Improve docs and use unix line endings (#2)
* use unix line endings * improving some docs * add mddoc dep
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7 changed files with 481 additions and 481 deletions
1
.github/workflows/build.yml
vendored
1
.github/workflows/build.yml
vendored
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@ -34,4 +34,3 @@ jobs:
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echo $PATH
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echo $PATH
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nimble install -y
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nimble install -y
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nim c src/vmath.nim
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nim c src/vmath.nim
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40
README.md
40
README.md
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@ -1,8 +1,9 @@
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# VMath
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# VMath
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Collection of math rutines that for 2d and 3d graphics.
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Collection of math routines for 2d and 3d graphics.
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Has functions for Vec2, Vec3, Vec4, Mat3, Mat4 and Quat.
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Has functinos for Vec2, Vec3, Vec4, Mat3, Mat4 and Quat.
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# API: vmath
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# API: vmath
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```nim
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```nim
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@ -11,7 +12,7 @@ import vmath
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## **proc** clamp
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## **proc** clamp
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Clamps n to min or max if its over.
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Clamps n to min, else returns max if n is higher.
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```nim
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```nim
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proc clamp(n, min, max: float32): float32
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proc clamp(n, min, max: float32): float32
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@ -27,7 +28,7 @@ proc sign(v: float32): float32
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## **proc** quantize
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## **proc** quantize
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Makes v be multipe of n. Rounding to intger quantize by 1.0.
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Makes v be multipe of n. Rounding to integer quantize by 1.0.
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```nim
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```nim
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proc quantize(v: float32; n: float32): float32
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proc quantize(v: float32; n: float32): float32
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@ -271,7 +272,7 @@ proc fixAngle(angle: float32): float32
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## **proc** angle
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## **proc** angle
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Angle of a vec2.
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Angle of a Vec2.
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```nim
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```nim
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proc angle(a: Vec2): float32
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proc angle(a: Vec2): float32
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@ -279,7 +280,7 @@ proc angle(a: Vec2): float32
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## **proc** angleBetween
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## **proc** angleBetween
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Angle between 2 vec
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Angle between 2 Vec2.
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```nim
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```nim
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proc angleBetween(a: Vec2; b: Vec2): float32
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proc angleBetween(a: Vec2; b: Vec2): float32
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@ -287,7 +288,7 @@ proc angleBetween(a: Vec2; b: Vec2): float32
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## **proc** angleBetween
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## **proc** angleBetween
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Angle between angle a and angle b
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Angle between angle a and angle b.
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```nim
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```nim
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proc angleBetween(a, b: float32): float32
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proc angleBetween(a, b: float32): float32
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@ -295,7 +296,7 @@ proc angleBetween(a, b: float32): float32
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## **proc** turnAngle
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## **proc** turnAngle
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Move from angle a to angle b with step of v
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Move from angle a to angle b with step of v.
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```nim
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```nim
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proc turnAngle(a, b, speed: float32): float32
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proc turnAngle(a, b, speed: float32): float32
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@ -588,7 +589,7 @@ proc almostEquals(a, b: Vec3; precision = 1e-006): bool
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## **proc** randVec3
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## **proc** randVec3
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Generates a random vector based on: <a class="reference external" href="http://mathworld.wolfram.com/SpherePointPicking.html">http://mathworld.wolfram.com/SpherePointPicking.html</a> .
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Generates a random vector based on <a class="reference external" href="http://mathworld.wolfram.com/SpherePointPicking.html">http://mathworld.wolfram.com/SpherePointPicking.html</a>
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```nim
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```nim
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proc randVec3(): Vec3
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proc randVec3(): Vec3
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@ -1106,7 +1107,7 @@ proc xyz=(q: var Quat; v: Vec3)
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## **proc** `*`
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## **proc** `*`
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Multiply the quaternion by a quaternion
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Multiply the quaternion by a quaternion.
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```nim
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```nim
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proc `*`(a, b: Quat): Quat
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proc `*`(a, b: Quat): Quat
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@ -1114,7 +1115,7 @@ proc `*`(a, b: Quat): Quat
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## **proc** `*`
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## **proc** `*`
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Multiply the quaternion by a float32
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Multiply the quaternion by a float32.
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```nim
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```nim
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proc `*`(q: Quat; v: float32): Quat
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proc `*`(q: Quat; v: float32): Quat
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@ -1122,7 +1123,7 @@ proc `*`(q: Quat; v: float32): Quat
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## **proc** `*`
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## **proc** `*`
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Multiply the quaternion by a vector
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Multiply the quaternion by a vector.
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```nim
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```nim
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proc `*`(q: Quat; v: Vec3): Vec3
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proc `*`(q: Quat; v: Vec3): Vec3
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@ -1261,7 +1262,7 @@ proc rect(pos, size: Vec2): Rect
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## **proc** xy
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## **proc** xy
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Gets the xy as a vec2
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Gets the xy as a Vec2.
