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2d-primitives

  1. Outdated egg!
  2. 2d-primitives
    1. Description
    2. Author
    3. Requirements
    4. Documentation
      1. Floating points
      2. Constants
      3. Angles
      4. Vectors
      5. Bounding Boxes
      6. Lines
      7. Polygons
      8. Bezier curves
      9. Colours

Description

A collection of primitives and linear algebra common for 2D graphics and 2D games.

Author

Richard van Roy (pluizer)

Requirements

none

Documentation

Floating points

[procedure] (fmod numer denom)

Returns the floating-point remainder of numer/denom (rounded towards zero).

[procedure] (clamp f mmin mmax)

Clamp a floating-point number to a minimum and a maximum.

[procedure] (sqr x)

Square a number.

[constant] (float-min)

Minimum representable floating-point number.

[constant] infinity

Constants

[constant] epsilon
[constant] pi
[constant] pi/2
[constant] 2pi
[constant] -pi
[constant] 360/2pi
[constant] 2pi/360

Angles

[procedure] (radian->degree radians)
[procedure] (degree->radian degrees)
[procedure] (flip-radian-h radians)
[procedure] (flip-radian-v radians)
[procedure] (flip-degree-h degrees)
[procedure] (flip-degree-v degrees)

Vectors

[procedure] (vect:create x y)

Returs a new vector

[procedure] (vect? obj)
[procedure] (vect:x v)
[procedure] (vect:y v)
[procedure] (zero-vect)

Constant for the zero vector.

[procedure] (vect=? a b #!optional (epsilon .001)

Check if two vectors are equal.

[procedure] (vect+ a b)

Add two vectors.

[procedure] (vect- a #!optional b)

Subtract two vectors or negate a vector.

[procedure] (vect* v s)

Scalar multiplication.

[procedure] (vect:dot a b)

Vector dot product.

[procedure] (vect:cross a b)

2D vector cross product analog. The cross product of 2D vectors results in a 3D vector with only a z component. This function returns the magnitude of the z value.

[procedure] (vect:perp v)

Returns a perpendicular vector. <procedure>(90 degree rotation)</procedure><br/>

[procedure] (vect:vperp v)

Returns a perpendicular vector. <procedure>(-90 degree rotation)</procedure><br/>

[procedure] (vect:project a b)

Returns the vector projection of /a/ onto /b/.

[procedure] (angle->vect a)

Returns the unit length vector for the given angle (in radians).

[procedure] (vect->angle v)

Returns the angular direction v is pointing in (in radians).

[procedure] (vect:rotate a b)

Uses complex number multiplication to rotate /a/ by /b/. Scaling will occur if /a/ is not a unit vector.

[procedure] (vect:unrotate a b)

Inverse of vect:rotate

[procedure] (vect:length-squared v)

Returns the squared length of v. Faster than /(vect:length)/ when you only need to compare lengths.

[procedure] (vect:length v)

Returns the length of v.

[procedure] (vect:lerp v1 v2 t)

Linearly interpolate between /a/ and /b/.

[procedure] (vect:normalize v)

Returns a normalized copy of v.

[procedure] (vect:clamp v len)

Clamp v to length len.

[procedure] (vect:lerp-const v1 v2 dist)

Linearly interpolate between v1 towards v2 by distance d.

[procedure] (vect:dist v1 v2)

Returns the distance between v1 and v2.

[procedure] (vect:dist-squared v1 v2)

Returns the squared distance between v1 and v2. Faster than /(vect:distance)/ when you only need to compare distances.

[procedure] (vect:near? a b dist)

Returns true if the distance between v1 and v2 is less than dist.

[procedure] (vect:spherical-lerp a b t)

Spherical linearly interpolate between /a/ and /b/.

[procedure] (vect:spherical-lerp-const a b angle)

Spherical linearly interpolate between /a/ towards /b/ by no more than angle /angle/ in radians.

Bounding Boxes

[procedure] (rect:create l r b t)

Returs a new bounding box.

[procedure] (rect? obj)

Can also be a line.

[procedure] (rect:l rect)
[procedure] (rect:r rect)
[procedure] (rect:b rect)
[procedure] (rect:t rect)
[procedure] (rect:for-circle p r)

Constructs a /rect/ for a circle with the given position and radius.

[procedure] (rect:intersects? a b)

Returns true if /a/ and /b/ intersect.

[procedure] (rect:contains? rect other)

Returns true if /other/ lies completely within /rect/.

[procedure] (rect:constains-vect? rect v)

Returns true if /rect/ contains /v/.

[procedure] (rect:merge a b)

Returns a bounding box that holds both bounding boxes.

[procedure] (rect:expand rect v)

Returns a bounding box that holds both /rect/ and /v/.

[procedure] (rect:center rect)

Returns the center of a bounding box.

[procedure] (rect:area rect)

Returns the area of the bounding box.

[procedure] (rect:merged-area a b)

Merges /a/ and /b/ and returns the area of the merged bounding box.

[procedure] (rect:segment-query rect a b)

Returns the fraction along the segment query the bounding box is hit. Returns /infinity/ if it doesn't hit.

[procedure] (rect:intersects-segment? rect a b)

Return true if the bounding box intersects the line segment with ends /a/ and /b/.

[procedure] (rect- rect vect)

Substracts a vector from a rectangle.

[procedure] (rect+ rect vect)

Adds a vector to a rectangle.

Lines

[procedure] (line:create a b)

Makes a line from two vectors

[procedure] (line? obj)

Can also be a rect.

Polygons

[syntax] (polygon:create vects)

Creates a new polygon from a list of vectors.

[procedure] (polygon->vects polygon)

Converts a polygon to a list of vertices.

[procedure] (polygon:triangulate polygon)

Triangulates the given polygon and returns an array of vectors.

[procedure] (polygon:triangulate->triangles polygon)

Same as polygon-triangulate but returns a list of triangles.

[procedure] (polygon-convex? polygon)

Return #t if the given polygon is convex.

[procedure] (convex-hull vects)

Returns the convex hull of a group of vertices in clockwise order.

[procedure] (polygon:convex-hull vects)

Converts any polygon to a convex polygon.

Bezier curves

[procedure] (bezier:create control-points ...)

Creates a new bezier curve with a minimum of two control-points.

[procedure] (bezier:ref bezier n)

Return the point of a bezier at position n, where 0.0 is the start of the curve and 1.0 is the end.

[procedure] (bezier->vects bezier accuracy)

Returns a list of points that make of a bezier curve. A higher /accuracy/ results in a higher resolution (more points).

Colours

[procedure] (rgb:create r g b #!optional (a 1.0)

Creates a new RGB colour

[procedure] (rgb:r rgb)
[procedure] (rgb:g rgb)
[procedure] (rgb:b rgb)
[procedure] (rgb:a rgb)
[procedure] (rgb->hsv rgb)

Convers a rgb colour to a hsv colour.

[procedure] (hsv:create h s v #!optional (a 1.0)

Creates a new HSV colour

[procedure] (hsv:h hsv)
[procedure] (hsv:s hsv)
[procedure] (hsv:v hsv)
[procedure] (hsv:a hsv)
[procedure] (hsv->rgb hsv)

Converts a hsv colour to a rgb colour.