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| author | Bruce Hill <bruce@bruce-hill.com> | 2024-09-15 17:50:43 -0400 |
|---|---|---|
| committer | Bruce Hill <bruce@bruce-hill.com> | 2024-09-15 17:50:43 -0400 |
| commit | 8b512adbbcf62f49b3e92410e643c86f2e70908a (patch) | |
| tree | b3f5e08c6589bc7c00e2a089fbe5304cb60d742a /examples/vectors/vectors.tm | |
| parent | 3d1a102a8d8425b8f4a08b78c77ee4b38f6de55b (diff) | |
Move each example to its own folder
Diffstat (limited to 'examples/vectors/vectors.tm')
| -rw-r--r-- | examples/vectors/vectors.tm | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/examples/vectors/vectors.tm b/examples/vectors/vectors.tm new file mode 100644 index 00000000..8560f9df --- /dev/null +++ b/examples/vectors/vectors.tm @@ -0,0 +1,119 @@ +# 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 + |
