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Trim down docs a bit
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ianmackenzie committed Sep 12, 2019
1 parent 806d15e commit 15d2c17
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45 changes: 0 additions & 45 deletions src/Arc2d.elm
Original file line number Diff line number Diff line change
Expand Up @@ -133,18 +133,6 @@ given swept angle.
Arc2d.centerPoint arc3
--> Point2d.meters 1.5 1.5
arc4 =
Arc2d.from p1 p2 (Angle.degrees -180)
Arc2d.centerPoint arc4
--> Point2d.meters 1.5 1.5
arc5 =
Arc2d.from p1 p2 (Angle.degrees 45)
Arc2d.centerPoint arc5
--> Point2d.meters 0.2929 0.2929
-}
from : Point2d units coordinates -> Point2d units coordinates -> Angle -> Arc2d units coordinates
from givenStartPoint givenEndPoint givenSweptAngle =
Expand Down Expand Up @@ -265,18 +253,6 @@ and the start point to be swept is given last.
Arc2d.endPoint exampleArc
--> Point2d.meters 1 3
Note that the 'actual' form of this function is
arc =
Arc2d.sweptAround centerPoint sweptAngle startPoint
but it is generally written using the pipe operator `|>` (as in the first
example) to improve readability:
arc =
startPoint
|> Arc2d.sweptAround centerPoint sweptAngle
A positive swept angle means that the arc is formed by rotating the start point
counterclockwise around the center point. A negative swept angle results in
a clockwise arc instead.
Expand Down Expand Up @@ -465,27 +441,6 @@ specify which arc to create. For example:
--> (Angle.degrees 270)
--> )
Arc2d.withRadius (Length.meters 1)
SweptAngle.largeNegative
p1
p2
--> Just
--> (Point2d.meters 1 0
--> |> Arc2d.sweptAround Point2d.origin
--> (Angle.degrees -270)
--> )
Arc2d.withRadius (Length.meters 2)
SweptAngle.smallPositive
p1
p2
--> Just
--> (Point2d.meters 1 0
--> |> Arc2d.sweptAround
--> (Point2d.meters -0.8229 -0.8229)
--> (Angle.degrees 41.4096)
--> )
If the start and end points are coincident or the distance between them is more
than twice the given radius, returns `Nothing`:
Expand Down
22 changes: 0 additions & 22 deletions src/Arc3d.elm
Original file line number Diff line number Diff line change
Expand Up @@ -760,28 +760,6 @@ mirrorAcross plane (Types.Arc3d arc) =

{-| Project an arc into a sketch plane. Note that the result is an elliptical
arc, not a circular one!
axis : Axis3d Meters coordinates
axis =
Axis3d.through (Point3d.meters 1 2 3)
(Direction3d.xz (Angle.degrees 45))
arc : Arc3d Meters coordinates
arc =
Arc3d.sweptAround axis
(Angle.degrees 45)
(Point3d.meters 1 4 3)
Arc3d.projectInto SketchPlane3d.xy arc
--> EllipticalArc2d.with
--> { centerPoint = Point2d.meters 1 2
--> , xDirection = Direction2d.y
--> , xRadius = Length.meters 2
--> , yRadius = Length.meters 1.4142
--> , startAngle = Angle.degrees 0
--> , sweptAngle = Angle.degrees 45
--> }
-}
projectInto : SketchPlane3d units coordinates3d { defines : coordinates2d } -> Arc3d units coordinates3d -> Types.EllipticalArc2d units coordinates2d
projectInto sketchPlane arc =
Expand Down
11 changes: 0 additions & 11 deletions src/BoundingBox2d.elm
Original file line number Diff line number Diff line change
Expand Up @@ -709,14 +709,6 @@ given bounding boxes. If the given boxes do not intersect, returns `Nothing`.
, maxY = Length.meters 4
}
thirdBox =
BoundingBox2d.fromExtrema
{ minX = Length.meters 1
, maxX = Length.meters 4
, minY = Length.meters 4
, maxY = Length.meters 5
}
BoundingBox2d.intersection firstBox secondBox
--> Just
--> (BoundingBox2d.fromExtrema
Expand All @@ -727,9 +719,6 @@ given bounding boxes. If the given boxes do not intersect, returns `Nothing`.
--> }
--> )
BoundingBox2d.intersection firstBox thirdBox
--> Nothing
If two boxes just touch along an edge or at a corner, they are still considered
to have an intersection, even though that intersection will have zero area (at
least one of its dimensions will be zero):
Expand Down
13 changes: 0 additions & 13 deletions src/BoundingBox3d.elm
Original file line number Diff line number Diff line change
Expand Up @@ -819,16 +819,6 @@ given bounding boxes. If the given boxes do not overlap, returns `Nothing`.
, maxZ = Length.meters 7
}
thirdBox =
BoundingBox3d.fromExtrema
{ minX = Length.meters 1
, maxX = Length.meters 4
, minY = Length.meters 4
, maxY = Length.meters 5
, minZ = Length.meters 5
, maxZ = Length.meters 8
}
BoundingBox3d.intersection firstBox secondBox
--> Just
--> (BoundingBox3d.fromExtrema
Expand All @@ -841,9 +831,6 @@ given bounding boxes. If the given boxes do not overlap, returns `Nothing`.
--> }
--> )
BoundingBox3d.intersection firstBox thirdBox
--> Nothing
If two boxes just touch along an edge or at a corner, they are still considered
to have an intersection, even though that intersection will have zero area (at
least one of its dimensions will be zero):
Expand Down

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