mt-lang 0.3.1 → 0.3.4

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data/std/simd.mt ADDED
@@ -0,0 +1,100 @@
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+ ## SIMD helpers — load, store, and reduction operations
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+ ## for the built-in simd[T, N] type constructor.
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+ ##
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+ ## Load and store use unsafe ptr casts internally; the user-facing
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+ ## surface is safe because only valid pointer dereferencing is involved.
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+ ##
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+ ## Usage:
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+ ## import std.simd as simd
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+ ## let v = simd.load_aligned_float4(ptr)
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+ ## let s = simd.horizontal_sum_float4(v)
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+
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+ import std.mem.ptr as ptr
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+
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+ ## ── simd[float, 4] ──────────────────────────────────────────────────
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+
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+ public function load_aligned_float4(p: ptr[float]) -> simd[float, 4]:
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+ let sp = unsafe: ptr[simd[float, 4]]<-p
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+ return sp.load()
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+
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+ public function load_unaligned_float4(p: ptr[float]) -> simd[float, 4]:
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+ return load_aligned_float4(p)
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+
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+ public function store_aligned_float4(p: ptr[float], value: simd[float, 4]) -> void:
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+ let sp = unsafe: ptr[simd[float, 4]]<-p
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+ sp.store(value)
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+
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+ public function store_unaligned_float4(p: ptr[float], value: simd[float, 4]) -> void:
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+ store_aligned_float4(p, value)
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+
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+ public function horizontal_sum_float4(v: simd[float, 4]) -> float:
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+ return v[0] + v[1] + v[2] + v[3]
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+
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+ public function dot_float4(a: simd[float, 4], b: simd[float, 4]) -> float:
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+ return horizontal_sum_float4(a * b)
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+
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+ ## ── simd[int, 4] ────────────────────────────────────────────────────
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+
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+ public function load_aligned_int4(p: ptr[int]) -> simd[int, 4]:
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+ let sp = unsafe: ptr[simd[int, 4]]<-p
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+ return sp.load()
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+
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+ public function load_unaligned_int4(p: ptr[int]) -> simd[int, 4]:
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+ return load_aligned_int4(p)
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+
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+ public function store_aligned_int4(p: ptr[int], value: simd[int, 4]) -> void:
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+ let sp = unsafe: ptr[simd[int, 4]]<-p
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+ sp.store(value)
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+
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+ public function store_unaligned_int4(p: ptr[int], value: simd[int, 4]) -> void:
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+ store_aligned_int4(p, value)
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+
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+ public function horizontal_sum_int4(v: simd[int, 4]) -> int:
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+ return v[0] + v[1] + v[2] + v[3]
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+
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+ public function dot_int4(a: simd[int, 4], b: simd[int, 4]) -> int:
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+ return horizontal_sum_int4(a * b)
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+
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+ ## ── simd[float, 8] (AVX) ────────────────────────────────────────────
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+
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+ public function load_aligned_float8(p: ptr[float]) -> simd[float, 8]:
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+ let sp = unsafe: ptr[simd[float, 8]]<-p
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+ return sp.load()
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+
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+ public function load_unaligned_float8(p: ptr[float]) -> simd[float, 8]:
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+ return load_aligned_float8(p)
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+
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+ public function store_aligned_float8(p: ptr[float], value: simd[float, 8]) -> void:
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+ let sp = unsafe: ptr[simd[float, 8]]<-p
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+ sp.store(value)
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+
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+ public function store_unaligned_float8(p: ptr[float], value: simd[float, 8]) -> void:
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+ store_aligned_float8(p, value)
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+
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+ public function horizontal_sum_float8(v: simd[float, 8]) -> float:
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+ return v[0] + v[1] + v[2] + v[3] + v[4] + v[5] + v[6] + v[7]
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+
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+ public function dot_float8(a: simd[float, 8], b: simd[float, 8]) -> float:
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+ return horizontal_sum_float8(a * b)
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+
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+ ## ── simd[double, 2] ─────────────────────────────────────────────────
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+
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+ public function load_aligned_double2(p: ptr[double]) -> simd[double, 2]:
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+ let sp = unsafe: ptr[simd[double, 2]]<-p
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+ return sp.load()
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+
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+ public function load_unaligned_double2(p: ptr[double]) -> simd[double, 2]:
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+ return load_aligned_double2(p)
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+
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+ public function store_aligned_double2(p: ptr[double], value: simd[double, 2]) -> void:
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+ let sp = unsafe: ptr[simd[double, 2]]<-p
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+ sp.store(value)
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+
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+ public function store_unaligned_double2(p: ptr[double], value: simd[double, 2]) -> void:
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+ store_aligned_double2(p, value)
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+
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+ public function horizontal_sum_double2(v: simd[double, 2]) -> double:
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+ return v[0] + v[1]
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+
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+ public function dot_double2(a: simd[double, 2], b: simd[double, 2]) -> double:
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+ return horizontal_sum_double2(a * b)
data/std/steering.mt ADDED
@@ -0,0 +1,132 @@
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+ ## Steering behaviors — Craig Reynolds' autonomous motion.