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```nim
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```nim
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proc xy(rect: Rect): Vec2
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proc xy(rect: Rect): Vec2
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@ -1269,7 +1270,7 @@ proc xy(rect: Rect): Vec2
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## **proc** xy=
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## **proc** xy=
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Sets the xy from vec2
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Sets the xy from Vec2.
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```nim
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```nim
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proc xy=(rect: var Rect; v: Vec2)
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proc xy=(rect: var Rect; v: Vec2)
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@ -1277,7 +1278,7 @@ proc xy=(rect: var Rect; v: Vec2)
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## **proc** wh
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## **proc** wh
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Gets the wh as a vec2
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Gets the wh as a Vec2.
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```nim
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```nim
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proc wh(rect: Rect): Vec2
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proc wh(rect: Rect): Vec2
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## **proc** wh=
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## **proc** wh=
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Sets the wh from vec2
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Sets the wh from Vec2.
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```nim
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```nim
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proc wh=(rect: var Rect; v: Vec2)
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proc wh=(rect: var Rect; v: Vec2)
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@ -1294,7 +1295,7 @@ proc wh=(rect: var Rect; v: Vec2)
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## **proc** `*`
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## **proc** `*`
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* all elements of a rect
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* all elements of a Rect.
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@ -1304,7 +1305,7 @@ proc `*`(r: Rect; v: float): Rect
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## **proc** `/`
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## **proc** `/`
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/ all elements of a rect
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/ all elements of a Rect.
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```nim
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```nim
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proc `/`(r: Rect; v: float): Rect
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proc `/`(r: Rect; v: float): Rect
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## **proc** intersects
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## **proc** intersects
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Checks if point is inside the rectangle
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Checks if pos is inside rect.
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```nim
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```nim
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proc intersects(rect: Rect; pos: Vec2): bool
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proc intersects(rect: Rect; pos: Vec2): bool
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```nim
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```nim
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proc `$`(a: Rect): string
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proc `$`(a: Rect): string
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```
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```
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proc clamp*(n, min, max: float32): float32 =
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proc clamp*(n, min, max: float32): float32 =
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## Clamps n to min or max if its over.
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## Clamps n to min, else returns max if n is higher.
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if n < min:
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if n < min:
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return min
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return min
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if n > max:
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if n > max:
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return -1.0
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return -1.0
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proc quantize*(v: float32, n: float32): float32 =
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proc quantize*(v: float32, n: float32): float32 =
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## Makes v be multipe of n. Rounding to intger quantize by 1.0.
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## Makes v be multipe of n. Rounding to integer quantize by 1.0.
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result = sign(v) * floor(abs(v) / n) * n
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result = sign(v) * floor(abs(v) / n) * n
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proc lerp*(a: float32, b: float32, v: float32): float32 =
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proc lerp*(a: float32, b: float32, v: float32): float32 =
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return angle
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return angle
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proc angle*(a: Vec2): float32 =
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proc angle*(a: Vec2): float32 =
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## Angle of a vec2.
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## Angle of a Vec2.
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math.arctan2(a.y, a.x)
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math.arctan2(a.y, a.x)
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proc angleBetween*(a: Vec2, b: Vec2): float32 =
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proc angleBetween*(a: Vec2, b: Vec2): float32 =
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## Angle between 2 vec
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## Angle between 2 Vec2.
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fixAngle(math.arctan2(a.y - b.y, a.x - b.x))
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fixAngle(math.arctan2(a.y - b.y, a.x - b.x))
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proc angleBetween*(a, b: float32): float32 =
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proc angleBetween*(a, b: float32): float32 =
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## Angle between angle a and angle b
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## Angle between angle a and angle b.
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(b - a).fixAngle
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(b - a).fixAngle
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proc turnAngle*(a, b, speed: float32): float32 =
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proc turnAngle*(a, b, speed: float32): float32 =
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## Move from angle a to angle b with step of v
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## Move from angle a to angle b with step of v.
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var
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var
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turn = fixAngle(b - a)
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turn = fixAngle(b - a)
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if abs(turn) < speed:
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if abs(turn) < speed:
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return abs(c.x) < precision and abs(c.y) < precision and abs(c.z) < precision
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return abs(c.x) < precision and abs(c.y) < precision and abs(c.z) < precision
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proc randVec3*(): Vec3 =
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proc randVec3*(): Vec3 =
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## Generates a random vector based on: http://mathworld.wolfram.com/SpherePointPicking.html .
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## Generates a random vector based on http://mathworld.wolfram.com/SpherePointPicking.html
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let
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let
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u = rand(0.0 .. 1.0)
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u = rand(0.0 .. 1.0)
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v = rand(0.0 .. 1.0)
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v = rand(0.0 .. 1.0)
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proc rotationMat3*(angle: float32): Mat3 =
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proc rotationMat3*(angle: float32): Mat3 =
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# create a matrix from an angle
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# Create a matrix from an angle.
