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diff --git a/manuals/chickadee/Vectors.html b/manuals/chickadee/Vectors.html deleted file mode 100644 index 8761fe9..0000000 --- a/manuals/chickadee/Vectors.html +++ /dev/null @@ -1,351 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> -<html> -<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu - -Permission is granted to copy, distribute and/or modify this document -under the terms of the GNU Free Documentation License, Version 1.3 -or any later version published by the Free Software Foundation; -with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. -A copy of the license is included in the section entitled "GNU -Free Documentation License". - -A copy of the license is also available from the Free Software -Foundation Web site at http://www.gnu.org/licenses/fdl.html. - - -* Chickadee: (chickadee). Game programming toolkit for Guile. - -The document was typeset with -http://www.texinfo.org/ (GNU Texinfo). - --> -<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ --> -<head> -<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> -<title>Vectors (The Chickadee Game Toolkit)</title> - -<meta name="description" content="Vectors (The Chickadee Game Toolkit)" /> -<meta name="keywords" content="Vectors (The Chickadee Game Toolkit)" /> -<meta name="resource-type" content="document" /> -<meta name="distribution" content="global" /> -<meta name="Generator" content="makeinfo" /> -<link href="index.html" rel="start" title="Top" /> -<link href="Index.html" rel="index" title="Index" /> -<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" /> -<link href="Math.html" rel="up" title="Math" /> -<link href="Rectangles.html" rel="next" title="Rectangles" /> -<link href="Basics.html" rel="prev" title="Basics" /> -<style type="text/css"> -<!-- -a.summary-letter {text-decoration: none} -blockquote.indentedblock {margin-right: 0em} -div.display {margin-left: 3.2em} -div.example {margin-left: 3.2em} -div.lisp {margin-left: 3.2em} -kbd {font-style: oblique} -pre.display {font-family: inherit} -pre.format {font-family: inherit} -pre.menu-comment {font-family: serif} -pre.menu-preformatted {font-family: serif} -span.nolinebreak {white-space: nowrap} -span.roman {font-family: initial; font-weight: normal} -span.sansserif {font-family: sans-serif; font-weight: normal} -ul.no-bullet {list-style: none} -@media (min-width: 1140px) { - body { - margin-left: 14rem; - margin-right: 4rem; - max-width: 52rem; - } -} - -@media (min-width: 800px) and (max-width: 1140px) { - body { - margin-left: 6rem; - margin-right: 4rem; - max-width: 52rem; - } -} - -@media (max-width: 800px) { - body { - margin: 1rem; - } -} - ---> -</style> -<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" /> - - -</head> - -<body lang="en"> -<span id="Vectors"></span><div class="header"> -<p> -Next: <a href="Rectangles.html" accesskey="n" rel="next">Rectangles</a>, Previous: <a href="Basics.html" accesskey="p" rel="prev">Basics</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> -</div> -<hr /> -<span id="Vectors-1"></span><h4 class="subsection">5.2.2 Vectors</h4> - -<p>Unlike Scheme’s vector data type, which is a sequence of arbitrary -Scheme objects, Chickadee’s <code>(chickadee math vector)</code> module -provides vectors in the linear algebra sense: Sequences of numbers -specialized for particular coordinate spaces. As of now, Chickadee -provides 2D and 3D vectors, with 4D vector support coming in a future -release. -</p> -<p>Here’s a quick example of adding two vectors: -</p> -<div class="lisp"> -<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">v</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2+</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">2</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">3</span> <span class="syntax-symbol">4</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span> -</pre></div> - -<p><em>A Note About Performance</em> -</p> -<p>A lot of time has been spent making Chickadee’s vector operations -perform relatively efficiently in critical code paths where excessive -garbage generation will cause major performance issues. The general -rule is that procedures ending with <code>!