz)
+    Vector3 ax ay az - Vector3 bx by bz = Vector3 (ax - bx) (ay - by) (az - bz)
+    Vector3 ax ay az * Vector3 bx by bz = Vector3 (ax * bx) (ay * by) (az * bz)
+    abs (Vector3 ax ay az) = Vector3 (abs ax) (abs ay) (abs az)
+    signum (Vector3 ax ay az) = Vector3 (signum ax) (signum ay) (signum az)
+    fromInteger i = Vector3 i' i' i' where i' = fromInteger i
+    
+    
+instance Fractional Vector3 where
+    Vector3 ax ay az / Vector3 bx by bz = Vector3 (ax / bx) (ay / by) (az / bz)
+    fromRational r = Vector3 r' r' r' where r' = fromRational r
+    
+    
+instance Ord Vector3 where
+    Vector3 ax ay az <= Vector3 bx by bz
+        =  (ax <= bx)
+        || (az == bx && ay <= by)
+        || (ax == bx && ay == by && az <= bz)
+    
+    Vector3 ax ay az >= Vector3 bx by bz
+        =  (ax >= bx)
+        || (ax == bx && ay >= by)
+        || (ax == bx && ay == by && az >= bz)
+    
+    Vector3 ax ay az < Vector3 bx by bz
+        =  (ax < bx)
+        || (az == bx && ay < by)
+        || (ax == bx && ay == by && az < bz)
+    
+    Vector3 ax ay az > Vector3 bx by bz
+        =  (ax > bx)
+        || (ax == bx && ay > by)
+        || (ax == bx && ay == by && az > bz)
+
+
+sizeFloat = sizeOf (undefined :: CFloat)
+
+
+instance Storable Vector3 where
+    sizeOf _    = 3*sizeFloat
+    alignment _ = alignment (undefined :: CFloat)
+    
+    peek ptr = do
+        ax <- peekByteOff ptr 0
+        ay <- peekByteOff ptr $ 1*sizeFloat
+        az <- peekByteOff ptr $ 2*sizeFloat
+        return (Vector3 ax ay az)
+    
+    poke ptr (Vector3 ax ay az) = do
+        pokeByteOff ptr 0 ax
+        pokeByteOff ptr (1*sizeFloat) ay
+        pokeByteOff ptr (2*sizeFloat) az
+
+
+x (Vector3 ax _  _ ) = ax
+y (Vector3 _  ay _ ) = ay
+z (Vector3 _  _  az) = az
+
+
+-- | Unit vector along the X axis.
+unitx :: Vector3
+unitx = Vector3 1 0 0
+
+
+-- | Unit vector along the Y axis.
+unity :: Vector3
+unity = Vector3 0 1 0
+
+
+-- | Unit vector along the Z axis.
+unitz :: Vector3
+unitz = Vector3 0 0 1
+
+
+-- | Zero vector.
+zero :: Vector3
+zero = Vector3 0 0 0
+
+
+-- | Create a vector from the given list.
+fromList :: [Float] -> Vector3
+fromList (ax:ay:az:_) = Vector3 ax ay az
+
+
+-- | Create a 3D vector from the given values.
+vec3 :: Float -> Float -> Float -> Vector3
 vec3 ax ay az = Vector3 ax ay az
 
 
@@ -146,54 +146,54 @@ orbit center radius anglex angley =
         py = y center + radius*sy
         pz = z center + radius*cx*cy
     in
-        vec3 px py pz
-
-
--- | Create a vector with components set to the minimum of each of the given vectors'.
-min :: Vector3 -> Vector3 -> Vector3
-min (Vector3 ax ay az) (Vector3 bx by bz) = Vector3 (Prelude.min ax bx) (Prelude.min ay by) (Prelude.min az bz)
-
-
--- | Create a vector with components set to the maximum of each of the given vectors'.
-max :: Vector3 -> Vector3 -> Vector3
-max (Vector3 ax ay az) (Vector3 bx by bz) = Vector3 (Prelude.max ax bx) (Prelude.max ay by) (Prelude.max az bz)
-
-
--- | Compute the given vectors' dot product.
-dot :: Vector3 -> Vector3 -> Float
-Vector3 ax ay az `dot` Vector3 bx by bz = ax*bx + ay*by + az*bz
-
-
--- | Compute the given vectors' cross product.
-cross :: Vector3 -> Vector3 -> Vector3
-(Vector3 ax ay az) `cross` (Vector3 bx by bz) =
-    Vector3 (ay * bz - az * by) (az * bx - ax * bz) (ax * by - ay * bx)
-    
-    
--- | Compute the given vector's squared norm.
-normSq :: Vector3 -> Float
-normSq (Vector3 ax ay az) = ax*ax + ay*ay + az*az
-    
-
--- | Compute the given vector's norm.
-norm :: Vector3 -> Float
-norm = sqrt . normSq
-
-
--- | Multiply the given vector with the given scalar.
-scale :: Float -> Vector3 -> Vector3
-scale s (Vector3 ax ay az) = Vector3 (s*ax) (s*ay) (s*az)
-
-
--- | Normalise the given vector.
-normalise :: Vector3 -> Vector3
-normalise v =
-    let n' = norm v
-        n = if n' == 0 then 1 else n'
-    in
-        scale (1.0 / n) v
-
-
--- | Negate the given vector.
-neg :: Vector3 -> Vector3
-neg (Vector3 ax ay az) = Vector3 (-ax) (-ay) (-az)
+        vec3 px py pz
+
+
+-- | Create a vector with components set to the minimum of each of the given vectors'.
+min :: Vector3 -> Vector3 -> Vector3
+min (Vector3 ax ay az) (Vector3 bx by bz) = Vector3 (Prelude.min ax bx) (Prelude.min ay by) (Prelude.min az bz)
+
+
+-- | Create a vector with components set to the maximum of each of the given vectors'.
+max :: Vector3 -> Vector3 -> Vector3
+max (Vector3 ax ay az) (Vector3 bx by bz) = Vector3 (Prelude.max ax bx) (Prelude.max ay by) (Prelude.max az bz)
+
+
+-- | Compute the given vectors' dot product.
+dot :: Vector3 -> Vector3 -> Float
+Vector3 ax ay az `dot` Vector3 bx by bz = ax*bx + ay*by + az*bz
+
+
+-- | Compute the given vectors' cross product.
+cross :: Vector3 -> Vector3 -> Vector3
+(Vector3 ax ay az) `cross` (Vector3 bx by bz) =
+    Vector3 (ay * bz - az * by) (az * bx - ax * bz) (ax * by - ay * bx)
+    
+    
+-- | Compute the given vector's squared norm.
+normSq :: Vector3 -> Float
+normSq (Vector3 ax ay az) = ax*ax + ay*ay + az*az
+
+
+-- | Compute the given vector's norm.
+norm :: Vector3 -> Float
+norm = sqrt . normSq
+
+
+-- | Multiply the given vector with the given scalar.
+scale :: Float -> Vector3 -> Vector3
+scale s (Vector3 ax ay az) = Vector3 (s*ax) (s*ay) (s*az)
+
+
+-- | Normalise the given vector.
+normalise :: Vector3 -> Vector3
+normalise v =
+    let n' = norm v
+        n = if n' == 0 then 1 else n'
+    in
+        scale (1.0 / n) v
+
+
+-- | Negate the given vector.
+neg :: Vector3 -> Vector3
+neg (Vector3 ax ay az) = Vector3 (-ax) (-ay) (-az)
-- 
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