From 0b2167d7b58da08d9f1ddcbaf71632e088757329 Mon Sep 17 00:00:00 2001 From: Matthias Richter Date: Fri, 9 Oct 2015 23:10:15 +0200 Subject: [PATCH] Add Sphix documentation --- docs/Class.rst | 8 ++ docs/MainModule.rst | 242 ++++++++++++++++++++++++++++++++++ docs/Makefile | 192 +++++++++++++++++++++++++++ docs/Polygon.rst | 213 ++++++++++++++++++++++++++++++ docs/Shapes.rst | 303 +++++++++++++++++++++++++++++++++++++++++++ docs/SpatialHash.rst | 164 +++++++++++++++++++++++ docs/Vector.rst | 8 ++ docs/conf.py | 296 ++++++++++++++++++++++++++++++++++++++++++ docs/index.rst | 115 ++++++++++++++++ docs/license.rst | 26 ++++ docs/reference.rst | 16 +++ docs/tutorial.rst | 4 + 12 files changed, 1587 insertions(+) create mode 100644 docs/Class.rst create mode 100644 docs/MainModule.rst create mode 100644 docs/Makefile create mode 100644 docs/Polygon.rst create mode 100644 docs/Shapes.rst create mode 100644 docs/SpatialHash.rst create mode 100644 docs/Vector.rst create mode 100644 docs/conf.py create mode 100644 docs/index.rst create mode 100644 docs/license.rst create mode 100644 docs/reference.rst create mode 100644 docs/tutorial.rst diff --git a/docs/Class.rst b/docs/Class.rst new file mode 100644 index 0000000..fc11f7c --- /dev/null +++ b/docs/Class.rst @@ -0,0 +1,8 @@ +HC.class +======== + +:: + + class = require 'HC.class' + +See ``hump.class``. diff --git a/docs/MainModule.rst b/docs/MainModule.rst new file mode 100644 index 0000000..cc9ee9a --- /dev/null +++ b/docs/MainModule.rst @@ -0,0 +1,242 @@ +Main Module +=========== + +:: + + HC = require 'HC' + +The purpose of the main modules is to connect shapes with the spatial hash -- a +data structure to quickly look up neighboring shapes -- and to provide +utilities to tell which shapes intersect (collide) with each other. + +Most of the time, HC will be run as a singleton; you can, however, also create +several instances, that each hold their own little worlds. + +Initialization +-------------- + +.. function:: HC.new([cell_size = 100]) + + :param number cell_size: Resolution of the internal search structure (optional). + :returns: Collider instance. + +Creates a new collider instance that holds a separate spatial hash. +Collider instances carry the same methods as the main module. +The only difference is that function calls must use the colon-syntax (see +below). + +Useful if you want to maintain several collision layers or several separate +game worlds. + +The ``cell_size`` somewhat governs the performance of :func:`HC.neighbors` and +:func:`HC.collisions`. How this parameter affects the performance depends on +how many shapes there are, how big these shapes are and (somewhat) how the +shapes are distributed. +A rule of thumb would be to set ``cell_size`` to be about four times the size +of the average object. +Or just leave it as is and worry about it only if you run into performance +problems that can be traced back to the spatial hash. + +**Example**:: + + collider = HC.new(150) -- create separate world + + -- method calls with colon syntax + ball = collider:circle(100,100,20) + rect = collider:rectangle(110,90,20,100) + + for shape, delta in pairs(collider:collisions(ball)) do + shape:move(delta.x, delta.y) + end + + +.. function:: HC.resetHash([cell_size = 100]) + + :param number cell_size: Resolution of the internal search structure (optional). + +Reset the internal search structure, the spatial hash. +This clears *all* shapes that were registered beforehand, meaning that HC will +not be able to find any collisions with those shapes anymore. + +**Example**:: + + function new_stage() + actors = {} -- clear the stage on our side + HC.resetHash() -- as well as on HC's side + end + + + +Bookkeeping +----------- + +See also the :doc:`Shapes` sub-module. + + +.. function:: HC.rectangle(x, y, w, h) + + :param numbers x,y: Upper left corner of the rectangle. + :param numbers w,h: Width and height of the rectangle. + :returns: The rectangle :class:`Shape` added to the scene. + +Add a rectangle shape to the scene. + +.. note:: + :class:`Shape` transformations, e.g. :func:`Shape.moveTo` and + :func:`Shape.rotate` will be with respect to the *center, not* the upper left + corner of the rectangle! + +**Example**:: + + rect = HC.rectangle(100, 120, 200, 40) + rect:rotate(23) + + +.. function:: HC.polygon(x1,y1,...,xn,yn) + + :param numbers x1,y1,...,xn,yn: The corners of the polygon. At least three + corners that do not lie on a straight line + are required. + :returns: The polygon :class:`Shape` added to the scene. + +Add a polygon to the scene. Any non-self-intersection polygon will work. +The polygon will be closed; the first and the last point do not need to be the +same. + +.. note:: + If three consecutive points lie on a line, the middle point will be discarded. + This means you cannot construct polygon shapes that are lines. + +.. note:: + :class:`Shape` transformations, e.g. :func:`Shape.moveTo` and + :func:`Shape.rotate` will be with respect to the center of the polygon. + +**Example**:: + + shape = HC.polygon(10,10, 40,50, 70,10, 40,30) + shape:move(42, 5) + + +.. function:: HC.circle(cx, cy, radius) + + :param numbers cx,cy: Center of the circle. + :param number radius: Radius of the circle. + :returns: The circle :class:`Shape` added to the scene. + +Add a circle shape to the scene. + +**Example**:: + + circle = HC.circle(400, 300, 100) + + +.. function:: HC.point(x, y) + + :param numbers x, y: Position of the point. + :returns: The point :class:`Shape` added to the scene. + +Add a point shape to the scene. + +Point shapes are most useful for bullets and such, because detecting collisions +between a point and any other shape is a little faster than detecting collision +between two non-point shapes. In case of a collision, the separating vector +will not be valid. + +**Example**:: + + bullets[#bulltes+1] = HC.point(player.pos.x, player.pos.y) + + +.. function:: HC.register(shape) + + :param