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authorBruce Hill <bruce@bruce-hill.com>2024-09-05 15:41:04 -0400
committerBruce Hill <bruce@bruce-hill.com>2024-09-05 15:41:04 -0400
commit9f8abd5cd1a519acc8259f1a3be058c0767b7129 (patch)
treefe1a72de4785b6b15b2afdadee34a5ee36dc8e4c
parent72502b099bb80712877ea53cbb36e577e9dded2d (diff)
Add vectors to the examples
-rw-r--r--examples/README.md1
-rw-r--r--examples/vectors.tm99
2 files changed, 100 insertions, 0 deletions
diff --git a/examples/README.md b/examples/README.md
index 6b47e1a7..2b5234c0 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -1,4 +1,5 @@
# Example Programs
- [file.tm](file.tm): A file handling module.
+- [vectors.tm](vectors.tm): A math vector library.
- [wrap.tm](wrap.tm): A command-line program to wrap text.
diff --git a/examples/vectors.tm b/examples/vectors.tm
new file mode 100644
index 00000000..64aa3295
--- /dev/null
+++ b/examples/vectors.tm
@@ -0,0 +1,99 @@
+# 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
+