# A math vector library for 2D and 3D vectors of Nums or Ints struct Vec2(x,y:Num): ZERO := Vec2(0, 0) func plus(a,b:Vec2; inline)->Vec2: return Vec2(a.x+b.x, a.y+b.y) func minus(a,b:Vec2; inline)->Vec2: return Vec2(a.x-b.x, a.y-b.y) func times(a,b:Vec2; inline)->Vec2: return Vec2(a.x*b.x, a.y*b.y) func dot(a,b:Vec2; inline)->Num: return (a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) func cross(a,b:Vec2; inline)->Num: return a.x*b.y - a.y*b.x func scaled_by(v:Vec2, k:Num; inline)->Vec2: return Vec2(v.x*k, v.y*k) func divided_by(v:Vec2, divisor:Num; inline)->Vec2: return Vec2(v.x/divisor, v.y/divisor) func length(v:Vec2; inline)->Num: return (v.x*v.x + v.y*v.y):sqrt() func dist(a,b:Vec2; inline)->Num: return a:minus(b):length() func angle(v:Vec2; inline)->Num: return Num.atan2(v.y, v.x) struct Vec3(x,y,z:Num): ZERO := Vec3(0, 0, 0) func plus(a,b:Vec3; inline)->Vec3: return Vec3(a.x+b.x, a.y+b.y, a.z+b.z) func minus(a,b:Vec3; inline)->Vec3: return Vec3(a.x-b.x, a.y-b.y, a.z-b.z) func times(a,b:Vec3; inline)->Vec3: return Vec3(a.x*b.x, a.y*b.y, a.z*b.z) func dot(a,b:Vec3; inline)->Num: return (a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) + (a.z-b.z)*(a.z-b.z) func cross(a,b:Vec3; inline)->Vec3: return Vec3(a.y*b.z - a.z-b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x) func scaled_by(v:Vec3, k:Num; inline)->Vec3: return Vec3(v.x*k, v.y*k, v.z*k) func divided_by(v:Vec3, divisor:Num; inline)->Vec3: return Vec3(v.x/divisor, v.y/divisor, v.z/divisor) func length(v:Vec3; inline)->Num: return (v.x*v.x + v.y*v.y + v.z*v.z):sqrt() func dist(a,b:Vec3; inline)->Num: return a:minus(b):length() struct IVec2(x,y:Int): ZERO := IVec2(0, 0) func plus(a,b:IVec2; inline)->IVec2: return IVec2(a.x+b.x, a.y+b.y) func minus(a,b:IVec2; inline)->IVec2: return IVec2(a.x-b.x, a.y-b.y) func times(a,b:IVec2; inline)->IVec2: return IVec2(a.x*b.x, a.y*b.y) func dot(a,b:IVec2; inline)->Int: return (a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) func cross(a,b:IVec2; inline)->Int: return a.x*b.y - a.y*b.x func scaled_by(v:IVec2, k:Int; inline)->IVec2: return IVec2(v.x*k, v.y*k) func divided_by(v:IVec2, divisor:Int; inline)->IVec2: return IVec2(v.x/divisor, v.y/divisor) func length(v:IVec2; inline)->Num: return Num.sqrt(v.x*v.x + v.y*v.y) func dist(a,b:IVec2; inline)->Num: return a:minus(b):length() func angle(v:IVec2; inline)->Num: return Num.atan2(v.y, v.x) struct IVec3(x,y,z:Int): ZERO := IVec3(0, 0, 0) func plus(a,b:IVec3; inline)->IVec3: return IVec3(a.x+b.x, a.y+b.y, a.z+b.z) func minus(a,b:IVec3; inline)->IVec3: return IVec3(a.x-b.x, a.y-b.y, a.z-b.z) func times(a,b:IVec3; inline)->IVec3: return IVec3(a.x*b.x, a.y*b.y, a.z*b.z) func dot(a,b:IVec3; inline)->Int: return (a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) + (a.z-b.z)*(a.z-b.z) func cross(a,b:IVec3; inline)->IVec3: return IVec3(a.y*b.z - a.z-b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x) func scaled_by(v:IVec3, k:Int; inline)->IVec3: return IVec3(v.x*k, v.y*k, v.z*k) func divided_by(v:IVec3, divisor:Int; inline)->IVec3: return IVec3(v.x/divisor, v.y/divisor, v.z/divisor) func length(v:IVec3; inline)->Num: return Num.sqrt(v.x*v.x + v.y*v.y + v.z*v.z) func dist(a,b:IVec3; inline)->Num: return a:minus(b):length() func main(): >> Vec2(10, 20) >> Vec2(10, 20) + Vec2(100, 100) = Vec2(x=110, y=120) >> Vec3(10, 20, 30) >> Vec2.ZERO >> Vec2.ZERO.x = 99 >> Vec2.ZERO