Shape shape: The :class:`Shape` to add to the spatial hash. + +Add a shape to the bookkeeping system. +:func:`HC.neighbors` and :func:`Hc.collisions` works only with registered +shapes. +You don't need to (and should not) register any shapes created with the above +functions. + +Overwrites :func:`Shape.move`, :func:`Shape.rotate`, and :func:`Shape.scale` +with versions that update the :doc:`SpatialHash`. + +This function is mostly only useful if you provide a custom shape. +See :ref:`custom-shapes`. + + +.. function:: HC.remove(shape) + + :param Shape shape: The :class:`Shape` to remove from the spatial hash. + +Remove a shape to the bookkeeping system. + +.. warning:: + This will also invalidate the functions :func:`Shape.move`, + :func:`Shape.rotate`, and :func:`Shape.scale`. + Make sure you delete the shape from your own actor list(s). + +**Example**:: + + for i = #bullets,1,-1 do + if bullets[i]:collidesWith(player) + player:takeDamage() + + HC.remove(bullets[i]) -- remove bullet from HC + table.remove(bullets, i) -- remove bullet from own actor list + end + end + + +Collision Detection +------------------- + +.. function:: HC.collisions(shape) + + :param Shape shape: Query shape. + :returns: Table of colliding shapes and separating vectors. + + +Get shapes that are colliding with ``shape`` and the vector to separate the shapes. +The separating vector points away from ``shape``. + +The table is a *set*, meaning that the shapes are stored in *keys* of the table. +The *values* are the separating vector. +You can iterate over the shapes using ``pairs`` (see example). + +**Example**:: + + local collisions = HC.collisions(shape) + for other, separating_vector in pairs(collisions) + shape:move(-separating_vector.x/2, -separating_vector.y/2) + other:move( separating_vector.x/2, separating_vector.y/2) + end + + +.. function:: HC.neighbors(shape) + + :param Shape shape: Query shape. + :returns: Table of neighboring shapes, where the keys of the table are the shape. + +Get other shapes in that are close to ``shape``. +The table is a *set*, meaning that the shapes are stored in *keys* of the table. +You can iterate over the shapes using ``pairs`` (see example). + +.. note:: + The result depends on the size and position of ``shape`` as well as the + grid size of the spatial hash: :func:`HC.neighbors` returns the shapes that + are in the same cell(s) as ``shape``. + +**Example**:: + + local candidates = HC.neighbors(shape) + for other in pairs(candidates) + local collides, dx, dy = shape:collidesWith(other) + if collides then + other:move(dx, dy) + end + end + + +.. attribute:: HC.hash + +Reference to the :class:`SpatialHash` instance. diff --git a/docs/Makefile b/docs/Makefile new file mode 100644 index 0000000..4746ed4 --- /dev/null +++ b/docs/Makefile @@ -0,0 +1,192 @@ +# Makefile for Sphinx documentation +# + +# You can set these variables from the command line. +SPHINXOPTS = +SPHINXBUILD = sphinx-build +PAPER = +BUILDDIR = _build + +# User-friendly check for sphinx-build +ifeq ($(shell which $(SPHINXBUILD) >/dev/null 2>&1; echo $$?), 1) +$(error The '$(SPHINXBUILD)' command was not found. Make sure you have Sphinx installed, then set the SPHINXBUILD environment variable to point to the full path of the '$(SPHINXBUILD)' executable. Alternatively you can add the directory with the executable to your PATH. If you don't have Sphinx installed, grab it from http://sphinx-doc.org/) +endif + +# Internal variables. +PAPEROPT_a4 = -D latex_paper_size=a4 +PAPEROPT_letter = -D latex_paper_size=letter +ALLSPHINXOPTS = -d $(BUILDDIR)/doctrees $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) . +# the i18n builder cannot share the environment and doctrees with the others +I18NSPHINXOPTS = $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) . + +.PHONY: help clean html dirhtml singlehtml pickle json htmlhelp qthelp devhelp epub latex latexpdf text man changes linkcheck doctest coverage gettext + +help: + @echo "Please use \`make ' where is one of" + @echo " html to make standalone HTML files" + @echo " dirhtml to make HTML files named index.html in directories" + @echo " singlehtml to make a single large HTML file" + @echo " pickle to make pickle files" + @echo " json to make JSON files" + @echo " htmlhelp to make HTML files and a HTML help project" + @echo " qthelp to make HTML files and a qthelp project" + @echo " applehelp to make an Apple Help Book" + @echo " devhelp to make HTML files and a Devhelp project" + @echo " epub to make an epub" + @echo " latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter" + @echo " latexpdf to make LaTeX files and run them through pdflatex" + @echo " latexpdfja to make LaTeX files and run them through platex/dvipdfmx" + @echo " text to make text files" + @echo " man to make manual pages" + @echo " texinfo to make Texinfo files" + @echo " info to make Texinfo files and run them through makeinfo" + @echo " gettext to make PO message catalogs" + @echo " changes to make an overview of all changed/added/deprecated items" + @echo " xml to make Docutils-native XML files" + @echo " pseudoxml to make pseudoxml-XML files for display purposes" + @echo " linkcheck to check all external links for integrity" + @echo " doctest to run all doctests embedded in the documentation (if enabled)" + @echo " coverage to run coverage check of the documentation (if enabled)" + +clean: + rm -rf $(BUILDDIR)/* + +html: + $(SPHINXBUILD) -b html $(ALLSPHINXOPTS) $(BUILDDIR)/html + @echo + @echo "Build finished. The HTML pages are in $(BUILDDIR)/html." + +dirhtml: + $(SPHINXBUILD) -b dirhtml $(ALLSPHINXOPTS) $(BUILDDIR)/dirhtml + @echo + @echo "Build finished. The HTML pages are in $(BUILDDIR)/dirhtml." + +singlehtml: + $(SPHINXBUILD) -b singlehtml $(ALLSPHINXOPTS) $(BUILDDIR)/singlehtml + @echo + @echo "Build finished. The HTML page is in $(BUILDDIR)/singlehtml." + +pickle: + $(SPHINXBUILD) -b pickle $(ALLSPHINXOPTS) $(BUILDDIR)/pickle + @echo + @echo "Build finished; now you can process the pickle files." + +json: + $(SPHINXBUILD) -b json $(ALLSPHINXOPTS) $(BUILDDIR)/json + @echo + @echo "Build finished; now you can process the JSON files." + +htmlhelp: + $(SPHINXBUILD) -b htmlhelp $(ALLSPHINXOPTS) $(BUILDDIR)/htmlhelp + @echo + @echo "Build finished; now you can run HTML Help Workshop with the" \ + ".hhp project file in $(BUILDDIR)/htmlhelp." + +qthelp: + $(SPHINXBUILD) -b qthelp $(ALLSPHINXOPTS) $(BUILDDIR)/qthelp + @echo + @echo "Build finished; now you can run "qcollectiongenerator" with the" \ + ".qhcp project file in $(BUILDDIR)/qthelp, like this:" + @echo "# qcollectiongenerator $(BUILDDIR)/qthelp/HC.qhcp" + @echo "To view the help file:" + @echo "# assistant -collectionFile $(BUILDDIR)/qthelp/HC.qhc" + +applehelp: + $(SPHINXBUILD) -b applehelp $(ALLSPHINXOPTS) $(BUILDDIR)/applehelp + @echo + @echo "Build finished. The help book is in $(BUILDDIR)/applehelp." + @echo "N.B. You won't be able to view it unless you put it in" \ + "~/Library/Documentation/Help or install it in your application" \ + "bundle." + +devhelp: + $(SPHINXBUILD) -b devhelp $(ALLSPHINXOPTS) $(BUILDDIR)/devhelp + @echo + @echo "Build finished." + @echo "To view the help file:" + @echo "# mkdir -p $$HOME/.local/share/devhelp/HC" + @echo "# ln -s $(BUILDDIR)/devhelp $$HOME/.local/share/devhelp/HC" + @echo "# devhelp" + +epub: + $(SPHINXBUILD) -b epub $(ALLSPHINXOPTS) $(BUILDDIR)/epub + @echo + @echo "Build finished. The epub file is in $(BUILDDIR)/epub." + +latex: + $(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex + @echo + @echo "Build finished; the LaTeX files are in $(BUILDDIR)/latex." + @echo "Run \`make' in that directory to run these through (pdf)latex" \ + "(use \`make latexpdf' here to do that automatically)." + +latexpdf: + $(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex + @echo "Running LaTeX files through pdflatex..." + $(MAKE) -C $(BUILDDIR)/latex all-pdf + @echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex." + +latexpdfja: + $(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex + @echo "Running LaTeX files through platex and dvipdfmx..." + $(MAKE) -C $(BUILDDIR)/latex all-pdf-ja + @echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex." + +text: + $(SPHINXBUILD) -b text $(ALLSPHINXOPTS) $(BUILDDIR)/text + @echo + @echo "Build finished. The text files are in $(BUILDDIR)/text." + +man: + $(SPHINXBUILD) -b man $(ALLSPHINXOPTS) $(BUILDDIR)/man + @echo + @echo "Build finished. The manual pages are in $(BUILDDIR)/man." + +texinfo: + $(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo + @echo + @echo "Build finished. The Texinfo files are in $(BUILDDIR)/texinfo." + @echo "Run \`make' in that directory to run these through makeinfo" \ + "(use \`make info' here to do that automatically)." + +info: + $(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo + @echo "Running Texinfo files through makeinfo..." + make -C $(BUILDDIR)/texinfo info + @echo "makeinfo finished; the Info files are in $(BUILDDIR)/texinfo." + +gettext: + $(SPHINXBUILD) -b gettext $(I18NSPHINXOPTS) $(BUILDDIR)/locale + @echo + @echo "Build finished. The message catalogs are in $(BUILDDIR)/locale." + +changes: + $(SPHINXBUILD) -b changes $(ALLSPHINXOPTS) $(BUILDDIR)/changes + @echo + @echo "The overview file is in $(BUILDDIR)/changes." + +linkcheck: + $(SPHINXBUILD) -b linkcheck $(ALLSPHINXOPTS) $(BUILDDIR)/linkcheck + @echo + @echo "Link check complete; look for any errors in the above output " \ + "or in $(BUILDDIR)/linkcheck/output.txt." + +doctest: + $(SPHINXBUILD) -b doctest $(ALLSPHINXOPTS) $(BUILDDIR)/doctest + @echo "Testing of doctests in the sources finished, look at the " \ + "results in $(BUILDDIR)/doctest/output.txt." + +coverage: + $(SPHINXBUILD) -b coverage $(ALLSPHINXOPTS) $(BUILDDIR)/coverage + @echo "Testing of coverage in the sources finished, look at the " \ + "results in $(BUILDDIR)/coverage/python.txt." + +xml: + $(SPHINXBUILD) -b xml $(ALLSPHINXOPTS) $(BUILDDIR)/xml + @echo + @echo "Build finished. The XML files are in $(BUILDDIR)/xml." + +pseudoxml: + $(SPHINXBUILD) -b pseudoxml $(ALLSPHINXOPTS) $(BUILDDIR)/pseudoxml + @echo + @echo "Build finished. The pseudo-XML files are in $(BUILDDIR)/pseudoxml." diff --git a/docs/Polygon.rst b/docs/Polygon.rst new file mode 100644 index 0000000..3522f15 --- /dev/null +++ b/docs/Polygon.rst @@ -0,0 +1,213 @@ +HC.polygon +============== + +:: + + polygon = require 'HC.polygon' + +Polygon class with some handy algorithms. Does not provide collision detection +- this functionality is provided by :func:`newPolygonShape` instead. + +.. class:: Polygon(x1,y1, ..., xn,yn) + + :param numbers x1,y1, ..., xn,yn: The corners of the polygon. At least three corners are needed. + :returns: The polygon object. + +Construct a polygon. + +At least three points that are not collinear (i.e. not lying on a straight +line) are needed to construct the polygon. If there are collinear points, these +points will be removed. The shape of the polygon is not changed. + +.. note:: + The syntax depends on used class system. The shown syntax works when using + the bundled `hump.class `_ or + `slither `_. + +**Example**:: + + Polygon = require 'HC.polygon' + poly = Polygon(10,10, 40,50, 70,10, 40,30) + + +.. function:: Polygon:unpack() + + :returns: ``x1,y1, ..., xn,yn`` - The vertices of the polygon. + +Get the polygon's vertices. Useful for drawing with ``love.graphics.polygon()``. + +**Example**:: + + love.graphics.draw('line', poly:unpack()) + + +.. function:: Polygon:clone() + + :returns: A copy of the polygon. + +Get a copy of the polygon. + +.. note:: + Since Lua uses references when simply assigning an existing polygon to a + variable, unexpected things can happen when operating on the variable. Consider + this code:: + + p1 = Polygon(10,10, 40,50, 70,10, 