This is the origin Reference Manual, version 0.1.0, generated automatically by Declt version 4.0 beta 2 "William Riker" on Sun Dec 15 07:13:25 2024 GMT+0.
origin/origin.asd
origin/common/package.lisp
origin/common/util.lisp
origin/common/constants.lisp
origin/types/vec2.lisp
origin/types/vec3.lisp
origin/types/vec4.lisp
origin/types/dvec2.lisp
origin/types/dvec3.lisp
origin/types/dvec4.lisp
origin/types/mat2.lisp
origin/types/mat3.lisp
origin/types/mat4.lisp
origin/types/dmat2.lisp
origin/types/dmat3.lisp
origin/types/dmat4.lisp
origin/types/quat.lisp
origin/types/dquat.lisp
origin/operations/vec2.lisp
origin/operations/vec3.lisp
origin/operations/vec4.lisp
origin/operations/dvec2.lisp
origin/operations/dvec3.lisp
origin/operations/dvec4.lisp
origin/operations/mat2.lisp
origin/operations/mat3.lisp
origin/operations/mat4.lisp
origin/operations/dmat2.lisp
origin/operations/dmat3.lisp
origin/operations/dmat4.lisp
origin/operations/quat.lisp
origin/operations/dquat.lisp
origin/shaping/shaping.lisp
origin/geometry/shapes/point2d.lisp
origin/geometry/shapes/line2d.lisp
origin/geometry/shapes/circle.lisp
origin/geometry/shapes/rect.lisp
origin/geometry/shapes/oriented-rect.lisp
origin/geometry/shapes/set2d.lisp
origin/geometry/shapes/point3d.lisp
origin/geometry/shapes/line3d.lisp
origin/geometry/shapes/ray.lisp
origin/geometry/shapes/sphere.lisp
origin/geometry/shapes/plane.lisp
origin/geometry/shapes/triangle.lisp
origin/geometry/shapes/aabb.lisp
origin/geometry/shapes/obb.lisp
origin/geometry/shapes/set3d.lisp
origin/geometry/package.lisp
origin/geometry/bounds.lisp
origin/geometry/closest-point.lisp
origin/geometry/intersection.lisp
origin/geometry/raycast.lisp
origin.geometry.oriented-rect
origin.shaping
origin.geometry.line3d
origin.geometry
origin.quat
origin.dmat3
origin.geometry.triangle
origin.vec3
origin.dquat
origin.geometry.point3d
origin.constants
origin.geometry.aabb
origin.mat3
origin.dmat4
origin.geometry.sphere
origin.geometry.shape-set-2d
origin.geometry.point2d
origin.geometry.plane
origin.dvec3
origin.dmat2
origin.vec2
origin.vec4
origin.geometry.rect
origin.mat4
origin.dvec2
origin.geometry.circle
origin.geometry.line2d
origin.geometry.shape-set-3d
origin.geometry.ray
origin.geometry.obb
origin.dvec4
origin.mat2
origin.common
The main system appears first, followed by any subsystem dependency.
origin
A native Lisp graphics math library with an emphasis on performance and correctness.
Michael Fiano <mail@mfiano.net>
MIT
0.1.0
mfiano-utils
(system).
common/package.lisp
(file).
common/util.lisp
(file).
common/constants.lisp
(file).
types/vec2.lisp
(file).
types/vec3.lisp
(file).
types/vec4.lisp
(file).
types/dvec2.lisp
(file).
types/dvec3.lisp
(file).
types/dvec4.lisp
(file).
types/mat2.lisp
(file).
types/mat3.lisp
(file).
types/mat4.lisp
(file).
types/dmat2.lisp
(file).
types/dmat3.lisp
(file).
types/dmat4.lisp
(file).
types/quat.lisp
(file).
types/dquat.lisp
(file).
operations/vec2.lisp
(file).
operations/vec3.lisp
(file).
operations/vec4.lisp
(file).
operations/dvec2.lisp
(file).
operations/dvec3.lisp
(file).
operations/dvec4.lisp
(file).
operations/mat2.lisp
(file).
operations/mat3.lisp
(file).
operations/mat4.lisp
(file).
operations/dmat2.lisp
(file).
operations/dmat3.lisp
(file).
operations/dmat4.lisp
(file).
operations/quat.lisp
(file).
operations/dquat.lisp
(file).
shaping/shaping.lisp
(file).
geometry/shapes/point2d.lisp
(file).
geometry/shapes/line2d.lisp
(file).
geometry/shapes/circle.lisp
(file).
geometry/shapes/rect.lisp
(file).
geometry/shapes/oriented-rect.lisp
(file).
geometry/shapes/set2d.lisp
(file).
geometry/shapes/point3d.lisp
(file).
geometry/shapes/line3d.lisp
(file).
geometry/shapes/ray.lisp
(file).
geometry/shapes/sphere.lisp
(file).
geometry/shapes/plane.lisp
(file).
geometry/shapes/triangle.lisp
(file).
geometry/shapes/aabb.lisp
(file).
geometry/shapes/obb.lisp
(file).
geometry/shapes/set3d.lisp
(file).
geometry/package.lisp
(file).
geometry/bounds.lisp
(file).
geometry/closest-point.lisp
(file).
geometry/intersection.lisp
(file).
geometry/raycast.lisp
(file).
Files are sorted by type and then listed depth-first from the systems components trees.
origin/origin.asd
origin/common/package.lisp
origin/common/util.lisp
origin/common/constants.lisp
origin/types/vec2.lisp
origin/types/vec3.lisp
origin/types/vec4.lisp
origin/types/dvec2.lisp
origin/types/dvec3.lisp
origin/types/dvec4.lisp
origin/types/mat2.lisp
origin/types/mat3.lisp
origin/types/mat4.lisp
origin/types/dmat2.lisp
origin/types/dmat3.lisp
origin/types/dmat4.lisp
origin/types/quat.lisp
origin/types/dquat.lisp
origin/operations/vec2.lisp
origin/operations/vec3.lisp
origin/operations/vec4.lisp
origin/operations/dvec2.lisp
origin/operations/dvec3.lisp
origin/operations/dvec4.lisp
origin/operations/mat2.lisp
origin/operations/mat3.lisp
origin/operations/mat4.lisp
origin/operations/dmat2.lisp
origin/operations/dmat3.lisp
origin/operations/dmat4.lisp
origin/operations/quat.lisp
origin/operations/dquat.lisp
origin/shaping/shaping.lisp
origin/geometry/shapes/point2d.lisp
origin/geometry/shapes/line2d.lisp
origin/geometry/shapes/circle.lisp
origin/geometry/shapes/rect.lisp
origin/geometry/shapes/oriented-rect.lisp
origin/geometry/shapes/set2d.lisp
origin/geometry/shapes/point3d.lisp
origin/geometry/shapes/line3d.lisp
origin/geometry/shapes/ray.lisp
origin/geometry/shapes/sphere.lisp
origin/geometry/shapes/plane.lisp
origin/geometry/shapes/triangle.lisp
origin/geometry/shapes/aabb.lisp
origin/geometry/shapes/obb.lisp
origin/geometry/shapes/set3d.lisp
origin/geometry/package.lisp
origin/geometry/bounds.lisp
origin/geometry/closest-point.lisp
origin/geometry/intersection.lisp
origin/geometry/raycast.lisp
origin/common/util.lisp
common/package.lisp
(file).
origin
(system).
=
(macro).
cwcmp
(macro).
cwcmp-or
(macro).
cwset
(macro).
make-accessor-symbol
(function).
origin/common/constants.lisp
common/util.lisp
(file).
origin
(system).
+deg+
(constant).
+deg/double+
(constant).
+rad+
(constant).
+rad/double+
(constant).
10pi/12
(constant).
11pi/12
(constant).
11pi/6
(constant).
12pi/12
(constant).
13pi/12
(constant).
14pi/12
(constant).
15pi/12
(constant).
16pi/12
(constant).
17pi/12
(constant).
18pi/12
(constant).
19pi/12
(constant).
20pi/12
(constant).
21pi/12
(constant).
22pi/12
(constant).
23pi/12
(constant).
2pi
(constant).
2pi/12
(constant).
2pi/3
(constant).
3pi/12
(constant).
3pi/2
(constant).
3pi/4
(constant).
4pi/12
(constant).
4pi/3
(constant).
5pi/12
(constant).
5pi/3
(constant).
5pi/4
(constant).
5pi/6
(constant).
6pi/12
(constant).
7pi/12
(constant).
7pi/4
(constant).
7pi/6
(constant).
8pi/12
(constant).
9pi/12
(constant).
pi
(constant).
pi/12
(constant).
pi/2
(constant).
pi/3
(constant).
pi/4
(constant).
pi/6
(constant).
24pi12
(constant).
origin/types/vec2.lisp
common/constants.lisp
(file).
origin
(system).
origin/types/vec3.lisp
types/vec2.lisp
(file).
origin
(system).
+back+
(constant).
+down+
(constant).
+forward+
(constant).
+left+
(constant).
+ones+
(constant).
+right+
(constant).
+up+
(constant).
+zero+
(constant).
vec
(function).
vec
(type).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
origin/types/vec4.lisp
types/vec3.lisp
(file).
origin
(system).
origin/types/dvec2.lisp
types/vec4.lisp
(file).
origin
(system).
origin/types/dvec3.lisp
types/dvec2.lisp
(file).
origin
(system).
+back+
(constant).
+down+
(constant).
+forward+
(constant).
+left+
(constant).
+ones+
(constant).
+right+
(constant).
+up+
(constant).
+zero+
(constant).
vec
(function).
vec
(type).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
origin/types/dvec4.lisp
types/dvec3.lisp
(file).
origin
(system).
origin/types/mat2.lisp
types/dvec4.lisp
(file).
origin
(system).
+id+
(constant).
+zero+
(constant).
mat
(function).
mat
(type).
pretty-print
(function).
with-components
(macro).
origin/types/mat3.lisp
types/mat2.lisp
(file).
origin
(system).
+id+
(constant).