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let
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let
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sin = sin(angle)
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sin = sin(angle)
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cos = cos(angle)
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cos = cos(angle)
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proc rotate*(a: Mat3, angle: float32): Mat3 =
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proc rotate*(a: Mat3, angle: float32): Mat3 =
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# rotates a matrix by an angle
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# Rotates a matrix by an angle.
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a * rotationMat3(angle)
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a * rotationMat3(angle)
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heading = arctan2(m[2], m[10])
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heading = arctan2(m[2], m[10])
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pitch = PI / 2
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pitch = PI / 2
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roll = 0
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roll = 0
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elif m[1] < -0.998: # singularity at sresulth pole
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elif m[1] < -0.998: # singularity at south pole
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heading = arctan2(m[2], m[10])
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heading = arctan2(m[2], m[10])
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pitch = -PI / 2
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pitch = -PI / 2
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roll = 0
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roll = 0
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proc `*`*(a, b: Quat): Quat =
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proc `*`*(a, b: Quat): Quat =
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## Multiply the quaternion by a quaternion
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## Multiply the quaternion by a quaternion.
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#[
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#[
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var q = quat(0,0,0,0)
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var q = quat(0,0,0,0)
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q.w = dot(a.xyz, b.xyz)
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q.w = dot(a.xyz, b.xyz)
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result.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
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result.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
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proc `*`*(q: Quat, v: float32): Quat =
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proc `*`*(q: Quat, v: float32): Quat =
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## Multiply the quaternion by a float32
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## Multiply the quaternion by a float32.
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result.x = q.x * v
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result.x = q.x * v
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result.y = q.y * v
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result.y = q.y * v
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result.z = q.z * v
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result.z = q.z * v
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proc `*`*(q: Quat, v: Vec3): Vec3 =
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proc `*`*(q: Quat, v: Vec3): Vec3 =
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## Multiply the quaternion by a vector
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## Multiply the quaternion by a vector.
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var
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var
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x = v.x
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x = v.x
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y = v.y
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y = v.y
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result.h = size.y
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result.h = size.y
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proc xy*(rect: Rect): Vec2 =
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proc xy*(rect: Rect): Vec2 =
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## Gets the xy as a vec2
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## Gets the xy as a Vec2.
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vec2(rect.x, rect.y)
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vec2(rect.x, rect.y)
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proc `xy=`*(rect: var Rect, v: Vec2) =
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proc `xy=`*(rect: var Rect, v: Vec2) =
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## Sets the xy from vec2
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## Sets the xy from Vec2.
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rect.x = v.x
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rect.x = v.x
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rect.y = v.y
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rect.y = v.y
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proc wh*(rect: Rect): Vec2 =
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proc wh*(rect: Rect): Vec2 =
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## Gets the wh as a vec2
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## Gets the wh as a Vec2.
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vec2(rect.w, rect.h)
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vec2(rect.w, rect.h)
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proc `wh=`*(rect: var Rect, v: Vec2) =
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proc `wh=`*(rect: var Rect, v: Vec2) =
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## Sets the wh from vec2
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## Sets the wh from Vec2.
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rect.w = v.x
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rect.w = v.x
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rect.h = v.y
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rect.h = v.y
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proc `*`*(r: Rect, v: float): Rect =
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proc `*`*(r: Rect, v: float): Rect =
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## * all elements of a rect
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## * all elements of a Rect.
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rect(r.x * v, r.y * v, r.w * v, r.h * v)
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rect(r.x * v, r.y * v, r.w * v, r.h * v)
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proc `/`*(r: Rect, v: float): Rect =
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proc `/`*(r: Rect, v: float): Rect =
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## / all elements of a rect
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## / all elements of a Rect.
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rect(r.x / v, r.y / v, r.w / v, r.h / v)
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rect(r.x / v, r.y / v, r.w / v, r.h / v)
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proc intersects*(rect: Rect, pos: Vec2): bool =
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proc intersects*(rect: Rect, pos: Vec2): bool =
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## Checks if point is inside the rectangle
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## Checks if pos is inside rect.
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(rect.x <= pos.x and pos.x <= rect.x + rect.w) and (
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(rect.x <= pos.x and pos.x <= rect.x + rect.w) and (
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rect.y <= pos.y and pos.y <= rect.y + rect.h)
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rect.y <= pos.y and pos.y <= rect.y + rect.h)
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@ -9,3 +9,4 @@ srcDir = "src"
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# Dependencies
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# Dependencies
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requires "nim >= 0.19.1"
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requires "nim >= 0.19.1"
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requires "mddoc >= 0.0.2"
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