shattered_pack 0.4.0.1 → 0.5.0.1
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- data/lib/shattered_model.rb +1 -4
- data/lib/shattered_pack/base.rb +1 -1
- data/lib/shattered_pack/keyboard_input/key_converter.rb +3 -3
- data/lib/shattered_pack/keyboard_input/keyboard_input.rb +3 -1
- data/lib/shattered_pack/pre_initialize/pre_initialize.rb +6 -1
- data/lib/shattered_pack.rb +2 -5
- data/lib/shattered_state/actor/actor.rb +5 -1
- data/lib/shattered_state/base.rb +31 -16
- data/lib/shattered_state.rb +1 -4
- data/lib/shattered_view/base.rb +106 -41
- data/lib/shattered_view/camera.rb +7 -7
- data/lib/shattered_view/resources.rb +18 -2
- data/lib/shattered_view.rb +3 -5
- metadata +10 -29
- data/lib/mock_objects/shattered_ogre/input.rb +0 -6
- data/lib/mock_objects/shattered_ogre/light.rb +0 -4
- data/lib/mock_objects/shattered_ogre/mesh.rb +0 -17
- data/lib/mock_objects/shattered_ogre/node.rb +0 -17
- data/lib/mock_objects/shattered_ogre/renderer.rb +0 -11
- data/lib/mock_objects/shattered_ogre/resource_handler.rb +0 -9
- data/lib/mock_objects/shattered_ogre/scene.rb +0 -28
- data/lib/shattered_model/fuzzy_logic.rb +0 -188
- data/lib/shattered_model/linear_interpolator.rb +0 -29
- data/lib/shattered_pack/runner.rb +0 -11
- data/lib/shattered_state/runner.rb +0 -39
- data/lib/shattered_view/extensions.rb +0 -10
- data/lib/shattered_view/light.rb +0 -29
- data/lib/shattered_view/mesh/animation.rb +0 -20
- data/lib/shattered_view/mesh/mesh.rb +0 -152
- data/lib/shattered_view/node.rb +0 -105
- data/lib/shattered_view/overlay.rb +0 -20
- data/lib/shattered_view/rmaterial.rb +0 -43
- data/lib/shattered_view/runner.rb +0 -48
- data/lib/shattered_view/vector.rb +0 -258
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class Object
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# This is a shorthand to define vector object coordinates.
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#
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# Creates a vector object at coordinates x,y,z
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def v(x, y, z)
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Vector.new(x, y, z)
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end
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end
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class SymbolToVectorError < StandardError #:nodoc:
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end
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class Symbol #:nodoc:
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# Vectors in symbol form can be any of the following:
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# :x => v(1,0,0)
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# :y => v(0,1,0)
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# :z => v(0,0,1),
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# :up => v(0,1,0)
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# :down => v(0,-1,0)
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# :left => v(-1,0,0)
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# :right => v(1,0,0)
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# :forward => v(0,0,1)
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# :backward => v(0,0,-1)
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# :zero => v(0,0,0)
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def to_v
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@definitions ||= {:x => v(1,0,0),:y => v(0,1,0),:z => v(0,0,1),
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:up => v(0,1,0),:down => v(0,-1,0),
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:left => v(-1,0,0),:right => v(1,0,0),
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:forward => v(0,0,1),:backward => v(0,0,-1),
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:zero => v(0,0,0)}
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return @definitions[self] unless @definitions[self].nil?
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raise SymbolToVectorError, "Undefined vector for symbol #{self}"
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end
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# Multiplication defined for vectors carries over to their symbolic equivalence.
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def *(number)
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return to_v * number
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end
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# Addition for vectors
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def +(number)
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return to_v + number
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end
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end
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class Array #:nodoc:
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# Vector extensions for array. Allows for coersion of a 3 element Array into a vector.
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# Randomize the order of an array
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#
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# [1, 2, 3].shuffle #=> [2, 3, 1]
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#
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def shuffle
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sort_by {rand}
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end
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# Create a vector from an array.
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#
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# [1, 2, 3].to_v #=> same as Vector.new(1, 2, 3)
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#
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def to_v
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raise StandardError, "vector #{self.inspect} does not have 3 elements" if self.length < 3
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Vector.new self[0], self[1] ,self[2]
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end
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# Returns this Array as an Ogre vector object: Vector3. Should only be used internally by
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# Shattered to communicate with the Ogre engine.
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def to_v3
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self.to_v.to_v3
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end
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end
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# Vector is a three dimensional array, that allows for various operations on itself.
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# To create a vector, use the shorthand:
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# v(0,0,0) # Creates a zero vector
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class Vector
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attr_reader :x, :y, :z
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# Create a new Vector object. It requires exactly 3 arguments: x, y and z. Any value that
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# can be converted to a float is acceptable.