+zero+
(constant).
mat
(function).
mat
(type).
pretty-print
(function).
with-components
(macro).
origin/types/mat4.lisp
types/mat3.lisp
(file).
origin
(system).
+id+
(constant).
+zero+
(constant).
mat
(function).
mat
(type).
pretty-print
(function).
with-components
(macro).
origin/types/dmat2.lisp
types/mat4.lisp
(file).
origin
(system).
+id+
(constant).
+zero+
(constant).
mat
(function).
mat
(type).
pretty-print
(function).
with-components
(macro).
origin/types/dmat3.lisp
types/dmat2.lisp
(file).
origin
(system).
+id+
(constant).
+zero+
(constant).
mat
(function).
mat
(type).
pretty-print
(function).
with-components
(macro).
origin/types/dmat4.lisp
types/dmat3.lisp
(file).
origin
(system).
+id+
(constant).
+zero+
(constant).
mat
(function).
mat
(type).
pretty-print
(function).
with-components
(macro).
origin/types/quat.lisp
types/dmat4.lisp
(file).
origin
(system).
origin/types/dquat.lisp
types/quat.lisp
(file).
origin
(system).
origin/operations/vec2.lisp
types/dquat.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
velocity
(function).
velocity!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/vec3.lisp
operations/vec2.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
cross
(function).
cross!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
velocity
(function).
velocity!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/vec4.lisp
operations/vec3.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/dvec2.lisp
operations/vec4.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
velocity
(function).
velocity!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/dvec3.lisp
operations/dvec2.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
cross
(function).
cross!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
velocity
(function).
velocity!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/dvec4.lisp
operations/dvec3.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/mat2.lisp
operations/dvec4.lisp
(file).
origin
(system).
*
(function).
*!
(function).
*v2
(function).
*v2!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
id
(function).
id!
(function).
id-p
(function).
main-diagonal
(function).
main-diagonal!
(function).
orthogonal-p
(function).
random
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-from-angle
(function).
rotation-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
trace
(function).
transpose
(function).
transpose!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
random!
(function).
origin/operations/mat3.lisp
operations/mat2.lisp
(file).
origin
(system).
*
(function).
*!
(function).
*v3
(function).
*v3!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
main-diagonal
(function).
main-diagonal!
(function).
normalize-rotation
(function).
normalize-rotation!
(function).
orthogonal-p
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-to-mat2
(function).
rotation-to-mat2!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
rotation-z-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/mat4.lisp
operations/mat3.lisp
(file).
origin
(system).
*
(function).
*!
(function).
*v4
(function).
*v4!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
invert-orthogonal
(function).
invert-orthogonal!
(function).
look-at
(function).
look-at!
(function).
main-diagonal
(function).
main-diagonal!
(function).
normalize-rotation
(function).
normalize-rotation!
(function).
ortho
(function).
ortho!
(function).
orthogonal-p
(function).
orthonormalize
(function).
orthonormalize!
(function).
perspective
(function).
perspective!
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec3
(function).
rotation-axis-from-vec3!
(function).
rotation-axis-to-vec3
(function).
rotation-axis-to-vec3!
(function).
rotation-to-mat3
(function).
rotation-to-mat3!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
%invert/generic!
(function).
rotation-y-from-angle
(function).
rotation-z-from-angle!
(function).
origin/operations/dmat2.lisp
operations/mat4.lisp
(file).
origin
(system).
*
(function).
*!
(function).
*v2
(function).
*v2!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
id
(function).
id!
(function).
id-p
(function).
main-diagonal
(function).
main-diagonal!
(function).
orthogonal-p
(function).
random
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-from-angle
(function).
rotation-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
trace
(function).
transpose
(function).
transpose!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
random!
(function).
origin/operations/dmat3.lisp
operations/dmat2.lisp
(file).
origin
(system).
*
(function).
*!
(function).
*v3
(function).
*v3!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
main-diagonal
(function).
main-diagonal!
(function).
normalize-rotation
(function).
normalize-rotation!
(function).
orthogonal-p
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-to-mat2
(function).
rotation-to-mat2!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
rotation-z-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin/operations/dmat4.lisp
operations/dmat3.lisp
(file).
origin
(system).
*
(function).
*!
(function).
*v4
(function).
*v4!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
invert-orthogonal
(function).
invert-orthogonal!
(function).
look-at
(function).
look-at!
(function).
main-diagonal
(function).
main-diagonal!
(function).
normalize-rotation
(function).
normalize-rotation!
(function).
ortho
(function).
ortho!
(function).
orthogonal-p
(function).
orthonormalize
(function).
orthonormalize!
(function).
perspective
(function).
perspective!
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec3
(function).
rotation-axis-from-vec3!
(function).
rotation-axis-to-vec3
(function).
rotation-axis-to-vec3!
(function).
rotation-to-mat3
(function).
rotation-to-mat3!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
zero
(function).
zero!
(function).
zero-p
(function).
%invert/generic!
(function).
rotation-y-from-angle
(function).
rotation-z-from-angle!
(function).
origin/operations/quat.lisp
operations/dmat4.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
conjugate
(function).
conjugate!
(function).
copy
(function).
copy!
(function).
cross
(function).
cross!
(function).
dot
(function).
from-axis-angle
(function).
from-axis-angle!
(function).
from-mat3
(function).
from-mat3!
(function).
from-mat4
(function).
from-mat4!
(function).
from-velocity
(function).
from-velocity!
(function).
id
(function).
id!
(function).
id-p
(function).
inverse
(function).
inverse!
(function).
length
(function).
length-squared
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
orient
(function).
orient!
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotate-euler
(function).
rotate-euler!
(function).
scale
(function).
scale!
(function).
slerp
(function).
slerp!
(function).
to-euler
(function).
to-euler!
(function).
to-mat3
(function).
to-mat3!
(function).
to-mat4
(function).
to-mat4!
(function).
origin/operations/dquat.lisp
operations/quat.lisp
(file).
origin
(system).
*
(function).
*!
(function).
+
(function).
+!
(function).
-
(function).
-!
(function).
=
(function).
conjugate
(function).
conjugate!
(function).
copy
(function).
copy!
(function).
cross
(function).
cross!
(function).
dot
(function).
from-axis-angle
(function).
from-axis-angle!
(function).
from-mat3
(function).
from-mat3!
(function).
from-mat4
(function).
from-mat4!
(function).
from-velocity
(function).
from-velocity!
(function).
id
(function).
id!
(function).
id-p
(function).
inverse
(function).
inverse!
(function).
length
(function).
length-squared
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
orient
(function).
orient!
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotate-euler
(function).
rotate-euler!
(function).
scale
(function).
scale!
(function).
slerp
(function).
slerp!
(function).
to-euler
(function).
to-euler!
(function).
to-mat3
(function).
to-mat3!
(function).
to-mat4
(function).
to-mat4!
(function).
origin/shaping/shaping.lisp
operations/dquat.lisp
(file).
origin
(system).
back-in
(function).
back-in-out
(function).
back-out
(function).
bounce-in
(function).
bounce-in-out
(function).
bounce-out
(function).
circular-in
(function).
circular-in-out
(function).
circular-out
(function).
cubic-in
(function).
cubic-in-out
(function).
cubic-out
(function).
elastic-in
(function).
elastic-in-out
(function).
elastic-out
(function).
exponential-in
(function).
exponential-in-out
(function).
exponential-out
(function).
hermite-curve
(function).
linear
(function).
quadratic-in
(function).
quadratic-in-out
(function).
quadratic-out
(function).
quartic-in
(function).
quartic-in-out
(function).
quartic-out
(function).
quintic-curve
(function).
quintic-in
(function).
quintic-in-out
(function).
quintic-out
(function).
sine-in
(function).
sine-in-out
(function).
sine-out
(function).
origin/geometry/shapes/point2d.lisp
shaping/shaping.lisp
(file).
origin
(system).
distance
(function).
distance-squared
(function).
find-min-max
(function).
point
(function).
point
(type).
translate
(function).
origin/geometry/shapes/line2d.lisp
geometry/shapes/point2d.lisp
(file).
origin
(system).
direction
(function).
end
(reader).
(setf end)
(writer).
length
(function).
length-squared
(function).
line
(function).
line
(structure).
midpoint
(function).
start
(reader).
(setf start)
(writer).
%line
(function).
origin/geometry/shapes/circle.lisp
geometry/shapes/line2d.lisp
(file).
origin
(system).
circle
(function).
circle
(structure).
circle-p
(function).
origin
(reader).
(setf origin)
(writer).
radius
(reader).
(setf radius)
(writer).
%circle
(function).
origin/geometry/shapes/rect.lisp
geometry/shapes/circle.lisp
(file).
origin
(system).
max
(function).
min
(function).
origin
(reader).
(setf origin)
(writer).
rect
(function).
rect
(structure).
rect-from-half-extents
(function).
rect-from-min/max
(function).
rect-p
(function).
size
(reader).
(setf size)
(writer).
origin/geometry/shapes/oriented-rect.lisp
geometry/shapes/rect.lisp
(file).
origin
(system).
angle
(reader).
(setf angle)
(writer).
half-extents
(reader).
(setf half-extents)
(writer).
origin
(reader).
(setf origin)
(writer).
rect
(function).
rect
(structure).
rect-p
(function).
origin/geometry/shapes/set2d.lisp
origin
(system).
circles
(reader).
(setf circles)
(writer).
oriented-rects
(reader).
(setf oriented-rects)
(writer).
rects
(reader).
(setf rects)
(writer).
shape-set
(function).
shape-set
(structure).
%shape-set
(function).
origin/geometry/shapes/point3d.lisp
geometry/shapes/set2d.lisp
(file).
origin
(system).
distance
(function).
distance-squared
(function).
find-min-max
(function).
point
(function).
point
(type).
translate
(function).
unproject
(function).
origin/geometry/shapes/line3d.lisp
geometry/shapes/point3d.lisp
(file).
origin
(system).
direction
(function).
end
(reader).
(setf end)
(writer).
length
(function).
length-squared
(function).
line
(function).
line
(structure).
midpoint
(function).
start
(reader).
(setf start)
(writer).