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+ ##
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+ ## Pure-function steering forces for autonomous agents.
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+ ## Seek, flee, arrive, pursuit, evade, wander, and flocking
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+ ## (separation, alignment, cohesion). All return steering
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+ ## force vectors to be accumulated and applied by the caller.
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+ ##
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+ ## import std.steering as steer
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+ ## var force = steer.Steer.seek(pos, vel, target, max_speed)
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+ ## force = force + steer.Steer.separation(pos, neighbors, r, max_speed)
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+
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+ import std.linear_algebra as la
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+ import std.math as math
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+
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+
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+ # ── internal helpers ──
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+
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+ function set_magnitude(v: vec2, magnitude: float) -> vec2:
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+ let len = v.length()
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+ if len <= 0.0:
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+ return v
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+ return v * (magnitude / len)
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+
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+
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+ function limit_force(steering: vec2, max_force: float) -> vec2:
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+ let mag = steering.length()
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+ if mag > max_force:
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+ return steering * (max_force / mag)
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+ return steering
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+
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+
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+ # ── public API ──
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+
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+ extending vec2:
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+ public static function seek(position: vec2, velocity: vec2, target: vec2, max_speed: float) -> vec2:
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+ let desired = target - position
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+ let desired_vel = set_magnitude(desired, max_speed)
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+ return desired_vel - velocity
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+
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+
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+ public static function flee(position: vec2, velocity: vec2, threat: vec2, max_speed: float) -> vec2:
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+ let desired = position - threat
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+ let desired_vel = set_magnitude(desired, max_speed)
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+ return desired_vel - velocity
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+
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+
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+ public static function arrive(position: vec2, velocity: vec2, target: vec2, max_speed: float, slowing_distance: float) -> vec2:
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+ let offset = target - position
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+ let distance = offset.length()
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+ if distance < 0.001:
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+ return zero[vec2]
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+ let speed = if distance < slowing_distance: max_speed * distance / slowing_distance else: max_speed
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+ let desired_vel = offset * (speed / distance)
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+ return desired_vel - velocity
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+
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+
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+ public static function pursuit(position: vec2, velocity: vec2, target_pos: vec2, target_vel: vec2, max_speed: float) -> vec2:
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+ let offset = target_pos - position
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+ let distance = offset.length()
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+ let my_speed = velocity.length()
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+ var look_ahead: float = distance / (max_speed + 0.001)
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+ if my_speed > 0.001:
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+ look_ahead = distance / my_speed
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+ let future = target_pos + target_vel * look_ahead
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+ return vec2.seek(position, velocity, future, max_speed)
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+
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+
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+ public static function evade(position: vec2, velocity: vec2, threat_pos: vec2, threat_vel: vec2, max_speed: float) -> vec2:
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+ let offset = threat_pos - position
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+ let distance = offset.length()
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+ let my_speed = velocity.length()
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+ var look_ahead: float = distance / (max_speed + 0.001)
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+ if my_speed > 0.001:
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+ look_ahead = distance / my_speed
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+ let future = threat_pos + threat_vel * look_ahead
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+ return vec2.flee(position, velocity, future, max_speed)
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+
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+
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+ public static function wander(velocity: vec2, wander_angle: float, wander_distance: float, wander_radius: float) -> vec2:
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+ if velocity.length() < 0.001:
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+ return zero[vec2]
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+ let forward = set_magnitude(velocity, 1.0)
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+ let circle_center = forward * wander_distance
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+ let wx = circle_center.x + wander_radius * float<-(math.cos(double<-(wander_angle)))
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+ let wy = circle_center.y + wander_radius * float<-(math.sin(double<-(wander_angle)))
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+ let displacement = vec2(x = wx, y = wy)
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+ return displacement
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+
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+
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+ public static function separation(position: vec2, neighbors: span[vec2], desired_separation: float) -> vec2:
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+ var steer: vec2 = zero[vec2]
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+ var count: ptr_uint = 0
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+ for n in neighbors:
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+ let d = position - n
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+ let distance = d.length()
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+ if distance > 0.0 and distance < desired_separation:
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+ let repulsion = d * (1.0 / distance)
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+ steer = steer + repulsion
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+ count += 1