40,30) + p2 = p1 -- p2 is a reference + p3 = p1:clone() -- p3 is a clone + p2:rotate(math.pi) -- p1 will be rotated, too! + p3:rotate(-math.pi) -- only p3 will be rotated + +**Example**:: + + copy = poly:clone() + copy:move(10,20) + + +.. function:: Polygon:bbox() + + :returns: ``x1, y1, x2, y2`` - Corners of the counding box. + +Get axis aligned bounding box. +``x1, y1`` defines the upper left corner, while ``x2, y2`` define the lower +right corner. + +**Example**:: + + x1,y1,x2,y2 = poly:bbox() + -- draw bounding box + love.graphics.rectangle('line', x1,y2, x2-x1, y2-y1) + + +.. function:: Polygon:isConvex() + + :returns: ``true`` if the polygon is convex, ``false`` otherwise. + +Test if a polygon is convex, i.e. a line line between any two points inside the +polygon will lie in the interior of the polygon. + +**Example**:: + + -- split into convex sub polygons + if not poly:isConvex() then + list = poly:splitConvex() + else + list = {poly:clone()} + end + + +.. function:: Polygon:move(x,y) + + :param numbers x, y: Coordinates of the direction to move. + +Move a polygon in a direction.. + +**Example**:: + + poly:move(10,-5) -- move 10 units right and 5 units up + + +.. function:: Polygon:rotate(angle[, cx, cy]) + + :param number angle: The angle to rotate in radians. + :param numbers cx, cy: The rotation center (optional). + +Rotate the polygon. You can define a rotation center. If it is omitted, the +polygon will be rotated around it's centroid. + +**Example**:: + + p1:rotate(math.pi/2) -- rotate p1 by 90° around it's center + p2:rotate(math.pi/4, 100,100) -- rotate p2 by 45° around the point 100,100 + + +.. function:: Polygon:triangulate() + + :returns: ``table`` of Polygons: Triangles that the polygon is composed of. + +Split the polygon into triangles. + +**Example**:: + + triangles = poly:triangulate() + for i,triangle in ipairs(triangles) do + triangles.move(math.random(5,10), math.random(5,10)) + end + + +.. function:: Polygon:splitConvex() + + :returns: ``table`` of Polygons: Convex polygons that form the original polygon. + +Split the polygon into convex sub polygons. + +**Example**:: + + convex = concave_polygon:splitConvex() + function love.draw() + for i,poly in ipairs(convex) do + love.graphics.polygon('fill', poly:unpack()) + end + end + + +.. function:: Polygon:mergedWith(other) + + :param Polygon other: The polygon to merge with. + :returns: The merged polygon, or nil if the two polygons don't share an edge. + +Create a merged polygon of two polygons **if, and only if** the two polygons +share one complete edge. If the polygons share more than one edge, the result +may be erroneous. + +This function does not change either polygon, but rather creates a new one. + +**Example**:: + + merged = p1:mergedWith(p2) + + +.. function:: Polygon:contains(x, y) + + :param numbers x, y: Point to test. + :returns: ``true`` if ``x,y`` lies in the interior of the polygon. + +Test if the polygon contains a given point. + +**Example**:: + + if button:contains(love.mouse.getPosition()) then + button:setHovered(true) + end + + +.. function:: Polygon:intersectionsWithRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: Table of ray parameters. + +Test if the polygon intersects the given ray. +The ray parameters of the intersections are returned as a table. +The position of the intersections can be computed as +``(x,y) + ray_parameter * (dx, dy)``. + + +.. function:: Polygon:intersectsRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: ``intersects, ray_parameter`` - intersection indicator and ray paremter. + +Test if the polygon intersects a ray. +If the shape intersects the ray, the point of intersection can be computed by +``(x,y) + ray_parameter * (dx, dy)``. + + +**Example**:: + + if poly:intersectsRay(400,300, dx,dy) then + love.graphics.setLine(2) -- highlight polygon + end + + diff --git a/docs/Shapes.rst b/docs/Shapes.rst new file mode 100644 index 0000000..e0d46b5 --- /dev/null +++ b/docs/Shapes.rst @@ -0,0 +1,303 @@ +HC.shapes +========= + +:: + + shapes = require 'HC.shapes' + +Shape classes with collision detection methods. + +This module defines methods to move, rotate and draw shapes created with the +main module. + +As each shape is at it's core a Lua table, you can attach values and add +functions to it. Be careful not to use keys that name a function or start with +an underscore, e.g. `move` or `_rotation`, since these are used internally. +Everything else is fine. + +If you don't want to use the full blown module, you can still use these classes +to test for colliding shapes. +This may be useful for scenes where the shapes don't move very much and only +few collisions are of interest - for example graphical user interfaces. + + +.. _shape-baseclass: + +Base Class +---------- + +.. class:: Shape(type) + + :param any type: Arbitrary type identifier of the shape's type. + +Base class for all shapes. All shapes must conform to the interface defined below. + +.. function:: Shape:move(dx, dy) + + :param numbers dx,dy: Coordinates to move the shape by. + +Move the shape *by* some distance. + +**Example**:: + + circle:move(10, 15) -- move the circle 10 units right and 15 units down. + + +.. function:: Shape:moveTo(x, y) + + :param numbers x,y: Coordinates to move the shape to. + +Move the shape *to* some point. Most shapes will be *centered* on the point +``(x,y)``. + +.. note:: + Equivalent to:: + + local cx,cy = shape:center() + shape:move(x-cx, y-cy) + +**Example**:: + + local x,y = love.mouse.getPosition() + circle:moveTo(x, y) -- move the circle with the mouse + + +.. function:: Shape:center() + + :returns: ``x, y`` - The center of the shape. + +Get the shape's center. + +**Example**:: + + local cx, cy = circle:center() + print("Circle at:", cx, cy) + +.. function:: Shape:rotate(angle[, cx, cy]) + + :param number angle: Amount of rotation in radians. + :param numbers cx, cy: Rotation center; defaults