%line
(function).
origin/geometry/shapes/ray.lisp
geometry/shapes/line3d.lisp
(file).
origin
(system).
direction
(reader).
(setf direction)
(writer).
origin
(reader).
(setf origin)
(writer).
ray
(function).
ray
(structure).
ray-from-points
(function).
%ray
(function).
origin/geometry/shapes/sphere.lisp
geometry/shapes/ray.lisp
(file).
origin
(system).
origin
(reader).
(setf origin)
(writer).
radius
(reader).
(setf radius)
(writer).
sphere
(function).
sphere
(structure).
origin/geometry/shapes/plane.lisp
geometry/shapes/sphere.lisp
(file).
origin
(system).
distance
(reader).
(setf distance)
(writer).
normal
(reader).
(setf normal)
(writer).
plane
(function).
plane
(structure).
plane-p
(function).
%plane
(function).
origin/geometry/shapes/triangle.lisp
geometry/shapes/plane.lisp
(file).
origin
(system).
triangle
(function).
triangle
(structure).
triangle-p
(function).
origin/geometry/shapes/aabb.lisp
geometry/shapes/triangle.lisp
(file).
origin
(system).
aabb
(function).
aabb
(structure).
aabb-from-min/max
(function).
aabb-p
(function).
max
(function).
min
(function).
origin
(reader).
(setf origin)
(writer).
size
(reader).
(setf size)
(writer).
origin/geometry/shapes/obb.lisp
geometry/shapes/aabb.lisp
(file).
origin
(system).
obb
(function).
obb
(structure).
obb-p
(function).
origin
(reader).
(setf origin)
(writer).
rotation
(reader).
(setf rotation)
(writer).
size
(reader).
(setf size)
(writer).
origin/geometry/shapes/set3d.lisp
geometry/shapes/obb.lisp
(file).
origin
(system).
aabbs
(reader).
(setf aabbs)
(writer).
shape-set
(function).
shape-set
(structure).
spheres
(reader).
(setf spheres)
(writer).
%shape-set
(function).
origin/geometry/package.lisp
geometry/shapes/set3d.lisp
(file).
origin
(system).
origin/geometry/bounds.lisp
geometry/package.lisp
(file).
origin
(system).
bounding-circle
(function).
bounding-rect
(function).
origin/geometry/closest-point.lisp
geometry/bounds.lisp
(file).
origin
(system).
closest-point-aabb
(function).
closest-point-line3d
(function).
closest-point-obb
(function).
closest-point-plane
(function).
closest-point-ray
(function).
closest-point-sphere
(function).
origin/geometry/intersection.lisp
geometry/closest-point.lisp
(file).
origin
(system).
aabb/aabb
(function).
aabb/obb
(function).
aabb/plane
(function).
aabb/point3d
(function).
aabb/sphere
(function).
circle/circle
(function).
circle/line2d
(function).
circle/oriented-rect
(function).
circle/point2d
(function).
circle/rect
(function).
circle/shape-set-2d
(function).
line2d/circle
(function).
line2d/oriented-rect
(function).
line2d/point2d
(function).
line2d/rect
(function).
line2d/shape-set-2d
(function).
line3d/point3d
(function).
obb/aabb
(function).
obb/obb
(function).
obb/plane
(function).
obb/point3d
(function).
obb/sphere
(function).
oriented-rect/circle
(function).
oriented-rect/line2d
(function).
oriented-rect/oriented-rect
(function).
oriented-rect/point2d
(function).
oriented-rect/rect
(function).
oriented-rect/shape-set-2d
(function).
plane/aabb
(function).
plane/obb
(function).
plane/plane
(function).
plane/point3d
(function).
plane/sphere
(function).
point2d/circle
(function).
point2d/line2d
(function).
point2d/oriented-rect
(function).
point2d/point2d
(function).
point2d/rect
(function).
point2d/shape-set-2d
(function).
point3d/aabb
(function).
point3d/line3d
(function).
point3d/obb
(function).
point3d/plane
(function).
point3d/point3d
(function).
point3d/ray
(function).
point3d/sphere
(function).
ray/point3d
(function).
rect/circle
(function).
rect/line2d
(function).
rect/oriented-rect
(function).
rect/point2d
(function).
rect/rect
(function).
rect/shape-set-2d
(function).
shape-set-2d/circle
(function).
shape-set-2d/line2d
(function).
shape-set-2d/oriented-rect
(function).
shape-set-2d/point2d
(function).
shape-set-2d/rect
(function).
shape-set-2d/shape-set-2d
(function).
sphere/aabb
(function).
sphere/obb
(function).
sphere/plane
(function).
sphere/point3d
(function).
sphere/sphere
(function).
%aabb/obb
(function).
%aabb/plane
(function).
%circle/oriented-rect
(function).
%circle/rect
(function).
%line2d/circle
(function).
%line2d/oriented-rect
(function).
%line2d/rect
(function).
%obb/plane
(function).
%point2d/circle
(function).
%point2d/line2d
(function).
%point2d/oriented-rect
(function).
%point2d/rect
(function).
%point2d/shape-set-2d
(function).
%point3d/aabb
(function).
%point3d/line3d
(function).
%point3d/obb
(function).
%point3d/plane
(function).
%point3d/ray
(function).
%point3d/sphere
(function).
%rect/oriented-rect
(function).
%shape-set-2d/circle
(function).
%shape-set-2d/line2d
(function).
%shape-set-2d/oriented-rect
(function).
%shape-set-2d/rect
(function).
%sphere/aabb
(function).
%sphere/obb
(function).
%sphere/plane
(function).
origin/geometry/raycast.lisp
geometry/intersection.lisp
(file).
origin
(system).
raycast-aabb
(function).
raycast-sphere
(function).
Packages are listed by definition order.
origin.geometry.oriented-rect
origin.shaping
origin.geometry.line3d
origin.geometry
origin.quat
origin.dmat3
origin.geometry.triangle
origin.vec3
origin.dquat
origin.geometry.point3d
origin.constants
origin.geometry.aabb
origin.mat3
origin.dmat4
origin.geometry.sphere
origin.geometry.shape-set-2d
origin.geometry.point2d
origin.geometry.plane
origin.dvec3
origin.dmat2
origin.vec2
origin.vec4
origin.geometry.rect
origin.mat4
origin.dvec2
origin.geometry.circle
origin.geometry.line2d
origin.geometry.shape-set-3d
origin.geometry.ray
origin.geometry.obb
origin.dvec4
origin.mat2
origin.common
origin.geometry.oriented-rect
common-lisp
.
angle
(reader).
(setf angle)
(writer).
half-extents
(reader).
(setf half-extents)
(writer).
origin
(reader).
(setf origin)
(writer).
rect
(function).
rect
(structure).
rect-p
(function).
origin.shaping
common-lisp
.
back-in
(function).
back-in-out
(function).
back-out
(function).
bounce-in
(function).
bounce-in-out
(function).
bounce-out
(function).
circular-in
(function).
circular-in-out
(function).
circular-out
(function).
cubic-in
(function).
cubic-in-out
(function).
cubic-out
(function).
elastic-in
(function).
elastic-in-out
(function).
elastic-out
(function).
exponential-in
(function).
exponential-in-out
(function).
exponential-out
(function).
hermite-curve
(function).
linear
(function).
quadratic-in
(function).
quadratic-in-out
(function).
quadratic-out
(function).
quartic-in
(function).
quartic-in-out
(function).
quartic-out
(function).
quintic-curve
(function).
quintic-in
(function).
quintic-in-out
(function).
quintic-out
(function).
sine-in
(function).
sine-in-out
(function).
sine-out
(function).
origin.geometry.line3d
common-lisp
.
direction
(function).
end
(reader).
(setf end)
(writer).
length
(function).
length-squared
(function).
line
(function).
line
(structure).
midpoint
(function).
start
(reader).
(setf start)
(writer).
%line
(function).
origin.geometry
common-lisp
.
aabb/aabb
(function).
aabb/obb
(function).
aabb/plane
(function).
aabb/point3d
(function).
aabb/sphere
(function).
bounding-circle
(function).
bounding-rect
(function).
circle/circle
(function).
circle/line2d
(function).
circle/oriented-rect
(function).
circle/point2d
(function).
circle/rect
(function).
circle/shape-set-2d
(function).
closest-point-aabb
(function).
closest-point-line3d
(function).
closest-point-obb
(function).
closest-point-plane
(function).
closest-point-ray
(function).
closest-point-sphere
(function).
line2d/circle
(function).
line2d/oriented-rect
(function).
line2d/point2d
(function).
line2d/rect
(function).
line2d/shape-set-2d
(function).
line3d/point3d
(function).
obb/aabb
(function).
obb/obb
(function).
obb/plane
(function).
obb/point3d
(function).
obb/sphere
(function).
oriented-rect/circle
(function).
oriented-rect/line2d
(function).
oriented-rect/oriented-rect
(function).
oriented-rect/point2d
(function).
oriented-rect/rect
(function).
oriented-rect/shape-set-2d
(function).
plane/aabb
(function).
plane/obb
(function).
plane/plane
(function).
plane/point3d
(function).
plane/sphere
(function).
point2d/circle
(function).
point2d/line2d
(function).
point2d/oriented-rect
(function).
point2d/point2d
(function).
point2d/rect
(function).
point2d/shape-set-2d
(function).
point3d/aabb
(function).
point3d/line3d
(function).
point3d/obb
(function).
point3d/plane
(function).
point3d/point3d
(function).
point3d/ray
(function).
point3d/sphere
(function).
ray/point3d
(function).
raycast-aabb
(function).
raycast-sphere
(function).
rect/circle
(function).
rect/line2d
(function).
rect/oriented-rect
(function).
rect/point2d
(function).
rect/rect
(function).
rect/shape-set-2d
(function).
shape-set-2d/circle
(function).
shape-set-2d/line2d
(function).
shape-set-2d/oriented-rect
(function).
shape-set-2d/point2d
(function).
shape-set-2d/rect
(function).
shape-set-2d/shape-set-2d
(function).
sphere/aabb
(function).
sphere/obb
(function).
sphere/plane
(function).
sphere/point3d
(function).
sphere/sphere
(function).