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+ if count > 0:
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+ steer = steer / float<-(count)
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+ return steer
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+
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+
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+ public static function alignment(velocity: vec2, neighbor_velocities: span[vec2]) -> vec2:
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+ var sum: vec2 = zero[vec2]
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+ var count: ptr_uint = 0
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+ for nv in neighbor_velocities:
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+ sum = sum + nv
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+ count += 1
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+ if count > 0:
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+ let avg = sum / float<-(count)
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+ return avg - velocity
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+ return zero[vec2]
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+
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+
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+ public static function cohesion(position: vec2, neighbor_positions: span[vec2], radius: float) -> vec2:
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+ var sum: vec2 = zero[vec2]
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+ var count: ptr_uint = 0
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+ for np in neighbor_positions:
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+ let d = position - np
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+ if d.length() < radius:
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+ sum = sum + np
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+ count += 1
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+ if count > 0:
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+ let center = sum / float<-(count)
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+ return center - position
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+ return zero[vec2]
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+
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+
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+ public static function limit(steering: vec2, max_force: float) -> vec2:
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+ return limit_force(steering, max_force)
data/std/timer.mt ADDED
@@ -0,0 +1,81 @@
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+ ## Timer — countdown and repeating timers.
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+ ##
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+ ## Accumulate delta time and fire when duration is reached.
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+ ## Supports one-shot (auto-stop) and repeating (auto-reset).
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+ ##
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+ ## import std.timer as time
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+ ## var cooldown = time.Timer.create(0.5, false)
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+ ## var regen = time.Timer.create(1.0, true)
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+ ## ...
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+ ## if cooldown.step(dt): do_ability()
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+ ## if regen.step(dt): heal(1)
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+
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+
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+ public struct Timer:
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+ duration: float
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+ elapsed: float
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+ active: bool
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+ repeating: bool
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+
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+
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+ # ── public API ──
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+
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+ extending Timer:
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+ public static function create(duration: float, repeating: bool) -> Timer:
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+ return Timer(
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+ duration = duration,
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+ elapsed = 0.0,
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+ active = true,
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+ repeating = repeating
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+ )
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+
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+
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+ public editable function step(dt: float) -> bool:
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+ if not this.active:
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+ return false
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+ this.elapsed = this.elapsed + dt
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+ if this.elapsed >= this.duration:
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+ if this.repeating:
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+ this.elapsed = this.elapsed - this.duration
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+ else:
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+ this.elapsed = this.duration
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+ this.active = false
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+ return true
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+ return false
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+
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+
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+ public function progress() -> float:
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+ if this.duration <= 0.0:
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+ return 1.0
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+ let p = this.elapsed / this.duration
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+ if p > 1.0: return 1.0
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+ return p
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+
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+
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+ public function time_left() -> float:
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+ let t = this.duration - this.elapsed
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+ if t < 0.0: return 0.0
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+ return t
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+
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+
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+ public editable function reset() -> void:
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+ this.elapsed = 0.0
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+ this.active = true
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+
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+
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+ public editable function restart(duration: float) -> void:
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+ this.duration = duration
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+ this.elapsed = 0.0
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+ this.active = true
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+
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+
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+ public editable function stop() -> void:
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+ this.active = false
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+
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+
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+ public editable function pause() -> void:
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+ this.active = false
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+
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+
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+ public editable function resume() -> void:
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+ this.active = true
data/std/tween.mt ADDED
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+ ## Tweening and easing — smooth value interpolation.