</code> perform an in-place -modification of one of the arguments in order to avoid allocating a -new vector. These procedures are also inlined by Guile’s compiler in -order to take advantage of optimizations relating to floating point -math operations. The downside is that since these are not pure -functions, they do not compose well and create more verbose code. -</p> -<span id="g_t2D-Vectors"></span><h4 class="subsubsection">5.2.2.1 2D Vectors</h4> - -<dl> -<dt id="index-vec2">Procedure: <strong>vec2</strong> <em>x y</em></dt> -<dd><p>Return a new 2D vector with coordinates (<var>x</var>, <var>y</var>). -</p></dd></dl> - -<dl> -<dt id="index-vec2_002fpolar">Procedure: <strong>vec2/polar</strong> <em>r theta</em></dt> -<dd><p>Return a new 2D vector containing the Cartesian representation of the -polar coordinate (<var>r</var>, <var>theta</var>). The angle <var>theta</var> is -measured in radians. -</p></dd></dl> - -<dl> -<dt id="index-vec2_003f">Procedure: <strong>vec2?</strong> <em>obj</em></dt> -<dd><p>Return <code>#t</code> if <var>obj</var> is a 2D vector. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dx">Procedure: <strong>vec2-x</strong> <em>v</em></dt> -<dd><p>Return the X coordinate of the 2D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dy">Procedure: <strong>vec2-y</strong> <em>v</em></dt> -<dd><p>Return the Y coordinate of the 2D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dcopy">Procedure: <strong>vec2-copy</strong> <em>v</em></dt> -<dd><p>Return a fresh copy of the 2D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dmagnitude">Procedure: <strong>vec2-magnitude</strong> <em>v</em></dt> -<dd><p>Return the magnitude of the 2D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002ddot">Procedure: <strong>vec2-dot</strong> <em>v1 v2</em></dt> -<dd><p>Return the dot product of the 2D vectors <var>v1</var> and <var>v2</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dnormalize">Procedure: <strong>vec2-normalize</strong> <em>v</em></dt> -<dd><p>Return the normalized form of the 2D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002b">Procedure: <strong>vec2+</strong> <em>v x</em></dt> -<dd><p>Add <var>x</var>, either a 2D vector or a scalar (i.e. a real number), to -the 2D vector <var>v</var> and return a new vector containing the sum. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002d">Procedure: <strong>vec2-</strong> <em>v x</em></dt> -<dd><p>Subtract <var>x</var>, either a 2D vector or a scalar, from the 2D vector -<var>v</var> and return a new vector containing the difference. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002a">Procedure: <strong>vec2*</strong> <em>v x</em></dt> -<dd><p>Multiply the 2D vector <var>v</var> by <var>x</var>, a 2D vector or a scalar, -and return a new vector containing the product. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec2_002dx_0021">Procedure: <strong>set-vec2-x!</strong> <em>v x</em></dt> -<dd><p>Set the X coordinate of the 2D vector <var>v</var> to <var>x</var>. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec2_002dy_0021">Procedure: <strong>set-vec2-y!</strong> <em>v y</em></dt> -<dd><p>Set the Y coordinate of the 2D vector <var>v</var> to <var>y</var>. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec2_0021">Procedure: <strong>set-vec2!</strong> <em>v x y</em></dt> -<dd><p>Set the X and Y coordinates of the 2D vector <var>v</var> to <var>x</var> and -<var>y</var>, respectively. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dcopy_0021">Procedure: <strong>vec2-copy!</strong> <em>source target</em></dt> -<dd><p>Copy the 2D vector <var>source</var> into the 2D vector <var>target</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dadd_0021">Procedure: <strong>vec2-add!</strong> <em>v x</em></dt> -<dd><p>Perform an in-place modification of the 2D vector <var>v</var> by adding -<var>x</var>, a 2D vector or a scalar. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dsub_0021">Procedure: <strong>vec2-sub!</strong> <em>v x</em></dt> -<dd><p>Perform an in-place modification of the 2D vector <var>v</var> by -subtracting <var>x</var>, a 2D vector or a scalar. -</p></dd></dl> - -<dl> -<dt id="index-vec2_002dmult_0021">Procedure: <strong>vec2-mult!</strong> <em>v x</em></dt> -<dd><p>Perform an in-place modification of the 2D vector <var>v</var> by -multiplying it by <var>x</var>, a 2D vector or a scalar. -</p></dd></dl> - -<span id="g_t3D-Vectors"></span><h4 class="subsubsection">5.2.2.2 3D Vectors</h4> - -<dl> -<dt id="index-vec3">Procedure: <strong>vec3</strong> <em>x y</em></dt> -<dd><p>Return a new 2D vector with coordinates (<var>x</var>, <var>y</var>). -</p></dd></dl> - -<dl> -<dt id="index-vec3_003f">Procedure: <strong>vec3?</strong> <em>obj</em></dt> -<dd><p>Return <code>#t</code> if <var>obj</var> is a 3D vector. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dx">Procedure: <strong>vec3-x</strong> <em>v</em></dt> -<dd><p>Return the X coordinate of the 3D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dy">Procedure: <strong>vec3-y</strong> <em>v</em></dt> -<dd><p>Return the Y coordinate of the 3D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dz">Procedure: <strong>vec3-z</strong> <em>v</em></dt> -<dd><p>Return the Z coordinate of the 3D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dcopy">Procedure: <strong>vec3-copy</strong> <em>v</em></dt> -<dd><p>Return a fresh copy of the 3D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dmagnitude">Procedure: <strong>vec3-magnitude</strong> <em>v</em></dt> -<dd><p>Return the magnitude of the 3D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002ddot">Procedure: <strong>vec3-dot</strong> <em>v1 v2</em></dt> -<dd><p>Return the dot product of the 3D vectors <var>v1</var> and <var>v2</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dcross">Procedure: <strong>vec3-cross</strong> <em>v1 v2</em></dt> -<dd><p>Return a new 3D vector containing the cross product of <var>v1</var> and -<var>v2</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dnormalize">Procedure: <strong>vec3-normalize</strong> <em>v</em></dt> -<dd><p>Return the normalized form of the 3D vector <var>v</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002b">Procedure: <strong>vec3+</strong> <em>v x</em></dt> -<dd><p>Add <var>x</var>, either a 3D vector or a scalar (i.e. a real number), to -the 3D vector <var>v</var> and return a new vector containing the sum. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002d">Procedure: <strong>vec3-</strong> <em>v x</em></dt> -<dd><p>Subtract <var>x</var>, either a 3D vector or a scalar, from the 3D vector -<var>v</var> and return a new vector containing the difference. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002a">Procedure: <strong>vec3*</strong> <em>v x</em></dt> -<dd><p>Multiply the 3D vector <var>v</var> by <var>x</var>, a 3D vector or a scalar, -and return a new vector containing the product. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec3_002dx_0021">Procedure: <strong>set-vec3-x!</strong> <em>v x</em></dt> -<dd><p>Set the X coordinate of the 3D vector <var>v</var> to <var>x</var>. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec3_002dy_0021">Procedure: <strong>set-vec3-y!</strong> <em>v y</em></dt> -<dd><p>Set the Y coordinate of the 3D vector <var>v</var> to <var>y</var>. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec3_002dz_0021">Procedure: <strong>set-vec3-z!</strong> <em>v z</em></dt> -<dd><p>Set the Z coordinate of the 3D vector <var>v</var> to <var>z</var>. -</p></dd></dl> - -<dl> -<dt id="index-set_002dvec3_0021">Procedure: <strong>set-vec3!</strong> <em>v x y z</em></dt> -<dd><p>Set the X, Y, and Z coordinates of the 3D vector <var>v</var> to <var>x</var>, -<var>y</var>, and <var>z</var>, respectively. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dcopy_0021">Procedure: <strong>vec3-copy!</strong> <em>source target</em></dt> -<dd><p>Copy the 3D vector <var>source</var> into the 3D vector <var>target</var>. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dadd_0021">Procedure: <strong>vec3-add!</strong> <em>v x</em></dt> -<dd><p>Perform an in-place modification of the 3D vector <var>v</var> by adding -<var>x</var>, a 3D vector or a scalar. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dsub_0021">Procedure: <strong>vec3-sub!</strong> <em>v x</em></dt> -<dd><p>Perform an in-place modification of the 3D vector <var>v</var> by -subtracting <var>x</var>, a 3D vector or a scalar. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dmult_0021">Procedure: <strong>vec3-mult!</strong> <em>v x</em></dt> -<dd><p>Perform an in-place modification of the 3D vector <var>v</var> by -multiplying it by <var>x</var>, a 3D vector or a scalar. -</p></dd></dl> - -<dl> -<dt id="index-vec3_002dcross_0021">Procedure: <strong>vec3-cross!</strong> <em>dest v1 v2</em></dt> -<dd><p>Compute the cross product of the 3D vectors <var>v1</var> and <var>v2</var> and -store the result in <var>dest</var>. -</p></dd></dl> - -<hr /> -<div class="header"> -<p> -Next: <a href="Rectangles.html" accesskey="n" rel="next">Rectangles</a>, Previous: <a href="Basics.html" accesskey="p" rel="prev">Basics</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> -</div> - - - -</body> -</html> |