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authorBruce Hill <bruce@bruce-hill.com>2024-09-15 17:50:43 -0400
committerBruce Hill <bruce@bruce-hill.com>2024-09-15 17:50:43 -0400
commit8b512adbbcf62f49b3e92410e643c86f2e70908a (patch)
treeb3f5e08c6589bc7c00e2a089fbe5304cb60d742a /examples/vectors.tm
parent3d1a102a8d8425b8f4a08b78c77ee4b38f6de55b (diff)
Move each example to its own folder
Diffstat (limited to 'examples/vectors.tm')
-rw-r--r--examples/vectors.tm119
1 files changed, 0 insertions, 119 deletions
diff --git a/examples/vectors.tm b/examples/vectors.tm
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-# 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)
- func norm(v:Vec2; inline)->Vec2:
- if v.x == 0 and v.y == 0:
- return v
- len := v:length()
- return Vec2(v.x/len, v.y/len)
- func mix(a,b:Vec2, amount:Num)->Vec2:
- return Vec2(
- amount:mix(a.x, b.x),
- amount:mix(a.y, b.y),
- )
-
-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()
- func norm(v:Vec3; inline)->Vec3:
- if v.x == 0 and v.y == 0 and v.z == 0:
- return v
- len := v:length()
- return Vec3(v.x/len, v.y/len, v.z/len)
- func mix(a,b:Vec3, amount:Num)->Vec3:
- return Vec3(
- amount:mix(a.x, b.x),
- amount:mix(a.y, b.y),
- amount:mix(a.z, b.z),
- )
-
-
-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
-