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+ ##
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+ ## Normalized easing functions map [0,1] linear progress to
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+ ## eased progress, following the Robert Penner convention.
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+ ## A Tween struct tracks elapsed time and computes the
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+ ## current interpolated value.
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+ ##
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+ ## import std.tween as tw
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+ ## var t = tw.Tween.create(0.0, 100.0, 2.0, tw.Easing.ease_out_cubic)
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+ ## while t.active:
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+ ## let v = t.value()
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+ ## apply_position(v)
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+ ## t.step(dt)
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+
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+ import std.math as math
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+
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+
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+ public enum Easing: ubyte
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+ linear = 0
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+ ease_in_quad = 1
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+ ease_out_quad = 2
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+ ease_in_out_quad = 3
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+ ease_in_cubic = 4
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+ ease_out_cubic = 5
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+ ease_in_out_cubic = 6
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+ ease_in_quart = 7
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+ ease_out_quart = 8
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+ ease_in_out_quart = 9
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+ ease_in_quint = 10
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+ ease_out_quint = 11
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+ ease_in_out_quint = 12
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+ ease_in_sine = 13
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+ ease_out_sine = 14
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+ ease_in_out_sine = 15
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+ ease_in_expo = 17
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+ ease_out_expo = 18
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+ ease_in_out_expo = 19
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+ ease_in_circ = 20
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+ ease_out_circ = 21
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+ ease_in_out_circ = 22
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+ ease_in_back = 23
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+ ease_out_back = 24
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+ ease_in_out_back = 25
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+ ease_in_elastic = 26
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+ ease_out_elastic = 27
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+ ease_in_out_elastic = 28
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+ ease_in_bounce = 29
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+ ease_out_bounce = 30
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+ ease_in_out_bounce = 31
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+
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+
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+ public struct Tween:
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+ duration: float
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+ elapsed: float
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+ from: float
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+ to: float