%aabb/obb
(function).
%aabb/plane
(function).
%circle/oriented-rect
(function).
%circle/rect
(function).
%line2d/circle
(function).
%line2d/oriented-rect
(function).
%line2d/rect
(function).
%obb/plane
(function).
%point2d/circle
(function).
%point2d/line2d
(function).
%point2d/oriented-rect
(function).
%point2d/rect
(function).
%point2d/shape-set-2d
(function).
%point3d/aabb
(function).
%point3d/line3d
(function).
%point3d/obb
(function).
%point3d/plane
(function).
%point3d/ray
(function).
%point3d/sphere
(function).
%rect/oriented-rect
(function).
%shape-set-2d/circle
(function).
%shape-set-2d/line2d
(function).
%shape-set-2d/oriented-rect
(function).
%shape-set-2d/rect
(function).
%sphere/aabb
(function).
%sphere/obb
(function).
%sphere/plane
(function).
origin.quat
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+id+
(constant).
-
(function).
-!
(function).
=
(function).
conjugate
(function).
conjugate!
(function).
copy
(function).
copy!
(function).
cross
(function).
cross!
(function).
dot
(function).
from-axis-angle
(function).
from-axis-angle!
(function).
from-mat3
(function).
from-mat3!
(function).
from-mat4
(function).
from-mat4!
(function).
from-velocity
(function).
from-velocity!
(function).
id
(function).
id!
(function).
id-p
(function).
inverse
(function).
inverse!
(function).
length
(function).
length-squared
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
orient
(function).
orient!
(function).
quat
(function).
quat
(type).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotate-euler
(function).
rotate-euler!
(function).
scale
(function).
scale!
(function).
slerp
(function).
slerp!
(function).
to-euler
(function).
to-euler!
(function).
to-mat3
(function).
to-mat3!
(function).
to-mat4
(function).
to-mat4!
(function).
w
(function).
(setf w)
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
origin.dmat3
common-lisp
.
*
(function).
*!
(function).
*v3
(function).
*v3!
(function).
+
(function).
+!
(function).
+id+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
main-diagonal
(function).
main-diagonal!
(function).
mat
(function).
mat
(type).
normalize-rotation
(function).
normalize-rotation!
(function).
orthogonal-p
(function).
pretty-print
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-to-mat2
(function).
rotation-to-mat2!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
rotation-z-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
with-components
(macro).
zero
(function).
zero!
(function).
zero-p
(function).
origin.geometry.triangle
common-lisp
.
triangle
(function).
triangle
(structure).
triangle-p
(function).
origin.vec3
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+back+
(constant).
+down+
(constant).
+forward+
(constant).
+left+
(constant).
+ones+
(constant).
+right+
(constant).
+up+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
cross
(function).
cross!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
vec
(function).
vec
(type).
velocity
(function).
velocity!
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin.dquat
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+id+
(constant).
-
(function).
-!
(function).
=
(function).
conjugate
(function).
conjugate!
(function).
copy
(function).
copy!
(function).
cross
(function).
cross!
(function).
dot
(function).
from-axis-angle
(function).
from-axis-angle!
(function).
from-mat3
(function).
from-mat3!
(function).
from-mat4
(function).
from-mat4!
(function).
from-velocity
(function).
from-velocity!
(function).
id
(function).
id!
(function).
id-p
(function).
inverse
(function).
inverse!
(function).
length
(function).
length-squared
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
orient
(function).
orient!
(function).
quat
(function).
quat
(type).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotate-euler
(function).
rotate-euler!
(function).
scale
(function).
scale!
(function).
slerp
(function).
slerp!
(function).
to-euler
(function).
to-euler!
(function).
to-mat3
(function).
to-mat3!
(function).
to-mat4
(function).
to-mat4!
(function).
w
(function).
(setf w)
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
origin.geometry.point3d
common-lisp
.
distance
(function).
distance-squared
(function).
find-min-max
(function).
point
(function).
point
(type).
translate
(function).
unproject
(function).
origin.constants
common-lisp
.
+deg+
(constant).
+deg/double+
(constant).
+rad+
(constant).
+rad/double+
(constant).
10pi/12
(constant).
11pi/12
(constant).
11pi/6
(constant).
12pi/12
(constant).
13pi/12
(constant).
14pi/12
(constant).
15pi/12
(constant).
16pi/12
(constant).
17pi/12
(constant).
18pi/12
(constant).
19pi/12
(constant).
20pi/12
(constant).
21pi/12
(constant).
22pi/12
(constant).
23pi/12
(constant).
2pi
(constant).
2pi/12
(constant).
2pi/3
(constant).
3pi/12
(constant).
3pi/2
(constant).
3pi/4
(constant).
4pi/12
(constant).
4pi/3
(constant).
5pi/12
(constant).
5pi/3
(constant).
5pi/4
(constant).
5pi/6
(constant).
6pi/12
(constant).
7pi/12
(constant).
7pi/4
(constant).
7pi/6
(constant).
8pi/12
(constant).
9pi/12
(constant).
pi
(constant).
pi/12
(constant).
pi/2
(constant).
pi/3
(constant).
pi/4
(constant).
pi/6
(constant).
24pi12
(constant).
origin.geometry.aabb
common-lisp
.
aabb
(function).
aabb
(structure).
aabb-from-min/max
(function).
aabb-p
(function).
max
(function).
min
(function).
origin
(reader).
(setf origin)
(writer).
size
(reader).
(setf size)
(writer).
origin.mat3
common-lisp
.
*
(function).
*!
(function).
*v3
(function).
*v3!
(function).
+
(function).
+!
(function).
+id+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
main-diagonal
(function).
main-diagonal!
(function).
mat
(function).
mat
(type).
normalize-rotation
(function).
normalize-rotation!
(function).
orthogonal-p
(function).
pretty-print
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-to-mat2
(function).
rotation-to-mat2!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
rotation-z-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
with-components
(macro).
zero
(function).
zero!
(function).
zero-p
(function).
origin.dmat4
common-lisp
.
*
(function).
*!
(function).
*v4
(function).
*v4!
(function).
+
(function).
+!
(function).
+id+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
invert-orthogonal
(function).
invert-orthogonal!
(function).
look-at
(function).
look-at!
(function).
main-diagonal
(function).
main-diagonal!
(function).
mat
(function).
mat
(type).
normalize-rotation
(function).
normalize-rotation!
(function).
ortho
(function).
ortho!
(function).
orthogonal-p
(function).
orthonormalize
(function).
orthonormalize!
(function).
perspective
(function).
perspective!
(function).
pretty-print
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec3
(function).
rotation-axis-from-vec3!
(function).
rotation-axis-to-vec3
(function).
rotation-axis-to-vec3!
(function).
rotation-to-mat3
(function).
rotation-to-mat3!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
with-components
(macro).
zero
(function).
zero!
(function).
zero-p
(function).
%invert/generic!
(function).
rotation-y-from-angle
(function).
rotation-z-from-angle!
(function).
origin.geometry.sphere
common-lisp
.
origin
(reader).
(setf origin)
(writer).
radius
(reader).
(setf radius)
(writer).
sphere
(function).
sphere
(structure).
origin.geometry.shape-set-2d
common-lisp
.
circles
(reader).
(setf circles)
(writer).
oriented-rects
(reader).
(setf oriented-rects)
(writer).
rects
(reader).
(setf rects)
(writer).
shape-set
(function).
shape-set
(structure).
%shape-set
(function).
origin.geometry.point2d
common-lisp
.
distance
(function).
distance-squared
(function).
find-min-max
(function).
point
(function).
point
(type).
translate
(function).
origin.geometry.plane
common-lisp
.
distance
(reader).
(setf distance)
(writer).
normal
(reader).
(setf normal)
(writer).
plane
(function).
plane
(structure).
plane-p
(function).
%plane
(function).
origin.dvec3
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+back+
(constant).
+down+
(constant).
+forward+
(constant).
+left+
(constant).
+ones+
(constant).
+right+
(constant).
+up+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
cross
(function).
cross!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
vec
(function).
vec
(type).
velocity
(function).
velocity!
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin.dmat2
common-lisp
.
*
(function).
*!
(function).
*v2
(function).
*v2!
(function).
+
(function).
+!
(function).
+id+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
id
(function).
id!
(function).
id-p
(function).
main-diagonal
(function).
main-diagonal!
(function).
mat
(function).
mat
(type).
orthogonal-p
(function).
pretty-print
(function).
random
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-from-angle
(function).
rotation-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
trace
(function).
transpose
(function).
transpose!
(function).
with-components
(macro).
zero
(function).
zero!
(function).
zero-p
(function).
random!
(function).
origin.vec2
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+down+
(constant).
+left+
(constant).
+ones+
(constant).
+right+
(constant).
+up+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
vec
(function).
vec
(type).
velocity
(function).
velocity!
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin.vec4
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+ones+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
vec
(function).
vec
(type).
w
(function).
(setf w)
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin.geometry.rect
common-lisp
.
max
(function).
min
(function).
origin
(reader).
(setf origin)
(writer).
rect
(function).
rect
(structure).
rect-from-half-extents
(function).
rect-from-min/max
(function).
rect-p
(function).
size
(reader).
(setf size)
(writer).
origin.mat4
common-lisp
.
*
(function).
*!
(function).
*v4
(function).
*v4!
(function).
+
(function).
+!
(function).
+id+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
copy-rotation
(function).
copy-rotation!
(function).
determinant
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
get-translation
(function).
get-translation!
(function).
id
(function).
id!
(function).
id-p
(function).
invert
(function).
invert!
(function).
invert-orthogonal
(function).
invert-orthogonal!
(function).
look-at
(function).
look-at!
(function).
main-diagonal
(function).
main-diagonal!
(function).
mat
(function).
mat
(type).
normalize-rotation
(function).
normalize-rotation!
(function).
ortho
(function).
ortho!
(function).
orthogonal-p
(function).
orthonormalize
(function).
orthonormalize!
