Geom2D.Mesa, from [Cedar]<CedarChest®>Top>BiScrollers.DF
Last Edited by: Spreitzer, June 9, 1985 12:56:37 pm PDT
some two dimensional geometry
DIRECTORY ImagerTransformation, Vector2;
Geom2D: CEDAR DEFINITIONS
IMPORTS ImagerTransformation, Vector2
= {
Singularity: SIGNAL;
Number: TYPE = REAL;
Vec: TYPE = Vector2.VEC --= RECORD[x, y: REAL]--;
VecList: TYPE = LIST OF Vec;
ZeroVec: Vec = [0, 0];
Line: TYPE = RECORD [from, to: Vec]; --directed line segment
Rect: TYPE = ImagerTransformation.Rectangle --= RECORD [x, y, w, h: REAL]--;
RectList: TYPE = LIST OF Rect;
ZeroRect: Rect = [0, 0, 0, 0];
Axis: TYPE = {X, Y};
Dir: TYPE = [-1..1];
Direction: TYPE = RECORD [axis: Axis, sgn: Dir];
Transform: TYPE = ImagerTransformation.Transformation;
Trans: TYPE = RECORD [dxdx, dydx, dxdy, dydy, dx, dy: Number];
dxdx dydx 0
dxdy dydy 0
dx dy 1
id: Transform;
posX: Direction = [X, 1];
negX: Direction = [X, -1];
posY: Direction = [Y, 1];
negY: Direction = [Y, -1];
ToTrans: PROC [tm: Transform] RETURNS [tn: Trans]
= INLINE {tn ← [dxdx: tm.a, dxdy: tm.b, dx: tm.c, dydx: tm.d, dydy: tm.e, dy: tm.f]};
FromTrans: PROC [tn: Trans] RETURNS [tm: Transform]
= INLINE {tm ← ImagerTransformation.Create[tn.dxdx, tn.dxdy, tn.dx, tn.dydx, tn.dydy, tn.dy]};
Project: PROC [Vec, Vec] RETURNS [Vec];
Displace: PROC [Vec, Rect] RETURNS [Rect];
DirectionOf: PROC [Vec] RETURNS [Direction];
LineRect: PROC [Line] RETURNS [Rect];
BloatVec: PROC [Vec, Number] RETURNS [Rect];
BloatRect: PROC [Rect, Number] RETURNS [Rect];
BloatLine: PROC [Line, Number] RETURNS [Rect];
UnitNormalToward: PROC [Line, Vec] RETURNS [Vec];
Parallel: PROC [Vec, Vec] RETURNS [BOOLEAN]; --cross product = 0
In: PROC [Vec, Rect] RETURNS [BOOLEAN];
SweepRects: PROC [Rect, Rect] RETURNS [Rect];
UpdateRects: PROC [Rect, Rect] RETURNS [Rect]; --mbb of both--
UpdateFRect: PROC [Rect, FRect] RETURNS [FRect];
FRect: TYPE = RECORD [defined: BOOLEANFALSE, r: Rect ← ZeroRect];
ExtremaOfRect: PROC [r: Rect, n: Vec] RETURNS [min, max: Vec];
RotateBy90s: PROC [Transform, INTEGER] RETURNS [Transform];
Append counterclockwise rotation this number of steps.
MapVecs: PROC [Transform, VecList] RETURNS [VecList];
MapRects: PROC [Transform, RectList] RETURNS [RectList];
ExtremaRec: TYPE = RECORD [minD, maxD: Number, minV, maxV: Vec];
StartExtreme: PROC [n, v: Vec] RETURNS [ExtremaRec] = INLINE
{d: Number ← n.Dot[v];
RETURN [[d, d, v, v]]};
Extreme: PROC [n, v: Vec, e: ExtremaRec] RETURNS [ExtremaRec] = INLINE {
d: Number ← n.Dot[v];
IF d < e.minD THEN RETURN [[d, e.maxD, v, e.maxV]]
ELSE IF d > e.maxD THEN RETURN [[e.minD, d, e.minV, v]]
ELSE RETURN [e]};
}.