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+ easing: Easing
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+ active: bool
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+
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+
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+ # ── math helpers ──
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+
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+ function pow_f(base: float, exp: float) -> float:
64
+ return float<-(math.pow(double<-(base), double<-(exp)))
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+
66
+
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+ function sin_f(x: float) -> float:
68
+ return float<-(math.sin(double<-(x)))
69
+
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+
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+ function cos_f(x: float) -> float:
72
+ return float<-(math.cos(double<-(x)))
73
+
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+
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+ function sqrt_f(x: float) -> float:
76
+ return float<-(math.sqrt(double<-(x)))
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+
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+
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+ function ease_out_bounce_f(t: float) -> float:
80
+ let n1 = 7.5625
81
+ let d1 = 2.75
82
+ if t < 1.0 / d1:
83
+ return n1 * t * t
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+ if t < 2.0 / d1:
85
+ let t1 = t - 1.5 / d1
86
+ return n1 * t1 * t1 + 0.75
87
+ if t < 2.5 / d1:
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+ let t1 = t - 2.25 / d1
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+ return n1 * t1 * t1 + 0.9375
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+ let t1 = t - 2.625 / d1
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+ return n1 * t1 * t1 + 0.984375
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+
93
+
94
+ # ── tween ──
95
+
96
+ extending Tween:
97
+ public static function apply_easing(easing: Easing, t: float) -> float:
98
+ if easing == Easing.linear:
99
+ return t
100
+
101
+ if easing == Easing.ease_in_quad:
102
+ return t * t
103
+ if easing == Easing.ease_out_quad:
104
+ return t * (2.0 - t)
105
+ if easing == Easing.ease_in_out_quad:
106
+ if t < 0.5:
107
+ return 2.0 * t * t
108
+ return -1.0 + (4.0 - 2.0 * t) * t
109
+
110
+ if easing == Easing.ease_in_cubic:
111
+ return t * t * t
112
+ if easing == Easing.ease_out_cubic:
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+ let t1 = t - 1.0
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+ return t1 * t1 * t1 + 1.0
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+ if easing == Easing.ease_in_out_cubic:
116
+ if t < 0.5:
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+ return 4.0 * t * t * t
118
+ let t1 = -2.0 * t + 2.0
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+ return 1.0 - t1 * t1 * t1 / 2.0
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+
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+ if easing == Easing.ease_in_quart:
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+ return t * t * t * t
123
+ if easing == Easing.ease_out_quart:
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+ let t1 = t - 1.0
125
+ return 1.0 - t1 * t1 * t1 * t1
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+ if easing == Easing.ease_in_out_quart:
127
+ if t < 0.5:
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+ return 8.0 * t * t * t * t
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+ let t1 = t - 1.0
130
+ return 1.0 - 8.0 * t1 * t1 * t1 * t1
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+
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+ if easing == Easing.ease_in_quint:
133
+ return t * t * t * t * t
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+ if easing == Easing.ease_out_quint:
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+ let t1 = t - 1.0
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+ return 1.0 + t1 * t1 * t1 * t1 * t1