(function).
perspective
(function).
perspective!
(function).
pretty-print
(function).
random
(function).
random!
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec3
(function).
rotation-axis-from-vec3!
(function).
rotation-axis-to-vec3
(function).
rotation-axis-to-vec3!
(function).
rotation-to-mat3
(function).
rotation-to-mat3!
(function).
rotation-x-from-angle
(function).
rotation-x-from-angle!
(function).
rotation-y-from-angle!
(function).
rotation-z-from-angle
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
set-translation
(function).
set-translation!
(function).
trace
(function).
translate
(function).
translate!
(function).
transpose
(function).
transpose!
(function).
with-components
(macro).
zero
(function).
zero!
(function).
zero-p
(function).
%invert/generic!
(function).
rotation-y-from-angle
(function).
rotation-z-from-angle!
(function).
origin.dvec2
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+down+
(constant).
+left+
(constant).
+ones+
(constant).
+right+
(constant).
+up+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
vec
(function).
vec
(type).
velocity
(function).
velocity!
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin.geometry.circle
common-lisp
.
circle
(function).
circle
(structure).
circle-p
(function).
origin
(reader).
(setf origin)
(writer).
radius
(reader).
(setf radius)
(writer).
%circle
(function).
origin.geometry.line2d
common-lisp
.
direction
(function).
end
(reader).
(setf end)
(writer).
length
(function).
length-squared
(function).
line
(function).
line
(structure).
midpoint
(function).
start
(reader).
(setf start)
(writer).
%line
(function).
origin.geometry.shape-set-3d
common-lisp
.
aabbs
(reader).
(setf aabbs)
(writer).
shape-set
(function).
shape-set
(structure).
spheres
(reader).
(setf spheres)
(writer).
%shape-set
(function).
origin.geometry.ray
common-lisp
.
direction
(reader).
(setf direction)
(writer).
origin
(reader).
(setf origin)
(writer).
ray
(function).
ray
(structure).
ray-from-points
(function).
%ray
(function).
origin.geometry.obb
common-lisp
.
obb
(function).
obb
(structure).
obb-p
(function).
origin
(reader).
(setf origin)
(writer).
rotation
(reader).
(setf rotation)
(writer).
size
(reader).
(setf size)
(writer).
origin.dvec4
common-lisp
.
*
(function).
*!
(function).
+
(function).
+!
(function).
+ones+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
/
(function).
/!
(function).
<
(function).
<=
(function).
=
(function).
>
(function).
>=
(function).
abs
(function).
abs!
(function).
acos
(function).
acos!
(function).
angle
(function).
asin
(function).
asin!
(function).
atan
(function).
atan!
(function).
ceiling
(function).
ceiling!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
cos
(function).
cos!
(function).
degrees
(function).
degrees!
(function).
direction=
(function).
dot
(function).
expt
(function).
expt!
(function).
floor
(function).
floor!
(function).
fract
(function).
fract!
(function).
invert
(function).
invert!
(function).
length
(function).
length-squared
(function).
lerp
(function).
lerp!
(function).
max
(function).
max!
(function).
min
(function).
min!
(function).
mod
(function).
mod!
(function).
negate
(function).
negate!
(function).
normalize
(function).
normalize!
(function).
ones
(function).
ones!
(function).
parallel-p
(function).
radians
(function).
radians!
(function).
random
(function).
random!
(function).
round
(function).
round!
(function).
scale
(function).
scale!
(function).
sign
(function).
sign!
(function).
sin
(function).
sin!
(function).
sqrt
(function).
sqrt!
(function).
tan
(function).
tan!
(function).
uniform
(function).
uniform!
(function).
vec
(function).
vec
(type).
w
(function).
(setf w)
(function).
with-components
(macro).
x
(function).
(setf x)
(function).
y
(function).
(setf y)
(function).
z
(function).
(setf z)
(function).
zero
(function).
zero!
(function).
zero-p
(function).
origin.mat2
common-lisp
.
*
(function).
*!
(function).
*v2
(function).
*v2!
(function).
+
(function).
+!
(function).
+id+
(constant).
+zero+
(constant).
-
(function).
-!
(function).
=
(function).
anti-diagonal
(function).
anti-diagonal!
(function).
clamp
(function).
clamp!
(function).
clamp-range
(function).
clamp-range!
(function).
copy
(function).
copy!
(function).
diagonal-p
(function).
get-column
(function).
get-column!
(function).
get-scale
(function).
get-scale!
(function).
id
(function).
id!
(function).
id-p
(function).
main-diagonal
(function).
main-diagonal!
(function).
mat
(function).
mat
(type).
orthogonal-p
(function).
pretty-print
(function).
random
(function).
rotate
(function).
rotate!
(function).
rotation-axis-from-vec2
(function).
rotation-axis-from-vec2!
(function).
rotation-axis-to-vec2
(function).
rotation-axis-to-vec2!
(function).
rotation-from-angle
(function).
rotation-from-angle!
(function).
scale
(function).
scale!
(function).
set-column
(function).
set-column!
(function).
set-diagonal
(function).
set-diagonal!
(function).
set-scale
(function).
set-scale!
(function).
trace
(function).
transpose
(function).
transpose!
(function).
with-components
(macro).
zero
(function).
zero!
(function).
zero-p
(function).
random!
(function).
origin.common
common-lisp
.
=
(macro).
cwcmp
(macro).
cwcmp-or
(macro).
cwset
(macro).
make-accessor-symbol
(function).
Definitions are sorted by export status, category, package, and then by lexicographic order.
Constant representing a 3D unit vector facing back.
Constant representing a 3D unit vector facing back.
Constant representing a 3D unit vector facing down.
Constant representing a 3D unit vector facing down.
Constant representing a 2D unit vector facing down.
Constant representing a 2D unit vector facing down.
Constant representing a 3D unit vector facing forward.
Constant representing a 3D unit vector facing forward.
Constant representing a 3D unit vector facing left.
Constant representing a 3D unit vector facing left.
Constant representing a 2D unit vector facing left.
Constant representing a 2D unit vector facing left.
Constant representing a 3D vector with each component being 1.
Constant representing a 3D vector with each component being 1.
Constant representing a 2D vector with each component being 1.
Constant representing a 4D vector with each component being 1.
Constant representing a 2D vector with each component being 1.
Constant representing a 4D vector with each component being 1.
Constant representing a 3D unit vector facing right.
Constant representing a 3D unit vector facing right.
Constant representing a 2D unit vector facing right.
Constant representing a 2D unit vector facing right.
Constant representing a 3D unit vector facing up.
Constant representing a 3D unit vector facing up.
Constant representing a 2D unit vector facing up.
Constant representing a 2D unit vector facing up.
Constant representing a 3D zero vector.
Constant representing a 3D zero vector.
Constant representing a 2D zero vector.
Constant representing a 4D zero vector.
Constant representing a 2D zero vector.
Constant representing a 4D zero vector.
Construct a fresh vector by performing component-wise multiplication of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise multiplication of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise multiplication of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise multiplication of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise multiplication of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise multiplication of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise multiplication of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise multiplication of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise multiplication of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise multiplication of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise multiplication of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise multiplication of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise addition of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise addition of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise addition of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise addition of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise addition of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise addition of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise addition of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise addition of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise addition of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise addition of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise addition of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise addition of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise substraction of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise substraction of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise substraction of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise substraction of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise substraction of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise substraction of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise subtraction of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise subtraction of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise subtraction of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise subtraction of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise subtraction of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise subtraction of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise division of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise division of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise division of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise division of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise division of vectors VEC1 and VEC2.
Construct a fresh vector by performing component-wise division of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise division of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise division of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise division of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise division of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise division of vectors VEC1 and VEC2.
Modify vector OUT by performing component-wise division of vectors VEC1 and VEC2.
Check whether or not each component of vector VEC1 is less than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is less than or equal to the respective components of vector VEC2.
Compare vectors VEC1 and VEC2 for equality. REL and ABS are the relative and absolute tolerances to compare by, and should be tuned specially for the application domain.
Compare vectors VEC1 and VEC2 for equality. REL and ABS are the relative and absolute tolerances to compare by, and should be tuned specially for the application domain.
Compare vectors VEC1 and VEC2 for equality. REL and ABS are the relative and absolute tolerances to compare by, and should be tuned specially for the application domain.
Compare vectors VEC1 and VEC2 for equality. REL and ABS are the relative and absolute tolerances to compare by, and should be tuned specially for the application domain.
Compare vectors VEC1 and VEC2 for equality. REL and ABS are the relative and absolute tolerances to compare by, and should be tuned specially for the application domain.
Compare vectors VEC1 and VEC2 for equality. REL and ABS are the relative and absolute tolerances to compare by, and should be tuned specially for the application domain.
Check whether or not each component of vector VEC1 is greater than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than or equal to the respective components of vector VEC2.
Check whether or not each component of vector VEC1 is greater than or equal to the respective components of vector VEC2.
Construct an AABB from a MINIMUM and MAXIMUM points.
Test if two AABBs intersect.
Test if an AABB intersects an OBB.
Test if an AABB intersects a plane.
Test if an AABB contains a 3D point.
Test if an AABB intersects a sphere.
Construct a fresh vector to have the absolute value of each component of vector VEC.
Construct a fresh vector to have the absolute value of each component of vector VEC.
Construct a fresh vector to have the absolute value of each component of vector VEC.
Construct a fresh vector to have the absolute value of each component of vector VEC.
Construct a fresh vector to have the absolute value of each component of vector VEC.
Construct a fresh vector to have the absolute value of each component of vector VEC.
Modify vector OUT to have the absolute value of each component of vector VEC.
Modify vector OUT to have the absolute value of each component of vector VEC.
Modify vector OUT to have the absolute value of each component of vector VEC.
Modify vector OUT to have the absolute value of each component of vector VEC.
Modify vector OUT to have the absolute value of each component of vector VEC.
Modify vector OUT to have the absolute value of each component of vector VEC.
