Computational geometry punishes sloppiness. Use integers where you can, decide on one epsilon and stick to it, and pick a single canonical orientation predicate — then never deviate from it.
Primitives
- Geometry Basics — points, epsilon, integer vs floating point
- Vectors
- Dot Product
- Cross Product
- Orientation Test
- Distances Between Objects
Lines, Segments, Circles
- Line Intersection
- Segment Intersection
- Circle-Line Intersection
- Circle-Circle Intersection
- Tangents
- Half-Plane Intersection
Polygons
- Polygon Area (Shoelace)
- Point in Polygon
- Pick’s Theorem
- Convex Hull · Graham Scan · Andrew’s Monotone Chain · Chan · Melkman
- Rotating Calipers
- Minkowski Sum