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+ if easing == Easing.ease_in_out_quint:
138
+ if t < 0.5:
139
+ return 16.0 * t * t * t * t * t
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+ let t1 = -2.0 * t + 2.0
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+ return 1.0 - t1 * t1 * t1 * t1 * t1 / 2.0
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+
143
+ if easing == Easing.ease_in_sine:
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+ return 1.0 - cos_f(t * 1.5707963)
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+ if easing == Easing.ease_out_sine:
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+ return sin_f(t * 1.5707963)
147
+ if easing == Easing.ease_in_out_sine:
148
+ return -(cos_f(3.14159265 * t) - 1.0) / 2.0
149
+
150
+ if easing == Easing.ease_in_expo:
151
+ if t <= 0.0: return 0.0
152
+ return pow_f(2.0, 10.0 * (t - 1.0))
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+ if easing == Easing.ease_out_expo:
154
+ if t >= 1.0: return 1.0
155
+ return 1.0 - pow_f(2.0, -10.0 * t)
156
+ if easing == Easing.ease_in_out_expo:
157
+ if t <= 0.0: return 0.0
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+ if t >= 1.0: return 1.0
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+ if t < 0.5:
160
+ return pow_f(2.0, 20.0 * t - 10.0) / 2.0
161
+ return (2.0 - pow_f(2.0, -20.0 * t + 10.0)) / 2.0
162
+
163
+ if easing == Easing.ease_in_circ:
164
+ return 1.0 - sqrt_f(1.0 - t * t)
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+ if easing == Easing.ease_out_circ:
166
+ return sqrt_f(1.0 - (t - 1.0) * (t - 1.0))
167
+ if easing == Easing.ease_in_out_circ:
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+ if t < 0.5:
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+ return (1.0 - sqrt_f(1.0 - 4.0 * t * t)) / 2.0
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+ return (sqrt_f(1.0 - (-2.0 * t + 2.0) * (-2.0 * t + 2.0)) + 1.0) / 2.0
171
+
172
+ if easing == Easing.ease_in_back:
173
+ let c1 = 1.70158
174
+ return (c1 + 1.0) * t * t * t - c1 * t * t
175
+ if easing == Easing.ease_out_back:
176
+ let c1 = 1.70158
177
+ let t1 = t - 1.0
178
+ return 1.0 + (c1 + 1.0) * t1 * t1 * t1 + c1 * t1 * t1
179
+ if easing == Easing.ease_in_out_back:
180
+ let c1 = 1.70158
181
+ let c2 = c1 * 1.525
182
+ if t < 0.5:
183
+ return (4.0 * t * t * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0
184
+ let t1 = t - 1.0
185
+ return (4.0 * t1 * t1 * ((c2 + 1.0) * 2.0 * t1 + c2) + 2.0) / 2.0
186
+
187
+ if easing == Easing.ease_in_elastic:
188
+ if t <= 0.0: return 0.0
189
+ if t >= 1.0: return 1.0
190
+ return -pow_f(2.0, 10.0 * t - 10.0) * sin_f((t * 10.0 - 10.75) * 2.0943951)
191
+ if easing == Easing.ease_out_elastic:
192
+ if t <= 0.0: return 0.0
193
+ if t >= 1.0: return 1.0
194
+ return pow_f(2.0, -10.0 * t) * sin_f((t * 10.0 - 0.75) * 2.0943951) + 1.0
195
+ if easing == Easing.ease_in_out_elastic:
196
+ if t <= 0.0: return 0.0
197
+ if t >= 1.0: return 1.0
198
+ if t < 0.5:
199
+ return -(pow_f(2.0, 20.0 * t - 10.0) * sin_f((20.0 * t - 11.125) * 1.3962634)) / 2.0
200
+ return (pow_f(2.0, -20.0 * t + 10.0) * sin_f((20.0 * t - 11.125) * 1.3962634)) / 2.0 + 1.0
201
+
202
+ if easing == Easing.ease_in_bounce:
203
+ return 1.0 - ease_out_bounce_f(1.0 - t)
204
+ if easing == Easing.ease_out_bounce:
205
+ return ease_out_bounce_f(t)
206
+ if easing == Easing.ease_in_out_bounce:
207
+ if t < 0.5:
208
+ return (1.0 - ease_out_bounce_f(1.0 - 2.0 * t)) / 2.0
209
+ return (1.0 + ease_out_bounce_f(2.0 * t - 1.0)) / 2.0
210
+
211
+ return t
212
+
213
+
214
+ public static function create(from: float, to: float, duration: float, easing: Easing) -> Tween:
215
+ return Tween(
216
+ duration = duration,
217
+ elapsed = 0.0,
218
+ from = from,
219
+ to = to,
220
+ easing = easing,
221
+ active = true
222
+ )
223
+
224
+
225
+ public function value() -> float:
226
+ if this.duration <= 0.0:
227
+ return this.to
228
+ let progress = this.elapsed / this.duration
229
+ if progress >= 1.0:
230
+ return this.to
231
+ if progress <= 0.0:
232
+ return this.from
233
+ let eased = Tween.apply_easing(this.easing, progress)