Construct a fresh vector which has the trigonometric arccosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arccosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arccosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arccosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arccosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arccosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arccosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arccosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arccosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arccosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arccosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arccosine function applied to each component of vector VEC.
Compute the angle in radians between the vectors VEC1 and VEC2.
Compute the angle in radians between the vectors VEC1 and VEC2.
Compute the angle in radians between the vectors VEC1 and VEC2.
Compute the angle in radians between the vectors VEC1 and VEC2.
Compute the angle in radians between the vectors VEC1 and VEC2.
Compute the angle in radians between the vectors VEC1 and VEC2.
Construct a fresh vector which has the trigonometric arcsine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arcsine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arcsine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arcsine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arcsine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arcsine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arcsine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arcsine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arcsine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arcsine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arcsine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arcsine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arctangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arctangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arctangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arctangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arctangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric arctangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arctangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arctangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arctangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arctangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arctangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric arctangent function applied to each component of vector VEC.
Construct a minimum bounding circle that encompasses all points in the supplied vector of 2D points.
Construct a minimum bounding rect that encompasses all points in the supplied vector of 2D points.
Construct a fresh vector that has the nearest integer greater than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer greater than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer greater than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer greater than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer greater than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer greater than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer greater than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer greater than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer greater than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer greater than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer greater than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer greater than or equal to each component of vector VEC.
Test if two circles intersect.
Test if a circle intersects a 2D line.
Test if a circle intersects an oriented rect.
Test if a circle contains a 2D point.
Test if a circle intersects a rect.
Test if a circle intersects any of a 2D shape set’s shapes.
Construct a fresh matrix that has the components of matrix MAT bounded by the components of matrices MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by the components of vectors MIN and MAX.
Construct a fresh matrix that has the components of matrix MAT bounded by the components of matrices MIN and MAX.
Construct a fresh matrix that has the components of matrix MAT bounded by the components of matrices MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by the components of vectors MIN and MAX.
Construct a fresh matrix that has the components of matrix MAT bounded by the components of matrices MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by the components of vectors MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by the components of vectors MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by the components of vectors MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by the components of vectors MIN and MAX.
Construct a fresh matrix that has the components of matrix MAT bounded by the components of matrices MIN and MAX.
Modify matrix OUT to have its components represent the components of matrix MAT, bounded by the components of matrices MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by the components of vectors MIN and MAX.
Modify matrix OUT to have its components represent the components of matrix MAT, bounded by the components of matrices MIN and MAX.
Modify matrix OUT to have its components represent the components of matrix MAT, bounded by the components of matrices MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by the components of vectors MIN and MAX.
Modify matrix OUT to have its components represent the components of matrix MAT, bounded by the components of matrices MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by the components of vectors MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by the components of vectors MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by the components of vectors MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by the components of vectors MIN and MAX.
Modify matrix OUT to have its components represent the components of matrix MAT, bounded by the components of matrices MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by MIN and MAX.
Construct a fresh vector that has the components of vector VEC bounded by MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by MIN and MAX.
Modify vector OUT to have its components represent the components of vector VEC, bounded by MIN and MAX.
Construct a fresh vector that is a copy of vector VEC.
Construct a fresh vector that is a copy of vector VEC.
Construct a fresh vector that is a copy of vector VEC.
Construct a fresh vector that is a copy of vector VEC.
Construct a fresh vector that is a copy of vector VEC.
Construct a fresh vector that is a copy of vector VEC.
Modify vector OUT by copying the components of vector VEC into it.
Modify vector OUT by copying the components of vector VEC into it.
Modify vector OUT by copying the components of vector VEC into it.
Modify vector OUT by copying the components of vector VEC into it.
Modify vector OUT by copying the components of vector VEC into it.
Modify vector OUT by copying the components of vector VEC into it.
Construct a fresh vector which has the trigonometric cosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric cosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric cosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric cosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric cosine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric cosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric cosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric cosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric cosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric cosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric cosine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric cosine function applied to each component of vector VEC.
Construct a fresh vector with the result of the cross product between vectors VEC1 and VEC2.
Construct a fresh vector with the result of the cross product between vectors VEC1 and VEC2.
Modify vector OUT to be the result of the cross product between vectors VEC1 and VEC2.
Modify vector OUT to be the result of the cross product between vectors VEC1 and VEC2.
Construct a fresh vector with the components in vector VEC, which are assumed to be in radian units, converted to degree units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in radian units, converted to degree units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in radian units, converted to degree units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in radian units, converted to degree units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in radian units, converted to degree units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in radian units, converted to degree units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in radian units, to degree units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in radian units, to degree units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in radian units, to degree units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in radian units, to degree units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in radian units, to degree units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in radian units, to degree units.
Check whether or not vectors VEC1 and VEC2 are facing in the same direction.
Check whether or not vectors VEC1 and VEC2 are facing in the same direction.
Check whether or not vectors VEC1 and VEC2 are facing in the same direction.
Check whether or not vectors VEC1 and VEC2 are facing in the same direction.
Check whether or not vectors VEC1 and VEC2 are facing in the same direction.
Check whether or not vectors VEC1 and VEC2 are facing in the same direction.
Compute the dot product of vectors VEC1 and VEC2. Returns a scalar.
Compute the dot product of vectors VEC1 and VEC2. Returns a scalar.
Compute the dot product of vectors VEC1 and VEC2. Returns a scalar.
Compute the dot product of vectors VEC1 and VEC2. Returns a scalar.
Compute the dot product of vectors VEC1 and VEC2. Returns a scalar.
Compute the dot product of vectors VEC1 and VEC2. Returns a scalar.
Construct a fresh vector with the components in vector VEC raised to the power of POWER.
Construct a fresh vector with the components in vector VEC raised to the power of POWER.
Construct a fresh vector with the components in vector VEC raised to the power of POWER.
Construct a fresh vector with the components in vector VEC raised to the power of POWER.
Construct a fresh vector with the components in vector VEC raised to the power of POWER.
Construct a fresh vector with the components in vector VEC raised to the power of POWER.
Modify vector OUT to be the components in vector VEC raised to the power of POWER.
Modify vector OUT to be the components in vector VEC raised to the power of POWER.
Modify vector OUT to be the components in vector VEC raised to the power of POWER.
Modify vector OUT to be the components in vector VEC raised to the power of POWER.
Modify vector OUT to be the components in vector VEC raised to the power of POWER.
Modify vector OUT to be the components in vector VEC raised to the power of POWER.
Find the minimum and maximum points (extents) of a 3D point cloud vector.
Find the minimum and maximum points (extents) of a 2D point cloud vector.
Construct a fresh vector that has the nearest integer less than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer less than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer less than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer less than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer less than or equal to each component of vector VEC.
Construct a fresh vector that has the nearest integer less than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer less than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer less than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer less than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer less than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer less than or equal to each component of vector VEC.
Modify vector OUT to have the nearest integer less than or equal to each component of vector VEC.
Construct a fresh vector that has its components contain the fractional portion of the components in vector VEC.
Construct a fresh vector that has its components contain the fractional portion of the components in vector VEC.
Construct a fresh vector that has its components contain the fractional portion of the components in vector VEC.
Construct a fresh vector that has its components contain the fractional portion of the components in vector VEC.
Construct a fresh vector that has its components contain the fractional portion of the components in vector VEC.
Construct a fresh vector that has its components contain the fractional portion of the components in vector VEC.
Modify vector OUT to have its components contain the fractional portion of the components in vector VEC.
Modify vector OUT to have its components contain the fractional portion of the components in vector VEC.
Modify vector OUT to have its components contain the fractional portion of the components in vector VEC.
Modify vector OUT to have its components contain the fractional portion of the components in vector VEC.
Modify vector OUT to have its components contain the fractional portion of the components in vector VEC.
Modify vector OUT to have its components contain the fractional portion of the components in vector VEC.
Construct a fresh vector with each component being the inverted component of vector VEC.
Construct a fresh vector with each component being the inverted component of vector VEC.
Construct a fresh vector with each component being the inverted component of vector VEC.
Construct a fresh vector with each component being the inverted component of vector VEC.
Construct a fresh vector with each component being the inverted component of vector VEC.
Construct a fresh vector with each component being the inverted component of vector VEC.
Modify vector OUT to have each component be the inverted component of vector VEC.
Modify vector OUT to have each component be the inverted component of vector VEC.
Modify vector OUT to have each component be the inverted component of vector VEC.
Modify vector OUT to have each component be the inverted component of vector VEC.
Modify vector OUT to have each component be the inverted component of vector VEC.
Modify vector OUT to have each component be the inverted component of vector VEC.
Compute the length of vector VEC. Returns a scalar.
Compute the length of vector VEC. Returns a scalar.
Compute the length of vector VEC. Returns a scalar.
Compute the length of vector VEC. Returns a scalar.
Compute the length of vector VEC. Returns a scalar.
Compute the length of vector VEC. Returns a scalar.
Compute the squared length of vector VEC.
Compute the squared length of vector VEC.
Compute the squared length of vector VEC.
Compute the squared length of vector VEC.
Compute the squared length of vector VEC.
Compute the squared length of vector VEC.
Construct a fresh vector that is the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Construct a fresh vector that is the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Construct a fresh vector that is the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Construct a fresh vector that is the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Construct a fresh vector that is the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Construct a fresh vector that is the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Modify vector OUT with the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Modify vector OUT with the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Modify vector OUT with the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Modify vector OUT with the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Modify vector OUT with the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Modify vector OUT with the result of linearly interpolating between vectors VEC1 and VEC2 by FACTOR.
Test if a 2D line intersects a circle.
Test if a 2D line intersects an oriented rect.
Test if a 2D line contains a 2D point.
Test if a 2D line intersects a rect.
Test if a 2D line intersects any of a 2D shape set’s shapes.
Test if a 3D line contains a 3D point.
Construct a fresh vector which has the maximum value of each component in vectors VEC1 and VEC2.
Return the maximum point of an AABB.
Construct a fresh vector which has the maximum value of each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the maximum value of each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the maximum value of each component in vectors VEC1 and VEC2.
