Math::Angle
NAME
Math::Angle - a class to handle geometric angles
SYNOPSIS
use Math::Angle;
my \φ = Math::Angle.new(deg => 63.4);
say φ.sin;
say cos φ;
DESCRIPTION
Math::Angle defines objects which represent angles. It was written to try to prevent the problems I kept encountering in forgetting to convert angles between radians and degrees.
Thus an angle may be defined in terms of radians, degrees or grads, and then used in trigonometric expressions without concern for conversion between units.
The standard trigonometric functions available in Raku can all be used as either methods on the Math::Angle
object, or as functions with the Math::Angle
object as argument.
In addition, subroutines are available for the inverse trigonometric functions which return a Math::Angle object.
Some basic arithmetic using Math::Angle
objects is also possible where it makes sense.
Object creation
Math::Angle
objects are created by calling the Math::Angle.new
routine with a named argument specifying the angle required. The following three possibilities are equivalent:
my $φ = Math::Angle.new(rad => π/4);
my $η = Math::Angle.new(deg => 45);
my $θ = Math::Angle.new(grad => 50);
Accessing the angle value
The angle embedded within a Math::Angle
object can be accessed using the three methods rad
, deg
, and grad
which convert the internal value to the requested representation
Note that it is thus possible to convert an angle from degrees to radians by writing
Math::Angle.new(deg => 27).rad
Arithmetic
Arithmetic involving Math::Angle
objects is possible where it makes sense:
my \φ1 = Math::Angle.new(:37deg);
my \φ2 = Math::Angle.new(rad => π/6);
say (φ1 - φ2).deg;
say (φ1 + φ2).rad;
say (φ1 × 2).rad;
say (4 × φ2).deg;
say φ1 ÷ φ2;
With the exception of division, the results of all those objects will be a Math::Angle
object. The result of the division is a plain number representing the ratio of the two angles.
Coercion
Math::Angle
has two coercion methods, Numeric
and Comples
. Numeric
returns the numeric value of the angle in radians. Complex
returns a complex number with radius 1 and angle given by the Math::Angle
object.
Math::Angle
also inherits from Cool
. When combined with the Numeric
coercion, this gives access to the trigonometric functions sin
, cos
, tan
, sec
, cosec
, cotan
, sinh
, cosh
, tanh
, sech
. cosech
, and cotanh
. These may all be used as functions with the Math::Angle
object as argument, or as methods on the Math::Angle
object.
It probably also leads to all sorts of other undesirable effects.
Functions
The following standard trigonometric functions may be used to return a Math::Angle
object: asin
, acos
, atan
, atan2
, asec
, acosec
, acotan
, asinh
, acosh
, atanh
, asech
, acosech
, and acotanh
.
from-dms
from-dms
takes a string argument representing an angle in degrees, minutes and seconds, and converts it into a Math::Angle object.
The string contains:
sign An optional sign
+
or-
;degrees An optional decimal number of degrees followed by a degree designator (one of the degree symbol (
°
) or a letterd
of either case);minutes An optional decimal number of minutes followed by a minutes designator (one of a single quote (
'
), the Unicode characterU+2032
—PRIME
, or the letterm
in either case);seconds An optional decimal number of seconds followed by a seconds designator (one of a double quote
"
), the Unicode characterU+2033
)—DOUBLE PRIME
, or the letters
in either case);hemisphere To allow for latitude and longitude to be represented easily, the angle can be followed by one of the letters
E
,W
,N
orS
in either case. If the letter isN
orE
then the angle is positive; if it isS
orW
then the angle is negative. Note that if a sign is also present at the start of the string, then the two indicators are both used. Thus an angle like-12°S
will end up being positive,
The various fields may be separated by white space.
The decimal numbers can be fractional, and contain exponents such as 12.53e5
.
Note that no sanity checks are made. An angle of "-2473.2857° 372974.2746′ 17382.2948e5s W
" is acceptable, and equal to about 491531.046°
. The values for degrees, minutes and seconds are simply added together with the appropriate scaling and with the appropriate sign calculated from the initial sign and the hemisphere.
If the seconds are designated by the letter S
and a hemisphere is also specified, then they must be separated by whitespace.
Alternative representations
Two methods are available to produce string output in useful forms for angles expressed in degrees.
dms
Method dms
will return a string containing a representation of the angle in degrees, minutes and seconds. For example:
Math::Angle.new(rad => 0.82).dms.say; # 46° 58′ 57.1411″
However the output is fairly configurable. For example, signed numbers can be output in various forms:
Math::Angle.new(rad => -0.82).dms.say; # -46° 58′ 57.1411″
Math::Angle.new(rad => 0.82).dms(presign=>"+-").say; # +46° 58′ 57.1411″
Math::Angle.new(rad => 0.82).dms(presign=>"", postsign=>"NS").say; # 46° 58′ 57.1411″N
Math::Angle.new(rad => -0.82).dms(presign=>"", postsign=>"NS").say; # 46° 58′ 57.1411″S
Math::Angle.new(rad => -0.82).dms(presign=>"", postsign=>"EW").say; # 46° 58′ 57.1411″W
The full set of options is:
Note for presign
and postsign
that a blank in the string is not printed.
dm
Method dm
will return a string containing a representation of the angle in degrees and minutes. For example:
Math::Angle.new(rad => 0.82).dm.say; # 46° 58' 57.1411"
The same configurability as in dms
is available:
Math::Angle.new(rad => -0.82).dm.say; # -46° 58.9524′
Math::Angle.new(rad => 0.82).dm(presign=>"+-").say; # +46° 58.9524′
Math::Angle.new(rad => 0.82).dm(presign=>"", postsign=>"NS").say; # 46° 58.9524'N
Math::Angle.new(rad => -0.82).dm(presign=>"", postsign=>"NS").say; # 46° 58.9524′S
Math::Angle.new(rad => -0.82).dm(presign=>"", postsign=>"EW").say; # 46° 58.9524′W
The options are the same as for dms, except that secsig
is not available and secfmt
is replaced by minfmt
.
AUTHOR
Kevin Pye [email protected]
COPYRIGHT AND LICENSE
Copyright 2022 Kevin Pye
This library is free software; you can redistribute it and/or modify it under the Artistic License 2.0.