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https://github.com/SleepingInsomniac/pixelfaucet
synced 2025-01-20 22:26:58 +01:00
Prefer bracket notation for vector
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parent
15929e4bb1
commit
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6 changed files with 14 additions and 14 deletions
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@ -31,10 +31,10 @@ module PF
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end
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end
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def add_ball
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def add_ball
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position = Vector2(Float64).new(rand(0.0_f64..@width.to_f64), rand(0.0_f64..@height.to_f64))
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position = Vector[rand(0.0_f64..@width.to_f64), rand(0.0_f64..@height.to_f64)]
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ball = Ball.new(rand(10.0..30.0))
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ball = Ball.new(rand(10.0..30.0))
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ball.position = position
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ball.position = position
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ball.velocity = Vector2(Float64).new(rand(-50.0..50.0), rand(-50.0..50.0))
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ball.velocity = Vector[rand(-50.0..50.0), rand(-50.0..50.0)]
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@balls << ball
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@balls << ball
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end
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end
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@ -34,7 +34,7 @@ class Wind
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while y < @height
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while y < @height
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x = step / 2
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x = step / 2
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while x < @width
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while x < @width
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@gusts << Gust.new(PF::Vector2(Float64).new(x, y), PF::Vector2(Float64).new(rand(-1.0..1.0), rand(-1.0..1.0)))
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@gusts << Gust.new(PF::Vector[x, y], PF::Vector[rand(-1.0..1.0), rand(-1.0..1.0)])
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x += step
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x += step
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end
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end
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y += step
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y += step
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@ -49,7 +49,7 @@ class Flake
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property velocity : PF::Vector2(Float64)
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property velocity : PF::Vector2(Float64)
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def initialize(@position, @shape = rand(0_u8..2_u8), @z_pos = rand(0.0..1.0), velocity : PF::Vector2(Float64)? = nil)
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def initialize(@position, @shape = rand(0_u8..2_u8), @z_pos = rand(0.0..1.0), velocity : PF::Vector2(Float64)? = nil)
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@velocity = velocity || PF::Vector2(Float64).new(rand(-2.0..2.0), rand(0.0..20.0))
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@velocity = velocity || PF::Vector[rand(-2.0..2.0), rand(0.0..20.0)]
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end
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end
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def update(dt)
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def update(dt)
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@ -8,7 +8,7 @@ describe Vector do
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it "multiplies 2 vectors" do
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it "multiplies 2 vectors" do
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v1 = Vector[1, 2]
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v1 = Vector[1, 2]
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v2 = Vector[2, 2]
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v2 = Vector[2, 2]
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(v1 * v2).should eq(Vector2(Int32).new(2, 4))
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(v1 * v2).should eq(Vector[2, 4])
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end
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end
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end
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end
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@ -1,9 +1,9 @@
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module PF
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module PF
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class Mesh
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class Mesh
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setter tris = [] of Tri
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setter tris = [] of Tri
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property origin = Vector3(Float64).new(0.0, 0.0, 0.0)
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property origin : Vector3(Float64) = Vector[0.0, 0.0, 0.0]
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property rotation = Vector3(Float64).new(0.0, 0.0, 0.0)
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property rotation : Vector3(Float64) = Vector[0.0, 0.0, 0.0]
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property position = Vector3(Float64).new(0.0, 0.0, 0.0)
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property position : Vector3(Float64) = Vector[0.0, 0.0, 0.0]
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# Load an obj file
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# Load an obj file
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def self.load_obj(path, use_normals : Bool = false)
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def self.load_obj(path, use_normals : Bool = false)
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@ -15,9 +15,9 @@ module PF
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end
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end
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def initialize(p1x : Float64, p1y : Float64, p1z : Float64, p2x : Float64, p2y : Float64, p2z : Float64, p3x : Float64, p3y : Float64, p3z : Float64, @color = PF::Pixel.white)
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def initialize(p1x : Float64, p1y : Float64, p1z : Float64, p2x : Float64, p2y : Float64, p2z : Float64, p3x : Float64, p3y : Float64, p3z : Float64, @color = PF::Pixel.white)
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@p1 = Vector3(Float64).new(p1x, p1y, p1z)
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@p1 = Vector[p1x, p1y, p1z]
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@p2 = Vector3(Float64).new(p2x, p2y, p2z)
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@p2 = Vector[p2x, p2y, p2z]
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@p3 = Vector3(Float64).new(p3x, p3y, p3z)
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@p3 = Vector[p3x, p3y, p3z]
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end
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end
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# Return the normal assuming clockwise pointing winding
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# Return the normal assuming clockwise pointing winding
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@ -61,9 +61,9 @@ module PF
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plane_normal = plane_normal.normalized
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plane_normal = plane_normal.normalized
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# Create two temporary storage arrays to classify points either side of plane
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# Create two temporary storage arrays to classify points either side of plane
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inside_points = StaticArray(Vector3(Float64), 3).new(Vector3(Float64).new(0.0, 0.0, 0.0))
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inside_points = StaticArray(Vector3(Float64), 3).new(Vector[0.0, 0.0, 0.0])
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inside_count = 0
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inside_count = 0
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outside_points = StaticArray(Vector3(Float64), 3).new(Vector3(Float64).new(0.0, 0.0, 0.0))
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outside_points = StaticArray(Vector3(Float64), 3).new(Vector[0.0, 0.0, 0.0])
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outside_count = 0
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outside_count = 0
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# Classify each point as inside or outside of the plane
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# Classify each point as inside or outside of the plane
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@ -28,7 +28,7 @@ module PF
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# Calculate the new velocities
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# Calculate the new velocities
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normal_vec = (position - other.position) / d
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normal_vec = (position - other.position) / d
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tangental_vec = Vector2(Float64).new(-normal_vec.y, normal_vec.x)
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tangental_vec = Vector[-normal_vec.y, normal_vec.x]
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# Dot product of velocity with the tangent
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# Dot product of velocity with the tangent
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# (the direction in which to bounce towards)
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# (the direction in which to bounce towards)
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