Return the maximum point of a rect.
Construct a fresh vector which has the maximum value of each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the maximum value of each component in vectors VEC1 and VEC2.
Modify vector OUT to have the maximum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the maximum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the maximum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the maximum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the maximum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the maximum value for each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the minimum value of each component in vectors VEC1 and VEC2.
Return the minimum point of an AABB.
Construct a fresh vector which has the minimum value of each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the minimum value of each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the minimum value of each component in vectors VEC1 and VEC2.
Return the minimum point of a rect.
Construct a fresh vector which has the minimum value of each component in vectors VEC1 and VEC2.
Construct a fresh vector which has the minimum value of each component in vectors VEC1 and VEC2.
Modify vector OUT to have the minimum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the minimum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the minimum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the minimum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the minimum value for each component in vectors VEC1 and VEC2.
Modify vector OUT to have the minimum value for each component in vectors VEC1 and VEC2.
Construct a fresh vector that has each component of vector VEC modulo DIVISOR.
Construct a fresh vector that has each component of vector VEC modulo DIVISOR.
Construct a fresh vector that has each component of vector VEC modulo DIVISOR.
Construct a fresh vector that has each component of vector VEC modulo DIVISOR.
Construct a fresh vector that has each component of vector VEC modulo DIVISOR.
Construct a fresh vector that has each component of vector VEC modulo DIVISOR.
Modify vector OUT to have each component of vector VEC modulo DIVISOR.
Modify vector OUT to have each component of vector VEC modulo DIVISOR.
Modify vector OUT to have each component of vector VEC modulo DIVISOR.
Modify vector OUT to have each component of vector VEC modulo DIVISOR.
Modify vector OUT to have each component of vector VEC modulo DIVISOR.
Modify vector OUT to have each component of vector VEC modulo DIVISOR.
Construct a fresh vector with the components of vector VEC with their signs negated.
Construct a fresh vector with the components of vector VEC with their signs negated.
Construct a fresh vector with the components of vector VEC with their signs negated.
Construct a fresh vector with the components of vector VEC with their signs negated.
Construct a fresh vector with the components of vector VEC with their signs negated.
Construct a fresh vector with the components of vector VEC with their signs negated.
Modify vector OUT to have the components of vector VEC with their signs negated.
Modify vector OUT to have the components of vector VEC with their signs negated.
Modify vector OUT to have the components of vector VEC with their signs negated.
Modify vector OUT to have the components of vector VEC with their signs negated.
Modify vector OUT to have the components of vector VEC with their signs negated.
Modify vector OUT to have the components of vector VEC with their signs negated.
Construct a fresh vector that is the result of normalizing vector VEC to be of unit length.
Construct a fresh vector that is the result of normalizing vector VEC to be of unit length.
Construct a fresh vector that is the result of normalizing vector VEC to be of unit length.
Construct a fresh vector that is the result of normalizing vector VEC to be of unit length.
Construct a fresh vector that is the result of normalizing vector VEC to be of unit length.
Construct a fresh vector that is the result of normalizing vector VEC to be of unit length.
Modify vector OUT to to be the result of normalizing vector VEC to be of unit length.
Modify vector OUT to to be the result of normalizing vector VEC to be of unit length.
Modify vector OUT to to be the result of normalizing vector VEC to be of unit length.
Modify vector OUT to to be the result of normalizing vector VEC to be of unit length.
Modify vector OUT to to be the result of normalizing vector VEC to be of unit length.
Modify vector OUT to to be the result of normalizing vector VEC to be of unit length.
Test if an OBB intersects an AABB.
Test if two OBB’s intersect.
Test if an OBB intersects a plane.
Test if an OBB contains a 3D point.
Test if an OBB intersects a sphere.
Construct a fresh vector with each component set to one.
Construct a fresh vector with each component set to one.
Construct a fresh vector with each component set to one.
Construct a fresh vector with each component set to one.
Construct a fresh vector with each component set to one.
Construct a fresh vector with each component set to one.
Modify the vector VEC by setting each of its components to one.
Modify the vector VEC by setting each of its components to one.
Modify the vector VEC by setting each of its components to one.
Modify the vector VEC by setting each of its components to one.
Modify the vector VEC by setting each of its components to one.
Modify the vector VEC by setting each of its components to one.
Test if an oriented rect intersects a circle.
Test if an oriented rect intersects a 2D line.
Test if two oriented rects intersect.
Test if an oriented rect contains a 2D point. See RECT/POINT2D for a less expensive test if the rect is axis-aligned.
Test if an oriented rect and a rect intersect.
Test if an oriented rect intersects any of a 2D shape set’s shapes.
Check whether or not vectors VEC1 and VEC2 are parallel to each other.
Check whether or not vectors VEC1 and VEC2 are parallel to each other.
Check whether or not vectors VEC1 and VEC2 are parallel to each other.
Check whether or not vectors VEC1 and VEC2 are parallel to each other.
Check whether or not vectors VEC1 and VEC2 are parallel to each other.
Check whether or not vectors VEC1 and VEC2 are parallel to each other.
Test if a plane intersects an AABB.
Test if a plane intersects an OBB.
Test if two planes intersect.
Test is a plane contains a 3D point.
Test if a plane intersects a sphere.
Test if a 2D point is contained within a circle.
Test if a 2D point is on a 2D line.
Test if a 2D point is contained within an oriented rect. See POINT2D/RECT for a less expensive test if the rect is axis-aligned.
Test if two 2D points intersect.
Test if a 2D point is contained within a rect.
Test if a 2D point is contained within any of a 2D shape set’s shapes.
Test if a 3D point is contained within an AABB.
Test if a 3D point is on a 3D line.
Test if a 3D point is contained within an OBB.
Test if a 3D point is on a plane.
Test if two 3D points intersect.
Test if a 3D point is on a ray.
Test if a 3D point is contained within a sphere.
Construct a fresh vector with the components in vector VEC, which are assumed to be in degree units, converted to radian units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in degree units, converted to radian units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in degree units, converted to radian units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in degree units, converted to radian units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in degree units, converted to radian units.
Construct a fresh vector with the components in vector VEC, which are assumed to be in degree units, converted to radian units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in degree units, to radian units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in degree units, to radian units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in degree units, to radian units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in degree units, to radian units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in degree units, to radian units.
Modify vector OUT to convert the components in vector VEC, which are assumed to be in degree units, to radian units.
Construct a fresh vector with random elements. The range of each component is bounded by MIN and MAX.
Construct a fresh vector with random elements. The range of each component is bounded by MIN and MAX.
Construct a fresh vector with random elements. The range of each component is bounded by MIN and MAX.
Construct a fresh vector with random elements. The range of each component is bounded by MIN and MAX.
Construct a fresh vector with random elements. The range of each component is bounded by MIN and MAX.
Construct a fresh vector with random elements. The range of each component is bounded by MIN and MAX.
Modify vector VEC to have a random value for each of its components, The range of each component is bounded by MIN and MAX.
Modify vector VEC to have a random value for each of its components, The range of each component is bounded by MIN and MAX.
Modify vector VEC to have a random value for each of its components, The range of each component is bounded by MIN and MAX.
Modify vector VEC to have a random value for each of its components, The range of each component is bounded by MIN and MAX.
Modify vector VEC to have a random value for each of its components, The range of each component is bounded by MIN and MAX.
Modify vector VEC to have a random value for each of its components, The range of each component is bounded by MIN and MAX.
Test if a ray contains a 3D point.
Construct a rect whose center point is origined at ORIGIN, which extends along both axes by half of HALF-EXTENTS, with an ANGLE of rotation in radians.
Construct a rect whose bottom-left corner is origined at ORIGIN, extending to SIZE units.
Construct a rect from a MINIMUM and MAXIMUM points. These correspond to the bottom-left corner and upper-right corner of the resulting rectangle, respectively.
Test if a rect intersects a circle.
Test if a rect intersects a 2D line.
Test if a rect and an oriented rect intersect.
Test if a rect contains a 2D point.
Test if two rects intersect.
Test if a rect intersects any of a 2D shape set’s shapes.
Construct a fresh vector that is the result of rounding the components of vector VEC to the nearest whole number.
Construct a fresh vector that is the result of rounding the components of vector VEC to the nearest whole number.
Construct a fresh vector that is the result of rounding the components of vector VEC to the nearest whole number.
Construct a fresh vector that is the result of rounding the components of vector VEC to the nearest whole number.
Construct a fresh vector that is the result of rounding the components of vector VEC to the nearest whole number.
Construct a fresh vector that is the result of rounding the components of vector VEC to the nearest whole number.
Modify vector OUT to have its components be the result of rounding the components of vector VEC to the nearest whole number.
Modify vector OUT to have its components be the result of rounding the components of vector VEC to the nearest whole number.
Modify vector OUT to have its components be the result of rounding the components of vector VEC to the nearest whole number.
Modify vector OUT to have its components be the result of rounding the components of vector VEC to the nearest whole number.
Modify vector OUT to have its components be the result of rounding the components of vector VEC to the nearest whole number.
Modify vector OUT to have its components be the result of rounding the components of vector VEC to the nearest whole number.
Construct a fresh vector by adding the scalar SCALAR to each component of vector VEC.
Construct a fresh vector by adding the scalar SCALAR to each component of vector VEC.
Construct a fresh vector by adding the scalar SCALAR to each component of vector VEC.
Construct a fresh vector by adding the scalar SCALAR to each component of vector VEC.
Construct a fresh vector by adding the scalar SCALAR to each component of vector VEC.
Construct a fresh vector by adding the scalar SCALAR to each component of vector VEC.
Modify vector OUT by adding the scalar SCALAR to each component of vector VEC.
Modify vector OUT by adding the scalar SCALAR to each component of vector VEC.
Modify vector OUT by adding the scalar SCALAR to each component of vector VEC.
Modify vector OUT by adding the scalar SCALAR to each component of vector VEC.
Modify vector OUT by adding the scalar SCALAR to each component of vector VEC.
Modify vector OUT by adding the scalar SCALAR to each component of vector VEC.
Test if any of a 2D shape set’s shapes intersects a circle.