to the shape's center if omitted (optional). + +Rotate the shape *by* some angle. A rotation center can be specified. If no +center is given, rotate around the center of the shape. + +**Example**:: + + rectangle:rotate(math.pi/4) + + +.. function:: Shape:setRotation(angle[, cx, cy]) + + :param number angle: Amount of rotation in radians. + :param numbers cx, cy: Rotation center; defaults to the shape's center if omitted (optional). + +Set the rotation of a shape. A rotation center can be specified. If no center +is given, rotate around the center of the shape. + +.. note:: + Equivalent to:: + + shape:rotate(angle - shape.rotation(), cx,cy) + +**Example**:: + + rectangle:setRotation(math.pi, 100,100) + + +.. function:: Shape:rotation() + + :returns: The shape's rotation in radians. + +Get the rotation of the shape in radians. + + +.. function:: Shape:scale(s) + + :param number s: Scale factor; must be > 0. + +Scale the shape relative to it's center. + +.. note:: + + There is no way to query the scale of a shape. + +**Example**:: + + circle:scale(2) -- double the size + + +.. function:: Shape:outcircle() + + :returns: ``x, y, r`` - Parameters of the outcircle. + +Get parameters of a circle that fully encloses the shape. + +**Example**:: + + if player:hasShield() then + love.graphics.circle('line', player:outcircle()) + end + +.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. + +.. function:: Shape:bbox() + + :returns: ``x1, y1, x2, y2`` - Corners of the counding box. + +Get axis aligned bounding box. +``x1, y1`` defines the upper left corner, while ``x2, y2`` define the lower +right corner. + +**Example**:: + + -- draw bounding box + local x1,y1, x2,y2 = shape:bbox() + love.graphics.rectangle('line', x1,y1, x2-x1,y2-y1) + + +.. function:: Shape:draw(mode) + + :param DrawMode mode: How to draw the shape. Either 'line' or 'fill'. + +Draw the shape either filled or as outline. Mostly for debug-purposes. + +**Example**:: + + circle:draw('fill') + +.. function:: Shape:support(dx,dy) + + :param numbers dx, dy: Search direction. + :returns: The furthest vertex in direction `dx, dy`. + +Get furthest vertex of the shape with respect to the direction ``dx, dy``. + +Used in the collision detection algorithm, but may be useful for other things - +e.g. lighting - too. + +**Example**:: + + -- get vertices that produce a shadow volume + local x1,y1 = circle:support(lx, ly) + local x2,y2 = circle:support(-lx, -ly) + + +.. function:: Shape:collidesWith(other) + + :param Shape other: Test for collision with this shape. + :returns: ``collide, dx, dy`` - Collision indicator and separating vector. + +Test if two shapes collide. + +The separating vector ``dx, dy`` will only be defined if ``collide`` is ``true``. +If defined, the separating vector will point in the direction of ``other``, +i.e. ``dx, dy`` is the direction and magnitude to move ``other`` so that the +shapes do not collide anymore. + +**Example**:: + + if circle:collidesWith(rectangle) then + print("collision detected!") + end + + +.. function:: Shape:contains(x, y) + + :param numbers x, y: Point to test. + :returns: ``true`` if ``x,y`` lies in the interior of the shape. + +Test if the shape contains a given point. + +**Example**:: + + if unit.shape:contains(love.mouse.getPosition) then + unit:setHovered(true) + end + + +.. function:: Shape:intersectionsWithRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: Table of ray parameters. + +Test if the shape intersects the given ray. +The ray parameters of the intersections are returned as a table. +The position of the intersections can be computed as +``(x,y) + ray_parameter * (dx, dy)``. + + +**Example**:: + + local ts = player:intersectionsWithRay(x,y, dx,dy) + for _, t in ipairs(t) do + -- find point of intersection + local vx,vy = vector.add(x, y, vector.mul(t, dx, dy)) + player:addMark(vx,vy) + end + + +.. function:: Shape:intersectsRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: ``intersects, ray_parameter`` - intersection indicator and ray paremter. + +Test if the shape intersects the given ray. +If the shape intersects the ray, the point of intersection can be computed by +``(x,y) + ray_parameter * (dx, dy)``. + + +**Example**:: + + local intersecting, t = player:intersectsRay(x,y, dx,dy) + if intersecting then + -- find point of intersection + local vx,vy = vector.add(x, y, vector.mul(t, dx, dy)) + player:addMark(vx,vy) + end + + + +.. _custom-shapes: + +Custom Shapes +------------- + +Custom shapes must implement at least the following methods (as defined above) + +- :func:`Shape:move` +- :func:`Shape:rotate` +- :func:`Shape:scale` +- :func:`Shape:bbox` +- :func:`Shape:collidesWith` + + +.. _builtin-shapes: + +Built-in Shapes +--------------- + +.. class:: ConcavePolygonShape + +.. class:: ConvexPolygonShape + +.. class:: CircleShape + +.. class:: PointShape + +.. function:: newPolygonShape(...) + + :param numbers ...: Vertices of the :class:`Polygon`. + :returns: :class:`ConcavePolygonShape` or :class:`ConvexPolygonShape`. + +.. function:: newCircleShape(cx, cy, radius) + + :param numbers cx,cy: Center of the circle. + :param number radius: Radius of the circle. + :returns: :class:`CircleShape`. + +.. function:: newPointShape + + :param numbers x, y: Position of the point. + :returns: :class:`PointShape`. diff --git a/docs/SpatialHash.rst b/docs/SpatialHash.rst new file mode 100644 index 0000000..d68b747 --- /dev/null +++ b/docs/SpatialHash.rst @@ -0,0 +1,164 @@ +HC.spatialhash +============== + +:: + + spatialhash = require 'HC.spatialhash' + +A spatial hash implementation that supports scenes of arbitrary size. The hash +is sparse, which means that cells will only be created when needed. + + +.. class:: Spatialhash([cellsize = 100]) + + :param number cellsize: Width and height of a cell (optional). + +Create a new spatial hash with a given cell size. + +Choosing a good cell size depends