Workbench
Step through the engine's algorithms one frame at a time.
Geometry
- Loose — the tolerance surface Two tolerances, and the squared-distance trap between them.
- Point — position as a vector A point's coordinates, magnitude, angle and quarter turn.
- Transform — an affine map of a shape Six scalars move, scale, rotate, shear or flip the unit square.
- Intersect — where two segments cross Two segments, their parameter pair and the crossing of their lines.
- Polygon — vertices, area and containment A square, triangle or star with its area, closed path and probe.
- PlanarMap — welding and replication Two squares welded at their crossings, or one spoke copied six times.
- Faces — discovering and two-colouring a planar map A planar map's faces, coloured so faces sharing an edge differ.
- FillRegion — tiling a region with lattice translates A rectangle scanned row by row and filled with lattice cells.
Figures
- Star — the [n/d]s construction A chord and its rotated copies, mirrored into a symmetric unit.
- Rosette — Lee's key line and its rotated copies A blended key ray mirrored into a unit and replicated n times.
- Scale — the child unit scaled and clipped A child figure scaled out and clipped back to the unit n-gon.
- Connect — the solved scale A child scaled so its extended tip edges meet, with no s to choose.
- Radial — the symmetry ladder One unit copied n times under the ladder, and the map those copies coalesce into.