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// SPDX-License-Identifier: PMPL-1.0-or-later
// SPDX-FileCopyrightText: 2025 hyperpolymath
//
// AffineScript Standard Library - Mathematics
//
// Builtin functions (implemented in interpreter runtime):
// sqrt(x: Float) -> Float
// cbrt(x: Float) -> Float
// pow_float(base: Float, exp: Float) -> Float
// floor(x: Float) -> Int
// ceil(x: Float) -> Int
// round(x: Float) -> Int
// trunc(x: Float) -> Int
// sin(x: Float) -> Float
// cos(x: Float) -> Float
// tan(x: Float) -> Float
// asin(x: Float) -> Float
// acos(x: Float) -> Float
// atan(x: Float) -> Float
// atan2(y: Float, x: Float) -> Float
// exp(x: Float) -> Float
// log(x: Float) -> Float (natural logarithm)
// log10(x: Float) -> Float
// log2(x: Float) -> Float
// ============================================================================
// Constants
// ============================================================================
/// Ratio of a circle's circumference to its diameter
const PI: Float = 3.141592653589793;
/// Euler's number, base of the natural logarithm
const E: Float = 2.718281828459045;
/// Full-turn constant (2 * PI)
const TAU: Float = 6.283185307179586;
/// Positive infinity sentinel (largest representable float)
const INFINITY: Float = 1.0 / 0.0;
/// Negative infinity sentinel
const NEG_INFINITY: Float = -1.0 / 0.0;
// ============================================================================
// Basic arithmetic
// ============================================================================
/// Absolute value of an integer
fn abs(x: Int) -> Int {
if x < 0 { -x } else { x }
}
/// Absolute value of a float
fn abs_float(x: Float) -> Float {
if x < 0.0 { -x } else { x }
}
/// Sign of an integer: -1, 0, or 1
fn sign(x: Int) -> Int {
if x > 0 { 1 } else if x < 0 { -1 } else { 0 }
}
/// Sign of a float: -1, 0, or 1
fn sign_float(x: Float) -> Int {
if x > 0.0 { 1 } else if x < 0.0 { -1 } else { 0 }
}
// ============================================================================
// Power and roots
// ============================================================================
/// Integer exponentiation via repeated squaring
fn pow(base: Int, exp: Int) -> Int {
if exp == 0 {
return 1;
}
if exp == 1 {
return base;
}
let half = pow(base, exp / 2);
if exp % 2 == 0 {
half * half
} else {
base * half * half
}
}
/// Square of an integer
fn square(x: Int) -> Int {
x * x
}
/// Cube of an integer
fn cube(x: Int) -> Int {
x * x * x
}
// sqrt, cbrt, pow_float are builtins — see module header
// ============================================================================
// Rounding and truncation (builtins)
// ============================================================================
// floor, ceil, round, trunc are builtins — see module header
/// Convert an integer to a float
fn to_float(n: Int) -> Float {
float(n)
}
/// Fractional part of a float (x - trunc(x))
fn fract(x: Float) -> Float {
x - to_float(trunc(x))
}
// ============================================================================
// Trigonometry (builtins)
// ============================================================================
// sin, cos, tan, asin, acos, atan, atan2 are builtins — see module header
/// Convert degrees to radians
fn deg_to_rad(degrees: Float) -> Float {
degrees * PI / 180.0
}
/// Convert radians to degrees
fn rad_to_deg(radians: Float) -> Float {
radians * 180.0 / PI
}
/// Hyperbolic sine
fn sinh(x: Float) -> Float {
(exp(x) - exp(-x)) / 2.0
}
/// Hyperbolic cosine
fn cosh(x: Float) -> Float {
(exp(x) + exp(-x)) / 2.0
}
/// Hyperbolic tangent
fn tanh(x: Float) -> Float {
sinh(x) / cosh(x)
}
// ============================================================================
// Logarithms and exponentials (builtins)
// ============================================================================
// exp, log, log10, log2 are builtins — see module header
/// Logarithm with arbitrary base
