<> <> <> <> <<>> DIRECTORY Cubic2, CubicPaths, GGSegmentTypes, Polynomial, Vector2; GGCubic2: CEDAR DEFINITIONS = BEGIN Bezier: TYPE = Cubic2.Bezier; BezierRef: TYPE = REF Bezier; Path: TYPE = CubicPaths.Path; ShortRealRootRec: TYPE = Polynomial.ShortRealRootRec; VEC: TYPE = Vector2.VEC; ClosestPointSubdivide: PROC[pt: VEC, path: Path, epsilon: REAL, tolerance: REAL _ 9999.0] RETURNS [closest: VEC, success: BOOL]; <> CheapRealRootsInInterval: PROC [poly: Polynomial.Ref, lo, hi: REAL] RETURNS [roots: ShortRealRootRec]; <> PairSequence: TYPE ~ GGSegmentTypes.PairSequence; AsPolyline: PROC [bezier: Bezier, tolerance: REAL] RETURNS [polyline: PairSequence]; <> <<>> END.