Test if any of a 2D shape set’s shapes intersect a 2D line.
Test if any of a 2D shape set’s shapes intersects an oriented rect.
Test if any of a 2D shape set’s shapes contains a 2D point.
Test if any of a 2D shape set’s shapes intersects a rect.
Test if any two shapes of two 2D shape sets intersect. NOTE: This is O(n^2) in time, but usually of a very small N.
Construct a fresh vector that has its components represent the sign of each component of vector VEC.
Construct a fresh vector that has its components represent the sign of each component of vector VEC.
Construct a fresh vector that has its components represent the sign of each component of vector VEC.
Construct a fresh vector that has its components represent the sign of each component of vector VEC.
Construct a fresh vector that has its components represent the sign of each component of vector VEC.
Construct a fresh vector that has its components represent the sign of each component of vector VEC.
Modify vector OUT to have its components represent the sign of each component of vector VEC.
Modify vector OUT to have its components represent the sign of each component of vector VEC.
Modify vector OUT to have its components represent the sign of each component of vector VEC.
Modify vector OUT to have its components represent the sign of each component of vector VEC.
Modify vector OUT to have its components represent the sign of each component of vector VEC.
Modify vector OUT to have its components represent the sign of each component of vector VEC.
Construct a fresh vector which has the trigonometric sine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric sine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric sine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric sine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric sine function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric sine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric sine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric sine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric sine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric sine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric sine function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric sine function applied to each component of vector VEC.
Test if a sphere intersects an AABB.
Test if a sphere intersects an OBB.
Test if a sphere intersects a plane.
Test if a sphere contains a 3D point.
Test if two spheres intersect.
Construct a fresh vector which has the square root of the components in VEC.
Construct a fresh vector which has the square root of the components in VEC.
Construct a fresh vector which has the square root of the components in VEC.
Construct a fresh vector which has the square root of the components in VEC.
Construct a fresh vector which has the square root of the components in VEC.
Construct a fresh vector which has the square root of the components in VEC.
Modify vector OUT to have the square root of the components in VEC.
Modify vector OUT to have the square root of the components in VEC.
Modify vector OUT to have the square root of the components in VEC.
Modify vector OUT to have the square root of the components in VEC.
Modify vector OUT to have the square root of the components in VEC.
Modify vector OUT to have the square root of the components in VEC.
Construct a fresh vector which has the trigonometric tangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric tangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric tangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric tangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric tangent function applied to each component of vector VEC.
Construct a fresh vector which has the trigonometric tangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric tangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric tangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric tangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric tangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric tangent function applied to each component of vector VEC.
Modify vector OUT to have the trigonometric tangent function applied to each component of vector VEC.
Compute a translation matrix with identity rotation T from VEC, returning the matrix multiplication of MAT * T.
Compute a translation matrix with identity rotation T from VEC, returning the matrix multiplication of MAT * T.
Compute a translation matrix with identity rotation T from VEC, returning the matrix multiplication of MAT * T.
Compute a translation matrix with identity rotation T from VEC, returning the matrix multiplication of MAT * T.
Construct a fresh vector with each component set to VALUE.
Construct a fresh vector with each component set to VALUE.
Construct a fresh vector with each component set to VALUE.
Construct a fresh vector with each component set to VALUE.
Construct a fresh vector with each component set to VALUE.
Construct a fresh vector with each component set to VALUE.
Modify the vector VEC by setting each of its components to VALUE.
Modify the vector VEC by setting each of its components to VALUE.
Modify the vector VEC by setting each of its components to VALUE.
Modify the vector VEC by setting each of its components to VALUE.
Modify the vector VEC by setting each of its components to VALUE.
Modify the vector VEC by setting each of its components to VALUE.
Construct a fresh vector designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Construct a fresh vector designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Construct a fresh vector designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Construct a fresh vector designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Modify vector OUT with components designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Modify vector OUT with components designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Modify vector OUT with components designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Modify vector OUT with components designating a velocity following the right-hand rule, whose direction is parallel to AXIS and has a magnitude of RATE units per second.
Read the ’W’ component of vector VEC.
Write VALUE to the ’W’ component of vector VEC.
Read the ’W’ component of vector VEC.
Write VALUE to the ’W’ component of vector VEC.
Read the ’X’ component of vector VEC.
Write VALUE to the ’X’ component of vector VEC.
Read the ’X’ component of vector VEC.
Write VALUE to the ’X’ component of vector VEC.
Read the ’X’ component of vector VEC.
Write VALUE to the ’X’ component of vector VEC.
Read the ’X’ component of vector VEC.
Write VALUE to the ’X’ component of vector VEC.
Read the ’X’ component of vector VEC.
Write VALUE to the ’X’ component of vector VEC.
Read the ’X’ component of vector VEC.
Write VALUE to the ’X’ component of vector VEC.
Read the ’Y’ component of vector VEC.
Write VALUE to the ’Y’ component of vector VEC.
Read the ’Y’ component of vector VEC.
Write VALUE to the ’Y’ component of vector VEC.
Read the ’Y’ component of vector VEC.
Write VALUE to the ’Y’ component of vector VEC.
Read the ’Y’ component of vector VEC.
Write VALUE to the ’Y’ component of vector VEC.
Read the ’Y’ component of vector VEC.
Write VALUE to the ’Y’ component of vector VEC.
Read the ’Y’ component of vector VEC.
Write VALUE to the ’Y’ component of vector VEC.
Read the ’Z’ component of vector VEC.
Write VALUE to the ’Z’ component of vector VEC.
Read the ’Z’ component of vector VEC.
Write VALUE to the ’Z’ component of vector VEC.
Read the ’Z’ component of vector VEC.
Write VALUE to the ’Z’ component of vector VEC.
Read the ’Z’ component of vector VEC.
Write VALUE to the ’Z’ component of vector VEC.
Construct a fresh vector with each component set to zero.
Construct a fresh vector with each component set to zero.
Construct a fresh vector with each component set to zero.
Construct a fresh vector with each component set to zero.
Construct a fresh vector with each component set to zero.
Construct a fresh vector with each component set to zero.
Modify the vector VEC by setting each of its components to zero.
Modify the vector VEC by setting each of its components to zero.
Modify the vector VEC by setting each of its components to zero.
Modify the vector VEC by setting each of its components to zero.
Modify the vector VEC by setting each of its components to zero.
Modify the vector VEC by setting each of its components to zero.
Check whether or not the input vector is a zero vector.
Check whether or not the input vector is a zero vector.
Check whether or not the input vector is a zero vector.
Check whether or not the input vector is a zero vector.
Check whether or not the input vector is a zero vector.
Check whether or not the input vector is a zero vector.
structure-object
.
origin.geometry.point3d:point
(origin.geometry.point3d:point)
origin.mat3:mat
(origin.mat3:id)
structure-object
.
origin.geometry.point2d:point
(origin.geometry.point2d:point)
origin.vec2:vec
(origin.vec2:uniform 1.0)
mfiano-utils:f32
0.0
Helper function that does the work for AABB/OBB and OBB/AABB.
Helper function that does the work for AABB/PLANE and PLANE/AABB.
Helper function that does the work for CIRCLE/ORIENTED-RECT and ORIENTED-RECT/CIRCLE.
Helper function that does the work for CIRCLE/RECT and RECT/CIRCLE.
Helper function that does the work for LINE2D/CIRCLE and CIRCLE/LINE2D.
Helper function that does the work for LINE/ORIENTED-RECT and ORIENTED-RECT/LINE.
Helper function that does the work for LINE/RECT and RECT/LINE.
Helper function that does the work for OBB/PLANE and PLANE/OBB.
Helper function that does the work for POINT2D/CIRCLE and CIRCLE/POINT2D.
Helper function that does the work for POINT2D/LINE2D and LINE2D/POINT2D.
Helper function that does the work for POINT2D/ORIENTED-RECT and ORIENTED-RECT/POINT2D.
Helper function that does the work for POINT2D/RECT and RECT/POINT2D.
Helper function that does the work for POINT2D/SHAPE-SET-2D and SHAPE-SET-2D/POINT2D.
Helper function that does the work for POINT3D/AABB and AABB/POINT3D.
Helper function that does the work for POINT3D/LINE3D and LINE3D/POINT3D.
Helper function that does the work for POINT3D/OBB and OBB/POINT3D.
Helper function that does the work for POINT3D/PLANE and PLANE/POINT3D.
Helper function that does the work for POINT3D/RAY and RAY/POINT3D.
Helper function that does the work for POINT3D/SPHERE and SPHERE/POINT3D.
Helper function that does the work for RECT/ORIENTED-RECT and ORIENTED-RECT/RECT.
Helper function that does the work for SHAPE-SET-2D/CIRCLE and CIRCLE/SHAPE-SET-2D.
Helper function that does the work for SHAPE-SET-2D/LINE2D and LINE2D/SHAPE-SET-2D.
Helper function that does the work for SHAPE-SET-2D/ORIENTED-RECT and ORIENTED-RECT/SHAPE-SET-2D.
Helper function that does the work for SHAPE-SET-2D/RECT and RECT/SHAPE-SET-2D.
Helper function that does the work for SPHERE/AABB and AABB/SPHERE.
Helper function that does the work for SPHERE/OBB and OBB/SPHERE.
Helper function that does the work for SPHERE/PLANE and PLANE/SPHERE.
Get the interval of the rect along the given AXIS. This is used to test if two intervals overlap in a separating axis theorem test. AXIS is expected to be normalized.
Get the interval of the AABB along the given AXIS. This is used to test if two intervals overlap in a separating axis theorem test. AXIS is expected to be normalized.
Get the interval of the rect along the given AXIS. This is used to test if two intervals overlap in a separating axis theorem test. AXIS is expected to be normalized.
Get the interval of the OBB along the given AXIS. This is used to test if two intervals overlap in a separating axis theorem test. AXIS is expected to be normalized.
Get a vector of an AABB’s vertices.
Get a vector of a rect’s vertices.
Get a vector of an OBB’s vertices.
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