234
+ return this.from + (this.to - this.from) * eased
235
+
236
+
237
+ public editable function step(dt: float) -> bool:
238
+ if not this.active:
239
+ return false
240
+ this.elapsed = this.elapsed + dt
241
+ if this.elapsed >= this.duration:
242
+ this.elapsed = this.duration
243
+ this.active = false
244
+ return true
245
+ return false
246
+
247
+
248
+ public editable function reset(from: float, to: float, duration: float, easing: Easing) -> void:
249
+ this.from = from
250
+ this.to = to
251
+ this.duration = duration
252
+ this.easing = easing
253
+ this.elapsed = 0.0
254
+ this.active = true
255
+
256
+
257
+ public editable function stop() -> void:
258
+ this.active = false
259
+
260
+
261
+ # ── multi-type tweens ──
262
+
263
+ public struct Tween2:
264
+ x: Tween
265
+ y: Tween
266
+
267
+
268
+ public struct Tween3:
269
+ x: Tween
270
+ y: Tween
271
+ z: Tween
272
+
273
+
274
+ public struct Tween4:
275
+ x: Tween
276
+ y: Tween
277
+ z: Tween
278
+ w: Tween
279
+
280
+
281
+ extending Tween2:
282
+ public static function create(from: vec2, to: vec2, duration: float, easing: Easing) -> Tween2:
283
+ return Tween2(
284
+ x = Tween.create(from.x, to.x, duration, easing),
285
+ y = Tween.create(from.y, to.y, duration, easing)
286
+ )
287
+
288
+
289
+ public function value() -> vec2:
290
+ return vec2(x = this.x.value(), y = this.y.value())
291
+
292
+
293
+ public editable function step(dt: float) -> bool:
294
+ let done_x = this.x.step(dt)
295
+ let done_y = this.y.step(dt)
296
+ return done_x or done_y
297
+
298
+
299
+ public editable function reset(from: vec2, to: vec2, duration: float, easing: Easing) -> void:
300
+ this.x.reset(from.x, to.x, duration, easing)
301
+ this.y.reset(from.y, to.y, duration, easing)
302
+
303
+
304
+ public editable function stop() -> void:
305
+ this.x.stop()
306
+ this.y.stop()
307
+
308
+
309
+ extending Tween3:
310
+ public static function create(from: vec3, to: vec3, duration: float, easing: Easing) -> Tween3:
311
+ return Tween3(
312
+ x = Tween.create(from.x, to.x, duration, easing),
313
+ y = Tween.create(from.y, to.y, duration, easing),
314
+ z = Tween.create(from.z, to.z, duration, easing)
315
+ )
316
+
317
+
318
+ public function value() -> vec3:
319
+ return vec3(x = this.x.value(), y = this.y.value(), z = this.z.value())
320
+
321
+
322
+ public editable function step(dt: float) -> bool:
323
+ let dx = this.x.step(dt)
324
+ let dy = this.y.step(dt)
325
+ let dz = this.z.step(dt)
326
+ return dx or dy or dz
327
+
328
+
329
+ public editable function reset(from: vec3, to: vec3, duration: float, easing: Easing) -> void:
330
+ this.x.reset(from.x, to.x, duration, easing)
331
+ this.y.reset(from.y, to.y, duration, easing)
332
+ this.z.reset(from.z, to.z, duration, easing)
333
+
334
+
335
+ public editable function stop() -> void:
336
+ this.x.stop()
337
+ this.y.stop()
338
+ this.z.stop()
339
+
340
+
341
+ extending Tween4:
342
+ public static function create(from: vec4, to: vec4, duration: float, easing: Easing) -> Tween4:
343
+ return Tween4(
344
+ x = Tween.create(from.x, to.x, duration, easing),
345
+ y = Tween.create(from.y, to.y, duration, easing),
346
+ z = Tween.create(from.z, to.z, duration, easing),
347
+ w = Tween.create(from.w, to.w, duration, easing)
348
+ )
349
+
350
+
351
+ public function value() -> vec4:
352
+ return vec4(x = this.x.value(), y = this.y.value(), z = this.z.value(), w = this.w.value())
353
+
354
+
355
+ public editable function step(dt: float) -> bool:
356
+ let dx = this.x.step(dt)
357
+ let dy = this.y.step(dt)
358
+ let dz = this.z.step(dt)
359
+ let dw = this.w.step(dt)
360
+ return dx or dy or dz or dw
361
+
362
+
363
+ public editable function reset(from: vec4, to: vec4, duration: float, easing: Easing) -> void:
364
+ this.x.reset(from.x, to.x, duration, easing)
365
+ this.y.reset(from.y, to.y, duration, easing)
366
+ this.z.reset(from.z, to.z, duration, easing)
367
+ this.w.reset(from.w, to.w, duration, easing)
368
+
369
+
370
+ public editable function stop() -> void:
371
+ this.x.stop()
372
+ this.y.stop()
373
+ this.z.stop()
374
+ this.w.stop()