on your application. To get a decent speedup, +the average cell should not contain too many objects, nor should a single +object occupy too many cells. A good rule of thumb is to choose the cell size +so that the average object will occupy only one cell. + +.. note:: + The syntax depends on used class system. The shown syntax works when using + the bundled `hump.class `_ or + `slither `_. + +**Example**:: + + Spatialhash = require 'hardoncollider.spatialhash' + hash = Spatialhash(150) + + +.. function:: Spatialhash:cellCoords(x,y) + + :param numbers x, y: The position to query. + :returns: Coordinates of the cell which would contain ``x,y``. + +Get coordinates of a given value, i.e. the cell index in which a given point +would be placed. + +**Example**:: + + local mx,my = love.mouse.getPosition() + cx, cy = hash:cellCoords(mx, my) + + +.. function:: Spatialhash:cell(i,k) + + :param numbers i, k: The cell index. + :returns: Set of objects contained in the cell. + +Get the cell with given coordinates. + +A cell is a table which's keys and value are the objects stored in the cell, +i.e.:: + + cell = { + [obj1] = obj1, + [obj2] = obj2, + ... + } + +You can iterate over the objects in a cell using ``pairs()``:: + + for object in pairs(cell) do stuff(object) end + +**Example**:: + + local mx,my = love.mouse.getPosition() + cx, cy = hash:cellCoords(mx, my) + cell = hash:cell(cx, cy) + + +.. function:: Spatialhash:cellAt(x,y) + + :param numbers x, y: The position to query. + :returns: Set of objects contained in the cell. + +Get the cell that contains point x,y. + +Same as ``hash:cell(hash:cellCoords(x,y))`` + +**Example**:: + + local mx,my = love.mouse.getPosition() + cell = hash:cellAt(mx, my) + + +.. function:: Spatialhash:shapes() + + :returns: Set of all shapes in the hash. + +Get *all* shapes that are recorded in the hash. + + +.. function:: Spatialhash:inSameCells(x1,y1, x2,y2) + + :param numbers x1,y1: Upper left corner of the query bounding box. + :param numbers x2,y2: Lower right corner of the query bounding box. + :returns: Set of all shapes in the same cell as the bbox. + +Get the shapes that are in the same cell as the defined bounding box. + + +.. function:: Spatialhash:register(obj, x1,y1, x2,y2) + + :param mixed obj: Object to place in the hash. It can be of any type except `nil`. + :param numbers x1,y1: Upper left corner of the bounding box. + :param numbers x2,y2: Lower right corner of the bounding box. + +Insert an object into the hash using a given bounding box. + +**Example**:: + + hash:register(shape, shape:bbox()) + + +.. function:: Spatialhash:remove(obj[, x1,y1[, x2,y2]]) + + :param mixed obj: The object to delete + :param numbers x1,y1: Upper left corner of the bounding box (optional). + :param numbers x2,y2: Lower right corner of the bounding box (optional). + +Remove an object from the hash using a bounding box. + +If no bounding box is given, search the whole hash to delete the object. + +**Example**:: + + hash:remove(shape, shape:bbox()) + hash:remove(object_with_unknown_position) + + +.. function:: Spatialhash:update(obj, x1,y1, x2,y2, x3,y3, x4,y4) + + :param mixed obj: The object to be updated. + :param numbers x1,y1: Upper left corner of the bounding box before the object was moved. + :param numbers x2,y2: Lower right corner of the bounding box before the object was moved. + :param numbers x3,y3: Upper left corner of the bounding box after the object was moved. + :param numbers x4,y4: Lower right corner of the bounding box after the object was moved. + +Update an objects position given the old bounding box and the new bounding box. + +**Example**:: + + hash:update(shape, -100,-30, 0,60, -100,-70, 0,20) + + +.. function:: Spatialhash:draw(draw_mode[, show_empty = true[, print_key = false]]) + + :param string draw_mode: Either 'fill' or 'line'. See the LÖVE wiki. + :param boolean show_empty: Wether to draw empty cells (optional). + :param boolean print_key: Wether to print cell coordinates (optional). + +Draw hash cells on the screen, mostly for debug purposes + +**Example**:: + + love.graphics.setColor(160,140,100,100) + hash:draw('line', true, true) + hash:draw('fill', false) + + diff --git a/docs/Vector.rst b/docs/Vector.rst new file mode 100644 index 0000000..cf20870 --- /dev/null +++ b/docs/Vector.rst @@ -0,0 +1,8 @@ +HC.vector +========= + +:: + + vector = require 'HC.vector' + +See ``hump.vector_light``. diff --git a/docs/conf.py b/docs/conf.py new file mode 100644 index 0000000..7a4eca9 --- /dev/null +++ b/docs/conf.py @@ -0,0 +1,296 @@ +# -*- coding: utf-8 -*- +# +# HC documentation build configuration file, created by +# sphinx-quickstart on Thu Oct 8 20:31:43 2015. +# +# This file is execfile()d with the current directory set to its +# containing dir. +# +# Note that not all possible configuration values are present in this +# autogenerated file. +# +# All configuration values have a default; values that are commented out +# serve to show the default. + +import sys +import os +import shlex + +# If extensions (or modules to document with autodoc) are in another directory, +# add these directories to sys.path here. If the directory is relative to the +# documentation root, use os.path.abspath to make it absolute, like shown here. +#sys.path.insert(0, os.path.abspath('.')) + +# -- General configuration ------------------------------------------------ + +# If your documentation needs a minimal Sphinx version, state it here. +#needs_sphinx = '1.0' + +# Add any Sphinx extension module names here, as strings. They can be +# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom +# ones. +extensions = [ + 'sphinx.ext.mathjax', +] + +# Add any paths that contain templates here, relative to this directory. +templates_path = ['_templates'] + +# The suffix(es) of source filenames. +# You can specify multiple suffix as a list of string: +# source_suffix = ['.rst', '.md'] +source_suffix = '.rst' + +# The encoding of source files. +#source_encoding = 'utf-8-sig' + +# The master toctree document. +master_doc = 'index' + +# General information about the project. +project = u'HC' +copyright = u'2015, Matthias Richter' +author = u'Matthias Richter' + +# The version info for the project you're documenting, acts as replacement for +# |version| and |release|, also used in various other places throughout the +# built documents. +# +# The short X.Y version. +version = '0.1' +# The full version, including alpha/beta/rc tags. +release = '0.1-1' + +# The language for content autogenerated by Sphinx. Refer to documentation +# for a list of supported languages. +# +# This is also used if you do content translation via gettext catalogs. +# Usually you set "language" from the command line for these cases. +language = None + +# There are two options for replacing |today|: either, you set today to some +# non-false value, then it is used: +#today = '' +# Else, today_fmt is used as the format for a strftime call. +#today_fmt = '%B %d, %Y' + +# List of patterns, relative to source directory, that match files and +# directories to ignore when looking for source files. +exclude_patterns = ['_build'] + +# The reST default role (used for this markup: `text`) to use for all +# documents. +#default_role = None + +# If true, '()' will be appended to :func: etc. cross-reference text. +#add_function_parentheses = True + +# If true, the current module name will be prepended to all description +# unit titles (such as .. function::). +#add_module_names = True + +# If true, sectionauthor and moduleauthor directives will be shown in the +# output. They are ignored by default. +#show_authors = False + +# The name of the Pygments (syntax highlighting) style to use. +pygments_style = 'sphinx' + +# A list of ignored prefixes for module index sorting. +#modindex_common_prefix = [] + +# If true, keep warnings as "system message" paragraphs in the built documents. +#keep_warnings = False + +# If true, `todo` and `todoList` produce output, else they produce nothing. +todo_include_todos = False + + +# -- Options for HTML output ---------------------------------------------- + +# The theme to use for HTML and HTML Help pages. See the documentation for +# a list of builtin themes. + +# Theme options are theme-specific and customize the look and feel of a theme +# further. For a list of options available for each theme, see the +# documentation. +#html_theme_options = {} + +# Add any paths that contain custom themes here, relative to this directory. + +# The name for this set of Sphinx documents. If None, it defaults to +# " v documentation". +#html_title = None + +# A shorter title for the navigation bar. Default is the same as html_title. +#html_short_title = None + +# The name of an image file (relative to this directory) to place at the top +# of the sidebar. +#html_logo = None + +# The name of an image file (within the static path) to use as favicon of the +# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32 +# pixels large. +#html_favicon = None + +# Add any paths that contain custom static files (such as style sheets) here, +# relative to this directory. They are copied after the builtin static files, +# so a file named "default.css" will overwrite the builtin "default.css". +html_static_path = ['_static'] + +# Add any extra paths that contain custom files (such as robots.txt or +# .htaccess) here, relative to this directory. These files are copied +# directly to the root of the documentation. +#html_extra_path = [] + +# If not '', a 'Last updated on:' timestamp is inserted at every page bottom, +# using the given strftime format. +#html_last_updated_fmt = '%b %d, %Y' + +# If true, SmartyPants will be used to convert quotes and dashes to +# typographically correct entities. +#html_use_smartypants = True + +# Custom sidebar templates, maps document names to template names. +#html_sidebars = {} + +# Additional templates that should be rendered to pages, maps page names to +# template names. +#html_additional_pages = {} + +# If false, no module index is generated. +#html_domain_indices = True + +# If false, no index is generated. +#html_use_index = True + +# If true, the index is split into individual pages for each letter. +#html_split_index = False + +# If true, links to the reST sources are added to the pages. +#html_show_sourcelink = True + +# If true, "Created using Sphinx" is shown in the HTML footer. Default is True. +#html_show_sphinx = True + +# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True. +#html_show_copyright = True + +# If true, an OpenSearch description file will be output, and all pages will +# contain a tag referring to it. The value of this option must be the +# base URL from which the finished HTML is served. +#html_use_opensearch = '' + +# This is the file name suffix for HTML files (e.g. ".xhtml"). +#html_file_suffix = None + +# Language to be used for generating the HTML full-text search index. +# Sphinx supports the following languages: +# 'da', 'de', 'en', 'es', 'fi', 'fr', 'hu', 'it', 'ja' +# 'nl', 'no', 'pt', 'ro', 'ru', 'sv', 'tr' +#html_search_language = 'en' + +# A dictionary with options for the search language support, empty by default. +# Now only 'ja' uses this config value +#html_search_options = {'type': 'default'} + +# The name of a javascript file (relative to the configuration directory) that +# implements a search results scorer. If empty, the default will be used. +#html_search_scorer = 'scorer.js' + +# Output file base name for HTML help builder. +htmlhelp_basename = 'HCdoc' + +# -- Options for LaTeX output --------------------------------------------- + +latex_elements = { +# The paper size ('letterpaper' or 'a4paper'). +#'papersize': 'letterpaper', + +# The font size ('10pt', '11pt' or '12pt'). +#'pointsize': '10pt', + +# Additional stuff for the LaTeX preamble. +#'preamble': '', + +# Latex