fn log_base(base: Float, x: Float) -> Float {
log(x) / log(base)
}
// ============================================================================
// Comparison
// ============================================================================
/// Minimum of two integers
fn min_int(a: Int, b: Int) -> Int {
if a < b { a } else { b }
}
/// Maximum of two integers
fn max_int(a: Int, b: Int) -> Int {
if a > b { a } else { b }
}
/// Minimum of two floats
fn min_float(a: Float, b: Float) -> Float {
if a < b { a } else { b }
}
/// Maximum of two floats
fn max_float(a: Float, b: Float) -> Float {
if a > b { a } else { b }
}
/// Clamp an integer between min_val and max_val (inclusive)
fn clamp_int(value: Int, min_val: Int, max_val: Int) -> Int {
if value < min_val {
min_val
} else if value > max_val {
max_val
} else {
value
}
}
/// Clamp a float between min_val and max_val (inclusive)
fn clamp_float(value: Float, min_val: Float, max_val: Float) -> Float {
if value < min_val {
min_val
} else if value > max_val {
max_val
} else {
value
}
}
/// Linear interpolation between a and b by factor t (0.0 to 1.0)
fn lerp(a: Float, b: Float, t: Float) -> Float {
a + (b - a) * t
}
// ============================================================================
// Number theory
// ============================================================================
/// Greatest common divisor via Euclid's algorithm
fn gcd(a: Int, b: Int) -> Int {
let mut x = abs(a);
let mut y = abs(b);
while y != 0 {
let temp = y;
y = x % y;
x = temp;
}
x
}
/// Least common multiple
fn lcm(a: Int, b: Int) -> Int {
if a == 0 || b == 0 {
return 0;
}
abs(a * b) / gcd(a, b)
}
/// Check if n is even
fn is_even(n: Int) -> Bool {
n % 2 == 0
}
/// Check if n is odd
fn is_odd(n: Int) -> Bool {
n % 2 != 0
}
/// Check if n is a prime number (trial division)
fn is_prime(n: Int) -> Bool {
if n < 2 {
return false;
}
if n < 4 {
return true;
}
if n % 2 == 0 || n % 3 == 0 {
return false;
}
let mut i = 5;
while i * i <= n {
if n % i == 0 || n % (i + 2) == 0 {
return false;
}
i = i + 6;
}
true
}
/// Integer division rounding towards negative infinity (floor division)
fn div_floor(a: Int, b: Int) -> Int {
let q = a / b;
if (a % b != 0) && ((a < 0) != (b < 0)) {
q - 1
} else {
q
}
}
/// Modulo that always returns a non-negative result
fn mod_positive(a: Int, b: Int) -> Int {
let r = a % b;
if r < 0 {
r + abs(b)
} else {
r
}
}
// ============================================================================
// Sequences
// ============================================================================
/// Factorial of n (n!)
fn factorial(n: Int) -> Int {
if n <= 1 {
1
} else {
n * factorial(n - 1)
}
}
/// n-th Fibonacci number (iterative)
fn fibonacci(n: Int) -> Int {
if n <= 1 {
n
} else {
let mut a = 0;
let mut b = 1;
let mut i = 2;
while i <= n {
let temp = a + b;
a = b;
b = temp;
i = i + 1;
}
b
}
}
/// Sum of first n natural numbers: 1 + 2 + ... + n
fn sum_naturals(n: Int) -> Int {
n * (n + 1) / 2
}
/// Sum of first n squares: 1^2 + 2^2 + ... + n^2
fn sum_squares(n: Int) -> Int {
n * (n + 1) * (2 * n + 1) / 6
}
/// Binomial coefficient C(n, k) = n! / (k! * (n-k)!)
fn binomial(n: Int, k: Int) -> Int {
if k < 0 || k > n {
return 0;
}
// Use the smaller of k and n-k for efficiency
let k_eff = if k > n - k { n - k } else { k };
let mut result = 1;
let mut i = 0;
while i < k_eff {
result = result * (n - i) / (i + 1);
i = i + 1;
}
result
}
// ============================================================================
// Statistics helpers
// ============================================================================
/// Arithmetic mean of a list of floats
fn mean(values: [Float]) -> Float {
let n = len(values);
if n == 0 {
return 0.0;
}
let mut tot = 0.0;
for v in values {
tot = tot + v;
}
tot / to_float(n)
}
/// Sum of a list of floats
fn sum_float(values: [Float]) -> Float {
let mut tot = 0.0;
for v in values {
tot = tot + v;
}
tot
}