-- CGVector.mesa -- Last changed by Doug Wyatt, August 23, 1982 3:33 pm DIRECTORY GraphicsBasic USING [Vec]; CGVector: CEDAR DEFINITIONS = { Vec: TYPE = GraphicsBasic.Vec; -- Operations on Vecs Add: PROC[a: Vec, b: Vec] RETURNS[Vec] = INLINE { RETURN[[a.x+b.x,a.y+b.y]] }; Sub: PROC[a: Vec, b: Vec] RETURNS[Vec] = INLINE { RETURN[[a.x-b.x,a.y-b.y]] }; Neg: PROC[a: Vec] RETURNS[Vec] = INLINE { RETURN[[-a.x,-a.y]] }; Mul: PROC[a: Vec, s: REAL] RETURNS[Vec] = INLINE { RETURN[[a.x*s,a.y*s]] }; Div: PROC[a: Vec, s: REAL] RETURNS[Vec] = INLINE { RETURN[[a.x/s,a.y/s]] }; Ls: PROC[a: Vec, b: Vec] RETURNS[BOOLEAN] = INLINE { RETURN[a.x=b.x AND a.y>=b.y] }; Gr: PROC[a: Vec, b: Vec] RETURNS[BOOLEAN] = INLINE { RETURN[a.x>b.x AND a.y>b.y] }; Eq: PROC[a: Vec, b: Vec] RETURNS[BOOLEAN] = INLINE { RETURN[a=b] }; In: PROC[a: Vec, b: Vec, c: Vec] RETURNS[BOOLEAN] = INLINE { RETURN[a.x IN[b.x..c.x] AND a.y IN[b.y..c.y]] }; Min: PROC[a: Vec, b: Vec] RETURNS[Vec] = INLINE { RETURN[[MIN[a.x,b.x],MIN[a.y,b.y]]] }; Max: PROC[a: Vec, b: Vec] RETURNS[Vec] = INLINE { RETURN[[MAX[a.x,b.x],MAX[a.y,b.y]]] }; Dot: PROC[a: Vec, b: Vec] RETURNS[REAL] = INLINE { RETURN[a.x*b.x+a.y*b.y] }; Cross: PROC[a: Vec, b: Vec] RETURNS[REAL] = INLINE { RETURN[a.x*b.y-a.y*b.x] }; }.