Some minor fixes

Fixed som wrong spellings in cooments, reordering
some arguments to be mor uniform, and fixed a small bug in
isUniform for 3d matrix.
This commit is contained in:
ventor3000
2013-07-30 18:15:39 +02:00
parent 7c2fcd4ad9
commit e6cedc2b8c
2 changed files with 59 additions and 40 deletions

View File

@@ -131,7 +131,7 @@ template makeBinOpAssignVector(s:expr)=
# ***************************************
proc setElements*(t:var TMatrix2d,ax,ay,bx,by,tx,ty:float) {.inline.}=
## Sets arbitrary elements in an exisitng matrix.
## Sets arbitrary elements in an existing matrix.
t.ax=ax
t.ay=ay
t.bx=bx
@@ -220,7 +220,7 @@ proc mirror*(v:TVector2d):TMatrix2d {.noInit.} =
xy2,-sqd,
0.0,0.0)
proc mirror*(v:TVector2d,org:TPoint2d):TMatrix2d {.noInit.} =
proc mirror*(org:TPoint2d,v:TVector2d):TMatrix2d {.noInit.} =
## Returns a new mirror matrix, mirroring
## around the line that passes through `org` and
## has the direction of `v`
@@ -270,6 +270,7 @@ proc isUniform*(t:TMatrix2d,tol=1.0e-6):bool=
proc determinant*(t:TMatrix2d):float=
## Computes the determinant of the matrix.
#NOTE: equivalent with perp.dot product for two 2d vectors
return t.ax*t.by-t.bx*t.ay
@@ -413,8 +414,8 @@ proc `&=`*(v:var TVector2d,m:TMatrix2d) {.inline.}=
proc tryNormalize*(v:var TVector2d):bool=
## Modifies `v` to have a length of 1.0, keeping its angle.
## If `v` has zero length (and thus no angle), it is left unmodified and false is
## returned, otherwise true is returned.
## If `v` has zero length (and thus no angle), it is left unmodified and
## false is returned, otherwise true is returned.
let mag=v.len
@@ -452,7 +453,7 @@ proc transformNorm*(v:var TVector2d,t:TMatrix2d)=
v.x = newx
proc transformInv*(v:var TVector2d,t:TMatrix2d)=
## Applies inverse of a transformation `m` to `v` in place.
## Applies inverse of a transformation `t` to `v` in place.
## This is faster than creating an inverse matrix and apply() it.
## Transforming a vector ignores the translational part
## of the matrix. If the matrix is not invertible (determinant=0), an EDivByZero
@@ -521,7 +522,7 @@ proc stretch*(v:var TVector2d,facx,facy:float){.inline.}=
v.x*=facx
v.y*=facy
proc mirror*(v:var TVector2d,mirrvec:TVector2d){.inline.}=
proc mirror*(v:var TVector2d,mirrvec:TVector2d)=
## Mirrors vector `v` using `mirrvec` as mirror direction.
let
sqx=mirrvec.x*mirrvec.x
@@ -561,7 +562,7 @@ proc dot*(v1,v2:TVector2d):float=
proc cross*(v1,v2:TVector2d):float=
## Computes the cross product of two vectors, also called
## the 'perpendicualar dot product' in 2d. Returns 0.0 if the vectors
## the 'perpendicular dot product' in 2d. Returns 0.0 if the vectors
## are parallel.
return v1.x*v2.y-v1.y*v2.x
@@ -575,7 +576,8 @@ proc `=~` *(v1,v2:TVector2d):bool=
equals(v1,v2)
proc angleTo*(v1,v2:TVector2d):float=
## Returns the smallest of the two possible angles between `v1` and `v2` in radians.
## Returns the smallest of the two possible angles
## between `v1` and `v2` in radians.
var
nv1=v1
nv2=v2
@@ -585,7 +587,7 @@ proc angleTo*(v1,v2:TVector2d):float=
proc angleCCW*(v1,v2:TVector2d):float=
## Returns the counter clockwise plane angle from `v1` to `v2`,
## in range 0-PI
## in range 0 - 2*PI
let a=v1.angleTo(v2)
if v1.cross(v2)>=0.0:
return a
@@ -593,7 +595,7 @@ proc angleCCW*(v1,v2:TVector2d):float=
proc angleCW*(v1,v2:TVector2d):float=
## Returns the clockwise plane angle from `v1` to `v2`,
## in range 0-PI
## in range 0 - 2*PI
let a=v1.angleTo(v2)
if v1.cross(v2)<=0.0:
return a
@@ -609,7 +611,7 @@ proc turnAngle*(v1,v2:TVector2d):float=
proc bisect*(v1,v2:TVector2d):TVector2d {.noInit.}=
## Computes the bisector between v1 and v2 as a normalized vector.
## If one of the input vectors has zero length, a normalized verison
## If one of the input vectors has zero length, a normalized version
## of the other is returned. If both input vectors has zero length,
## an arbitrary normalized vector is returned.
var
@@ -651,13 +653,13 @@ proc point2d*(x,y:float):TPoint2d =
result.y=y
proc sqrDist*(a,b:TPoint2d):float=
## Computes the squared distance between `a`and `b`
## Computes the squared distance between `a` and `b`
let dx=b.x-a.x
let dy=b.y-a.y
result=dx*dx+dy*dy
proc dist*(a,b:TPoint2d):float {.inline.}=
## Computes the absolute distance between `a`and `b`
## Computes the absolute distance between `a` and `b`
result=sqrt(sqrDist(a,b))
proc angle*(a,b:TPoint2d):float=
@@ -759,7 +761,8 @@ proc rotate*(p:var TPoint2d,rad:float)=
p.x=newx
proc rotate*(p:var TPoint2d,rad:float,org:TPoint2d)=
## Rotates a point in place `rad` radians around another point `org`
## Rotates a point in place `rad` radians using `org` as
## center of rotation.
let
c=cos(rad)
s=sin(rad)
@@ -778,12 +781,14 @@ proc scale*(p:var TPoint2d,fac:float,org:TPoint2d){.inline.}=
p.y=(p.y - org.y) * fac + org.y
proc stretch*(p:var TPoint2d,facx,facy:float){.inline.}=
## Scales a point in place non uniformly `facx` and `facy` times with world origo as origin.
## Scales a point in place non uniformly `facx` and `facy` times with
## world origo as origin.
p.x*=facx
p.y*=facy
proc stretch*(p:var TPoint2d,facx,facy:float,org:TPoint2d){.inline.}=
## Scales the point in place non uniformly `facx` and `facy` times with `org` as origin.
## Scales the point in place non uniformly `facx` and `facy` times with
## `org` as origin.
p.x=(p.x - org.x) * facx + org.x
p.y=(p.y - org.y) * facy + org.y
@@ -809,7 +814,8 @@ proc area*(a,b,c:TPoint2d):float=
return abs(sgnArea(a,b,c))
proc closestPoint*(p:TPoint2d,pts:varargs[TPoint2d]):TPoint2d=
## Returns a point selected from `pts`, that has the closest euclidean distance to `p`
## Returns a point selected from `pts`, that has the closest
## euclidean distance to `p`
assert(pts.len>0) # must have at least one point
var