diff options
Diffstat (limited to 'examples/vectors/vectors.tm')
| -rw-r--r-- | examples/vectors/vectors.tm | 108 |
1 files changed, 54 insertions, 54 deletions
diff --git a/examples/vectors/vectors.tm b/examples/vectors/vectors.tm index 42ada614..1fd0c4fa 100644 --- a/examples/vectors/vectors.tm +++ b/examples/vectors/vectors.tm @@ -1,72 +1,72 @@ # A math vector library for 2D and 3D vectors of Nums or Ints -struct Vec2(x,y:Num): +struct Vec2(x,y:Num) ZERO := Vec2(0, 0) - func plus(a,b:Vec2->Vec2; inline): + func plus(a,b:Vec2->Vec2; inline) return Vec2(a.x+b.x, a.y+b.y) - func minus(a,b:Vec2->Vec2; inline): + func minus(a,b:Vec2->Vec2; inline) return Vec2(a.x-b.x, a.y-b.y) - func times(a,b:Vec2->Vec2; inline): + func times(a,b:Vec2->Vec2; inline) return Vec2(a.x*b.x, a.y*b.y) - func negative(v:Vec2->Vec2; inline): + func negative(v:Vec2->Vec2; inline) return Vec2(-v.x, -v.y) - func dot(a,b:Vec2->Num; inline): + func dot(a,b:Vec2->Num; inline) return (a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) - func cross(a,b:Vec2->Num; inline): + func cross(a,b:Vec2->Num; inline) return a.x*b.y - a.y*b.x - func scaled_by(v:Vec2, k:Num->Vec2; inline): + func scaled_by(v:Vec2, k:Num->Vec2; inline) return Vec2(v.x*k, v.y*k) - func divided_by(v:Vec2, divisor:Num->Vec2; inline): + func divided_by(v:Vec2, divisor:Num->Vec2; inline) return Vec2(v.x/divisor, v.y/divisor) - func length(v:Vec2->Num; inline): + func length(v:Vec2->Num; inline) return (v.x*v.x + v.y*v.y).sqrt() - func dist(a,b:Vec2->Num; inline): + func dist(a,b:Vec2->Num; inline) return a.minus(b).length() - func angle(v:Vec2->Num; inline): + func angle(v:Vec2->Num; inline) return Num.atan2(v.y, v.x) - func norm(v:Vec2->Vec2; inline): - if v.x == 0 and v.y == 0: + func norm(v:Vec2->Vec2; inline) + if v.x == 0 and v.y == 0 return v len := v.length() return Vec2(v.x/len, v.y/len) - func rotated(v:Vec2, radians:Num -> Vec2): + func rotated(v:Vec2, radians:Num -> Vec2) cos := radians.cos() or return v sin := radians.sin() or return v return Vec2(cos*v.x - sin*v.y, sin*v.x + cos*v.y) - func mix(a,b:Vec2, amount:Num -> Vec2): + 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): +struct Vec3(x,y,z:Num) ZERO := Vec3(0, 0, 0) - func plus(a,b:Vec3->Vec3; inline): + func plus(a,b:Vec3->Vec3; inline) return Vec3(a.x+b.x, a.y+b.y, a.z+b.z) - func minus(a,b:Vec3->Vec3; inline): + func minus(a,b:Vec3->Vec3; inline) return Vec3(a.x-b.x, a.y-b.y, a.z-b.z) - func times(a,b:Vec3->Vec3; inline): + func times(a,b:Vec3->Vec3; inline) return Vec3(a.x*b.x, a.y*b.y, a.z*b.z) - func negative(v:Vec3->Vec3; inline): + func negative(v:Vec3->Vec3; inline) return Vec3(-v.x, -v.y, -v.z) - func dot(a,b:Vec3->Num; inline): + func dot(a,b:Vec3->Num; inline) 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->Vec3; inline): + func cross(a,b:Vec3->Vec3; inline) 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->Vec3; inline): + func scaled_by(v:Vec3, k:Num->Vec3; inline) return Vec3(v.x*k, v.y*k, v.z*k) - func divided_by(v:Vec3, divisor:Num->Vec3; inline): + func divided_by(v:Vec3, divisor:Num->Vec3; inline) return Vec3(v.x/divisor, v.y/divisor, v.z/divisor) - func length(v:Vec3->Num; inline): + func