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#
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# *NOTE:* The recomended way to create Vector objects is to use the <tt>v(1,2,3)</tt> shorthand.
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def initialize(x_val, y_val, z_val)
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@x, @y, @z = [x_val, y_val, z_val].collect{ |x| x.to_f }
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end
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# Iterate through x, y and z with a block. The passed value is the value of each component of
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# the vector.
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def each(&block)
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self.to_a.each do |component|
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yield component
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end
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end
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# Returns this Vector as an Ogre vector object: Vector3. Should only be used internally by
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# Shattered to communicate with the Ogre engine.
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def to_v3 # :nodoc:
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ShatteredOgre::Vector3.new @x, @y, @z
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end
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# Returns self
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def to_v
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self
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end
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# Returns an array with x, y and z dumped into its elements.
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# v(1, 2, 3).to_a #=> [1.0, 2.0, 3.0]
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def to_a
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[@x, @y, @z]
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end
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# Add 2 Vectors together.
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# v(1,1,1) + v(1,2,3) #=> v(2,3,4)
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def +(*args)
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vector = convert_args_to_vector(args)
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Vector.new(
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self.x + vector.x,
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self.y + vector.y,
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self.z + vector.z
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)
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end
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# Subtract one Vector from another.
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# v(1,2,3) - v(1,1,1) #=> v(0,1,2)
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def -(args)
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vector = convert_args_to_vector(args)
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Vector.new(
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self.x - vector.x,
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self.y - vector.y,
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self.z - vector.z
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)
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end
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# Multiply all components of a vector by a scalar amount.
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# v(1,2,3) * 3 #=> v(3,6,9)
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def *(value)
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result = []
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each do |i|
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result << i * value
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end
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result.to_v
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end
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# Divide all components of a vector by a scalar amount
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# v(5,10,15) / 5 #=> v(1,2,3)
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def /(value)
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result = Array.new
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self.each do |i|
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result << i/value.to_f
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end
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result.to_v
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end
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# Returns this Vector but normalized to a length of 1.
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# v(9, 0, 0).normalize #=> v(1,0,0)
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def normalize
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self * (1 / length)
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end
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alias_method :normalise, :normalize
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# Same as #normalize but modifies the receiver in place.
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def normalize!
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@x, @y, @z = normalize.to_a
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end
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alias_method :normalise!, :normalize!
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# Return the value specified by bracket notation. Integers, Symbols or Strings
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# are accepted as keys.
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#
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# vector = v(1,2,3)
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# vector[:x] #=> 1
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# vector['y'] #=> 2
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# vector[2] #=> 3
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def [](index)
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case
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when index == 0 || index == :x || index == 'x'
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@x
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when index == 1 || index == :y || index == 'y'
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@y
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when index == 2 || index == :z || index == 'z'
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@z
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end
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end
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# Set the value specified by bracket notation. Accepts the same keys as the #[]
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# method.
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def []=(index, value)
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case
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when index == 0 || index == :x || index == 'x'
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@x = value.to_f
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when index == 1 || index == :y || index == 'y'
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@y = value.to_f
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when index == 2 || index == :z || index == 'z'
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@z = value.to_f
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end
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end
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# Set the value of the X component.
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def x=(value)
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@x = value.to_f
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end
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# Set the value of the Y component.
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def y=(value)
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@y = value.to_f
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end
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# Set the value of the Z component.
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def z=(value)
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@z = value.to_f
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end
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# Returns the length of this vector.
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# v(0,0,7).length #=> 7
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def length
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Math.sqrt(x**2 + y**2 + z**2)
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end
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# Converts the vector into an easily identifiable form. Mostly used for debugging
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# and console output.
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# v(1,2,3).to_s #=> "#<Vector [1.0, 2.0, 3.0]>"
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def to_s
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"#<Vector [#@x, #@y, #@z]>"
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end
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# Equality test. This method will return true if all components of both vectors are
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# indentical.
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def ==(vector)
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vector = vector.to_v if vector.is_a?(Symbol)
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vector.kind_of?(Vector) &&
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x == vector.x &&
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y == vector.y &&
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z == vector.z
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end
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# Create a unique identifier based on x, y and z.
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def hash
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return self.to_a.hash
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end
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# Equality test for hash indexes.
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def eql?(other)
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return self.to_a.eql?(other.to_a)
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end
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private
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def convert_args_to_vector(*args)
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args.flatten!
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if(args.first.is_a?(Vector) || args.first.is_a?(Symbol))
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args.first.to_v
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else
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args.to_v
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end
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end
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end
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