figure (float) alignment +#'figure_align': 'htbp', +} + +# Grouping the document tree into LaTeX files. List of tuples +# (source start file, target name, title, +# author, documentclass [howto, manual, or own class]). +latex_documents = [ + (master_doc, 'HC.tex', u'HC Documentation', + u'Matthias Richter', 'manual'), +] + +# The name of an image file (relative to this directory) to place at the top of +# the title page. +#latex_logo = None + +# For "manual" documents, if this is true, then toplevel headings are parts, +# not chapters. +#latex_use_parts = False + +# If true, show page references after internal links. +#latex_show_pagerefs = False + +# If true, show URL addresses after external links. +#latex_show_urls = False + +# Documents to append as an appendix to all manuals. +#latex_appendices = [] + +# If false, no module index is generated. +#latex_domain_indices = True + + +# -- Options for manual page output --------------------------------------- + +# One entry per manual page. List of tuples +# (source start file, name, description, authors, manual section). +man_pages = [ + (master_doc, 'hc', u'HC Documentation', + [author], 1) +] + +# If true, show URL addresses after external links. +#man_show_urls = False + + +# -- Options for Texinfo output ------------------------------------------- + +# Grouping the document tree into Texinfo files. List of tuples +# (source start file, target name, title, author, +# dir menu entry, description, category) +texinfo_documents = [ + (master_doc, 'HC', u'HC Documentation', + author, 'HC', 'One line description of project.', + 'Miscellaneous'), +] + +# Documents to append as an appendix to all manuals. +#texinfo_appendices = [] + +# If false, no module index is generated. +#texinfo_domain_indices = True + +# How to display URL addresses: 'footnote', 'no', or 'inline'. +#texinfo_show_urls = 'footnote' + +# If true, do not generate a @detailmenu in the "Top" node's menu. +#texinfo_no_detailmenu = False + + +primary_domain = "js" +highlight_language = "lua" + +import sphinx_rtd_theme +html_theme = 'sphinx_rtd_theme' +html_theme_path = [sphinx_rtd_theme.get_html_theme_path()] + +#import sphinx_bootstrap_theme +#html_theme = 'bootstrap' +#html_theme_path = sphinx_bootstrap_theme.get_html_theme_path() diff --git a/docs/index.rst b/docs/index.rst new file mode 100644 index 0000000..3740119 --- /dev/null +++ b/docs/index.rst @@ -0,0 +1,115 @@ +.. HC documentation master file, created by + sphinx-quickstart on Thu Oct 8 20:31:43 2015. + You can adapt this file completely to your liking, but it should at least + contain the root `toctree` directive. + +HC - General purpose collision detection with LÖVE_ +=================================================== + +HC is a Lua module to simplify one important aspect in computer games: +Collision detection. + +It can detect collisions between arbitrary positioned and rotated shapes. +Built-in shapes are points, circles and polygons. +Any non-intersecting polygons are supported, even concave ones. +You can add other types of shapes if you need them. + +The main interface is simple: + +- Define collision callbacks, +- Add shapes to the scene and +- Update HC every frame. + +First steps +----------- + +This is an example on how to use HC. One shape will stick to the mouse +position, while the other will stay in the same place:: + + HC = require 'HC' + + -- array to hold collision messages + local text = {} + + function love.load() + -- add a rectangle to the scene + rect = HC.rectangle(200,400,400,20) + + -- add a circle to the scene + mouse = HC.circle(400,300,20) + mouse:moveTo(love.mouse.getPosition()) + end + + function love.update(dt) + -- move circle to mouse position + mouse:moveTo(love.mouse.getPosition()) + + -- rotate rectangle + rect:rotate(dt) + + -- check for collisions + for shape, delta in pairs(HC.collisions(mouse)) do + text[#text+1] = string.format("Colliding. Separating vector = (%s,%s)", + delta.x, delta.y) + end + + while #text > 40 do + table.remove(text, 1) + end + end + + function love.draw() + -- print messages + for i = 1,#text do + love.graphics.setColor(255,255,255, 255 - (i-1) * 6) + love.graphics.print(text[#text - (i-1)], 10, i * 15) + end + + -- shapes can be drawn to the screen + love.graphics.setColor(255,255,255) + rect:draw('fill') + mouse:draw('fill') + end + + +Get HC +------ + +You can download the latest packaged version as `zip `_- or `tar `_-archive directly +from github_. + +You can also have a look at the sourcecode online `here `_. + +If you use the Git command line client, you can clone the repository by +running:: + + git clone git://github.com/vrld/HC.git + +Once done, you can check for updates by running:: + + git pull + +from inside the directory. + + +Read on +------- + +.. toctree:: + :maxdepth: 2 + + reference + tutorial + license + + +Indices and tables +^^^^^^^^^^^^^^^^^^ + +* :ref:`genindex` +* :ref:`modindex` +* :ref:`search` + + +.. _LÖVE: http://love2d.org +.. _github: https://github.com diff --git a/docs/license.rst b/docs/license.rst new file mode 100644 index 0000000..9ad08e0 --- /dev/null +++ b/docs/license.rst @@ -0,0 +1,26 @@ +License +======= + +Copyright (c) 2011-2015 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/docs/reference.rst b/docs/reference.rst new file mode 100644 index 0000000..cad5c21 --- /dev/null +++ b/docs/reference.rst @@ -0,0 +1,16 @@ +Reference +========= + +HC is composed of several parts. Most of the time, you will only have to deal +with the main module and the `Shapes` sub-module, but the other modules are +at your disposal if you need them. + +.. toctree:: + :maxdepth: 2 + + HC + HC.shapes + HC.polygon + HC.spatialhash + HC.vector + HC.class diff --git a/docs/tutorial.rst b/docs/tutorial.rst new file mode 100644 index 0000000..76f295a --- /dev/null +++ b/docs/tutorial.rst @@ -0,0 +1,4 @@ +Tutorial +======== + +To be rewritten.