Index
Modules:
clip
,
delaunator
,
helpers
,
orient2d
.
API symbols
boundHeight:
delaunator: boundHeight[T](d: Delaunator[T]): T
boundWidth:
delaunator: boundWidth[T](d: Delaunator[T]): T
circumcenter:
delaunator: circumcenter[F](ax, ay, bx, by, cx, cy: F): tuple[x, y: F]
clipInfinite:
clip: clipInfinite[T](polygon: InfConvexPoly[T]; xMin, yMin, xMax, yMax: T): seq[ array[2, T]]
Delaunator:
delaunator: Delaunator
edgeIdsAroundPoint:
helpers: edgeIdsAroundPoint(d: Delaunator; eid: int32): seq[int32]
extentHeight:
delaunator: extentHeight[T](d: Delaunator[T]): T
extentWidth:
delaunator: extentWidth[T](d: Delaunator[T]): T
fromCoords:
delaunator: fromCoords[T](coordinates: var seq[T]): Delaunator[T]
fromCustom:
delaunator: fromCustom[P, T](points: seq[P]; getX, getY: proc (p: P): T): Delaunator[T]
fromPoints:
delaunator: fromPoints[P, T](points: seq[P]): Delaunator[T]
grid:
helpers: grid[F](n, m: int; fromN, toN, fromM, toM: F; leftEdge, rightEdge, topEdge, bottomEdge: bool = true; jitterN, jitterM: F = 0.0; pinHull: bool = false; r: var Rand = randState()): seq[F]
halfedgeIdsOfTriangle:
helpers: halfedgeIdsOfTriangle(tid: uint32): array[3, int32]
hullNext:
delaunator: hullNext(d: Delaunator; sid: uint32): uint32
hullPrev:
delaunator: hullPrev(d: Delaunator; sid: uint32): uint32
InfConvexPoly:
clip: InfConvexPoly
iterHullEdges:
helpers: iterHullEdges[T](d: Delaunator[T]): tuple[hid: uint32, eid: int32, pid, qid: uint32, p, q: array[2, T]]
iterHullPoints:
helpers: iterHullPoints[T](d: Delaunator[T]): tuple[hid: uint32, pid: uint32, p: array[2, T]]
iterPoints:
helpers: iterPoints[T](d: Delaunator[T]): tuple[pid: uint32, p: array[2, T]]
iterTriangleEdges:
helpers: iterTriangleEdges[T](d: Delaunator[T]): tuple[tid: uint32, eid: int32, pid, qid: uint32, p, q: array[2, T]]
iterTriangles:
helpers: iterTriangles[T](d: Delaunator[T]): tuple[tid: uint32, pid, qid, rid: uint32, p, q, r: array[2, T]]
iterVoronoiEdges:
helpers: iterVoronoiEdges[T](d: Delaunator[T]): tuple[eid: int32, p, q: array[2, T]]
iterVoronoiRegions:
helpers: iterVoronoiRegions[T](d: Delaunator[T]): tuple[pid: uint32, verts: seq[array[2, T]]]
nextHalfedge:
helpers: nextHalfedge(eid: int32): int32
normalDist:
helpers: normalDist[F](count: int; mu = 0.0; sigma = 1.0; r: var Rand = randState()): seq[ F]
orient2d:
orient2d: orient2d(ax, ay, bx, by, cx, cy: SomeFloat): SomeFloat
pointIdsOfTriangle:
helpers: pointIdsOfTriangle(d: Delaunator; tid: uint32): seq[uint32]
polygonCentroid:
helpers: polygonCentroid[T](polygon: seq[array[2, T]]): array[2, T]
prevHalfedge:
helpers: prevHalfedge(eid: int32): int32
project:
clip: project[T](p, v: array[2, T]; xMin, yMin, xMax, yMax: T): Option[array[2, T]]
siteToLeftmostHalfedge:
delaunator: siteToLeftmostHalfedge(d: Delaunator; sid: uint32): int32
triangleCentroid:
helpers: triangleCentroid[T](d: Delaunator[T]; tid: uint32): array[2, T]
triangleCircumcenter:
helpers: triangleCircumcenter[T](d: Delaunator[T]; tid: uint32): array[2, T]
triangleIdOfEdge:
helpers: triangleIdOfEdge(eid: int32): uint32
triangleIdsAdjacentToTriangle:
helpers: triangleIdsAdjacentToTriangle(d: Delaunator; tid: uint32): seq[uint32]
uniformDist:
helpers: uniformDist[F](count: int; a: F; b: F; r: var Rand = randState()): seq[F]
update:
delaunator: update[T](this: var Delaunator)
voronoiRegion:
helpers: voronoiRegion[T](d: Delaunator[T]; pid: uint32): tuple[pid: uint32, verts: seq[array[2, T]]]
zipDists:
helpers: zipDists[F](s1, s2: openArray[F]): seq[F]
zipPolarDists:
helpers: zipPolarDists[F](r, t: openArray[F]; xOffset, yOffset: F = F(0.0)): seq[F]