func print(c: u8) { foreign func putchar(c: i32) -> i32 putchar(c as i32) } func print_i32(x: i32) { if x < 0 { print('-') print_i32(-x) return } if x >= 10 { print_i32(x / 10) } print('0' + (x % 10 as u8)) } func print_f32(x: f32) { if x < 0.0 { print('-') print_f32(-x) return } foreign func floorf(x: f32) -> f32 let floor = floorf(x) as i32 print_i32(floor) print('.') mut y = x - (floor as f32) mut i = 0 while i < 5 { y = y * 10.0 let yfloor = floorf(y) as i32 print('0' + (yfloor as u8)) y = y - (yfloor as f32) i = i + 1 } } struct vec3 { x: f32 y: f32 z: f32 } func print_vec3(v: vec3) { print('(') print_f32(v.x) print(',') print_f32(v.y) print(',') print_f32(v.z) print(')') } func dot(a: vec3, b: vec3) -> f32 { return a.x * b.x + a.y * b.y + a.z * b.z } func add(a: vec3, b: vec3) -> vec3 { return vec3(a.x + b.x, a.y + b.y, a.z + b.z) } func mult(a: vec3, b: f32) -> vec3 { return vec3(a.x * b, a.y * b, a.z * b) } func normalized(v: vec3) -> vec3 { foreign func sqrtf(x: f32) -> f32 return mult(v, 1.0 / sqrtf(dot(v, v))) } struct ray { origin: vec3 direction: vec3 } func intersect_plane(ray: ray, normal: vec3, value: f32) -> f32 { return (value - dot(ray.origin, normal)) / dot(ray.direction, normal) } func test() -> i32[3] { return [70, 60, 50] } func print_i32_3(a: i32[3]) { print('[') print_i32(a[0]) print(',') print_i32(a[1]) print(',') print_i32(a[2]) print(']') } mut a = [1, 2, 3] a = test() a[0] = 10 print_i32_3(test()) print('\n')