Index
Modules:
bumpy
.
API symbols
`$`:
bumpy: proc `$`(a: Rect): string
`*`:
bumpy: proc `*`(m: Mat3; s: Segment): Segment
bumpy: proc `*`(r: Rect; v: float): Rect
`+=`:
bumpy: proc `+=`(s: var Segment; v: Vec2)
`+`:
bumpy: proc `+`(a, b: Rect): Rect
`/`:
bumpy: proc `/`(r: Rect; v: float): Rect
`and`:
bumpy: proc `and`(a, b: Rect): Rect
`or`:
bumpy: proc `or`(a, b: Rect): Rect
Circle:
bumpy: object Circle
circle:
bumpy: proc circle(pos: Vec2; radius: float32): Circle
convexHull:
bumpy: proc convexHull(points: Polygon): Polygon
convexHullNormal:
bumpy: proc convexHullNormal(s: Segment): Vec2
intersects:
bumpy: proc intersects(a, b: Line; at: var Vec2): bool
bumpy: proc intersects(l: Line; s: Segment; at: var Vec2): bool
bumpy: proc intersects(s: Segment; l: Line; at: var Vec2): bool
bumpy: proc intersects(a, b: Segment; at: var Vec2): bool
length:
bumpy: proc length(s: Segment): float32
Line:
bumpy: object Line
line:
bumpy: proc line(a, b: Vec2): Line
overlaps:
bumpy: proc overlaps(a, b: Circle): bool
bumpy: proc overlaps(c: Circle; l: Line): bool
bumpy: proc overlaps(c: Circle; poly: Polygon): bool
bumpy: proc overlaps(a: Circle; b: Rect): bool
bumpy: proc overlaps(c: Circle; s: Segment): bool
bumpy: proc overlaps(a: Circle; b: Vec2): bool
bumpy: proc overlaps(c: Circle; w: Wedge; error = 0.5): bool
bumpy: proc overlaps(l: Line; c: Circle): bool
bumpy: proc overlaps(a, b: Line): bool
bumpy: proc overlaps(l: Line; p: Polygon): bool
bumpy: proc overlaps(l: Line; r: Rect): bool
bumpy: proc overlaps(l: Line; s: Segment): bool
bumpy: proc overlaps(l: Line; p: Vec2; fudge = 0.1): bool
bumpy: proc overlaps(l: Line; w: Wedge; error = 0.5): bool
bumpy: proc overlaps(poly: Polygon; c: Circle): bool
bumpy: proc overlaps(p: Polygon; l: Line): bool
bumpy: proc overlaps(a: Polygon; b: Polygon): bool
bumpy: proc overlaps(poly: Polygon; r: Rect): bool
bumpy: proc overlaps(poly: Polygon; s: Segment): bool
bumpy: proc overlaps(poly: Polygon; p: Vec2): bool
bumpy: proc overlaps(p: Polygon; w: Wedge; error = 0.5): bool
bumpy: proc overlaps(a: Rect; b: Circle): bool
bumpy: proc overlaps(r: Rect; l: Line): bool
bumpy: proc overlaps(r: Rect; poly: Polygon): bool
bumpy: proc overlaps(a, b: Rect): bool
bumpy: proc overlaps(r: Rect; s: Segment): bool
bumpy: proc overlaps(a: Rect; b: Vec2): bool
bumpy: proc overlaps(r: Rect; w: Wedge; error = 0.5): bool
bumpy: proc overlaps(s: Segment; c: Circle): bool
bumpy: proc overlaps(s: Segment; l: Line): bool
bumpy: proc overlaps(s: Segment; poly: Polygon): bool
bumpy: proc overlaps(s: Segment; r: Rect): bool
bumpy: proc overlaps(d, s: Segment): bool
bumpy: proc overlaps(a: Segment; b: Vec2; fudge = 0.1): bool
bumpy: proc overlaps(s: Segment; w: Wedge; error = 0.5): bool
bumpy: proc overlaps(a: Vec2; b: Circle): bool
bumpy: proc overlaps(p: Vec2; l: Line; fudge = 0.1): bool
bumpy: proc overlaps(p: Vec2; poly: Polygon): bool
bumpy: proc overlaps(a: Vec2; b: Rect): bool
bumpy: proc overlaps(a: Vec2; s: Segment; fudge = 0.1): bool
bumpy: proc overlaps(a, b: Vec2): bool
bumpy: proc overlaps(p: Vec2; w: Wedge): bool
bumpy: proc overlaps(w: Wedge; c: Circle; error = 0.5): bool
bumpy: proc overlaps(w: Wedge; l: Line; error = 0.5): bool
bumpy: proc overlaps(w: Wedge; p: Polygon; error = 0.5): bool
bumpy: proc overlaps(w: Wedge; r: Rect; error = 0.5): bool
bumpy: proc overlaps(w: Wedge; s: Segment; error = 0.5): bool
bumpy: proc overlaps(w: Wedge; p: Vec2): bool
bumpy: proc overlaps(a: Wedge; b: Wedge; error = 0.5): bool
overlapsTri:
bumpy: proc overlapsTri(tri: Polygon; p: Vec2): bool
Polygon:
bumpy: type Polygon
polygon:
bumpy: proc polygon(wedge: Wedge; error: float32 = 0.5): Polygon
Rect:
bumpy: object Rect
rect:
bumpy: proc rect(x, y, w, h: float32): Rect
bumpy: proc rect(pos, size: Vec2): Rect
Segment:
bumpy: object Segment
segment:
bumpy: proc segment(at, to: Vec2): Segment
segments:
bumpy: iterator segments(poly: Polygon): Segment
Wedge:
bumpy: object Wedge
wh:
bumpy: proc wh(rect: Rect): Vec2
wh=:
bumpy: proc wh=(rect: var Rect; v: Vec2)
xy:
bumpy: proc xy(rect: Rect): Vec2
xy=:
bumpy: proc xy=(rect: var Rect; v: Vec2)