length(v:Vec3->Num; inline) return (v.x*v.x + v.y*v.y + v.z*v.z).sqrt() - func dist(a,b:Vec3->Num; inline): + func dist(a,b:Vec3->Num; inline) return a.minus(b).length() - func norm(v:Vec3->Vec3; inline): - if v.x == 0 and v.y == 0 and v.z == 0: + func norm(v:Vec3->Vec3; inline) + 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): + func mix(a,b:Vec3, amount:Num -> Vec3) return Vec3( amount.mix(a.x, b.x), amount.mix(a.y, b.y), @@ -74,60 +74,60 @@ struct Vec3(x,y,z:Num): ) -struct IVec2(x,y:Int): +struct IVec2(x,y:Int) ZERO := IVec2(0, 0) - func plus(a,b:IVec2->IVec2; inline): + func plus(a,b:IVec2->IVec2; inline) return IVec2(a.x+b.x, a.y+b.y) - func minus(a,b:IVec2->IVec2; inline): + func minus(a,b:IVec2->IVec2; inline) return IVec2(a.x-b.x, a.y-b.y) - func times(a,b:IVec2->IVec2; inline): + func times(a,b:IVec2->IVec2; inline) return IVec2(a.x*b.x, a.y*b.y) - func negative(v:IVec2->IVec2; inline): + func negative(v:IVec2->IVec2; inline) return IVec2(-v.x, -v.y) - func dot(a,b:IVec2->Int; inline): + func dot(a,b:IVec2->Int; inline) return (a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) - func cross(a,b:IVec2->Int; inline): + func cross(a,b:IVec2->Int; inline) return a.x*b.y - a.y*b.x - func scaled_by(v:IVec2, k:Int->IVec2; inline): + func scaled_by(v:IVec2, k:Int->IVec2; inline) return IVec2(v.x*k, v.y*k) - func divided_by(v:IVec2, divisor:Int->IVec2; inline): + func divided_by(v:IVec2, divisor:Int->IVec2; inline) return IVec2(v.x/divisor, v.y/divisor) - func length(v:IVec2->Num; inline): + func length(v:IVec2->Num; inline) x := Num(v.x) y := Num(v.y) return Num.sqrt(x*x + y*y) - func dist(a,b:IVec2->Num; inline): + func dist(a,b:IVec2->Num; inline) return a.minus(b).length() - func angle(v:IVec2->Num; inline): + func angle(v:IVec2->Num; inline) return Num.atan2(Num(v.y), Num(v.x)) -struct IVec3(x,y,z:Int): +struct IVec3(x,y,z:Int) ZERO := IVec3(0, 0, 0) - func plus(a,b:IVec3->IVec3; inline): + func plus(a,b:IVec3->IVec3; inline) return IVec3(a.x+b.x, a.y+b.y, a.z+b.z) - func minus(a,b:IVec3->IVec3; inline): + func minus(a,b:IVec3->IVec3; inline) return IVec3(a.x-b.x, a.y-b.y, a.z-b.z) - func times(a,b:IVec3->IVec3; inline): + func times(a,b:IVec3->IVec3; inline) return IVec3(a.x*b.x, a.y*b.y, a.z*b.z) - func negative(v:IVec3->IVec3; inline): + func negative(v:IVec3->IVec3; inline) return IVec3(-v.x, -v.y, -v.z) - func dot(a,b:IVec3->Int; inline): + func dot(a,b:IVec3->Int; inline) 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->IVec3; inline): + func cross(a,b:IVec3->IVec3; inline) 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->IVec3; inline): + func scaled_by(v:IVec3, k:Int->IVec3; inline) return IVec3(v.x*k, v.y*k, v.z*k) - func divided_by(v:IVec3, divisor:Int->IVec3; inline): + func divided_by(v:IVec3, divisor:Int->IVec3; inline) return IVec3(v.x/divisor, v.y/divisor, v.z/divisor) - func length(v:IVec3->Num; inline): + func length(v:IVec3->Num; inline) x := Num(v.x) y := Num(v.y) z := Num(v.z) return Num.sqrt(x*x + y*y + z*z) - func dist(a,b:IVec3->Num; inline): + func dist(a,b:IVec3->Num; inline) return a.minus(b).length() -func main(): +func main() >> Vec2(10, 20) >> Vec2(10, 20) + Vec2(100, 100) = Vec2(x=110, y=120) |
