## General Features

• Pairwise intersections in 2D/3D between - Rays, Segments, Lines, Planes, Triangles, Quadii, Circles, Spheres, Rectangles, Boxes, Polygons, Cubic and Quadratic beziers
• Point inclusion test - Triangle, Rectangle, Circle, Quadix, Sphere and Convex\Concave Polygon region, In Circle and In Sphere
• Closest point from a point on - Segment, Line, Triangle, Quadix, Circle, Sphere and AABB
• Closest point on a circle/sphere from a 2D/3D segment or line
• Mirroring 2D/3D (reflection) about an axis or plane - Point, Segment, Line, Triangle, Quadix, circle, Sphere, Polygon
• Nonsymmetric mirroring 2D/3D (reflection) about an axis or plane - Point, Segment, Line, Triangle, Quadix, Circle, Sphere, Polygon
• Euclidean, Lay, Manhattan, Chebyshev and inverse Chebyshev pairwise distance - Rays, Segments, Lines, Planes, Triangles, Quadii, Circles, Spheres, Rectangles, Boxes, Cubic and Quadratic beziers
• Minkowski pairwise sum and differences between - Rays, Segments, Triangles, Quadii, Circles, Spheres, Rectangles, Boxes and Polygons
• Clipping of segments against - Rectangles, Triangles, Quadii, Boxes and Circles
• Area Calculation - Triangle, Quadix, Rectangle, Circle and Polygon
• Perimeter Calculation - Triangle, Quadix, Rectangle, Circle and Polygon
• Generate random points within - AABB, Triangle, Quadix, Circle, Pentagon, Hexagon, Heptagon and Octagon
• Projection along linear path - Point, Segment, Triangle, Quadix, Circle, Sphere and Polygon
• Axis aligned bounding boxes - Segments, Triangles, Quadii, Circles, Sphere and polygons
• Centering of 2D geometric primitives at a specified location
• 2D/3D Vector addition, subtraction, normalization, magnitude, dot product, cross product calculation
• 2D/3D Rotations, fast rotations, translations, scaling and shear
• Point of reflection
• Quadratic and Cubic Bezier curve creation (2D/3D)
• Quadratic and Cubic Bezier curve length calculation
• Polygon approximation of supported geometrical objects
• Conversions between Cartesian and Barycentric coordiante systems
• Orientation, Collinear, Coplanar Perpendicular and Parallel primitives
• Vertex and relative Cartesian angle calculation

## Algorithms

• Convex Hull - Graham scan, Jarvis march, Melkman
• Minimum Bounding Ball - Randomized, Ritter and naive
• Polygon Clipping - Sutherland Hodgman, Polygon reordering
• Polygon Triangulation - Ear Clipping Algorithm For Simple Polygons
• Statistical - Isotropic normalization, Covariance matrix, Eigen values and vectors
• Group Intersections - Naive pairwise intersections

## Special triangles, Circles and Centers

• Anticevian triangle
• Anticomplementary triangle
• Antipedal triangle
• Antipodal points
• Cevian triangle
• Circle tangent points
• Circle internal/inner tangent lines
• Circle outer tangent lines
• Circum-center
• Circum-circle
• Confined triangle median
• Contact triangle
• Cyclocevian conjugate
• Equilateral triangle
• Euler Line
• Excentral triangle
• Exmedian point
• External triangle bisector
• Extouch triangle
• Intouch triangle
• Feuerbach point and triangle
• Incentral triangle
• Incenter
• Inscribed circle
• Inner and outer napoleon triangles
• Inner and outer vecten triangles
• Inverse Point
• Inverse circle and sphere
• Isogonal conjugate
• Isosceles triangle
• Medial triangle
• Morley triangle
• Orthocenter
• Orthic triangle
• Pedal trianglepoint
• Perspectrix between 2D/3D triangles
• Symmedial triangle
• Symmedian point
• Torricelli point
• Trilateration
• Triangle median
• Triangle symmedian

and plenty more...

For an introduction on using Wykobi and basic computational geometry concepts have a review of the tutorial