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| void DrawFan(Vector3 o, Vector3 a, Vector3 b, uint numSegments) | |
| { | |
| a.Normalize(); | |
| b.Normalize(); | |
| Vector3 axis = Vector3.Cross(a, b); | |
| float angle = Mathf.Acos(Vector3.Dot(a, b)) * Mathf.Rad2Deg; | |
| float deltaAngle = angle / numSegments; | |
| Quaternion q = Quaternion.AngleAxis(deltaAngle, axis); |
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| int lastUpdateSector = 0; | |
| void Update() | |
| { | |
| xRotation = Mathf.Repeat(xRotation, 360.0f); | |
| int currentSector = (int) (xRotation / 45.0f); | |
| if (currentSector != lastUpdate) | |
| { | |
| int n = lastUpdateSector - currentSector; | |
| n = (n >= 0) ? n : -n; | |
| if (n > 4) |
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| public struct Aabb | |
| { | |
| public Vector2 Min; | |
| public Vector2 Max; | |
| public Aabb(Vector2 min, Vector2 max) | |
| { | |
| Min = min; | |
| Max = max; | |
| } |
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| #define BEGIN_TEST_DEFINES static const int testIndexCounterBase = __COUNTER__ | |
| #define END_TEST_DEFINES static const int kNumTests = (__COUNTER__ - testIndexCounterBase - 1) | |
| #define TEST_CASE(TestName) \ | |
| static const int k##TestName##Index = __COUNTER__ - testIndexCounterBase - 1; \ | |
| bool TestName##Func(TestArgs &args) | |
| struct TestEval | |
| { | |
| int m_testIndex; |
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| TEST_EVAL_LIST(myTests) | |
| { | |
| TEST_EVAL(MyTest0), | |
| TEST_EVAL(MyTest1), | |
| // ... | |
| } | |
| RunTests(myTests, ARRAY_COUNT(myTests), args, passBits); |
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| List<GameObject> sprites; | |
| List<GameObject> nameTextFields; | |
| for (int i = 0, n = sprites.Length; i < n; ++i) | |
| { | |
| var s = sprites[i]; | |
| var ntf = nameTextFields[i]; | |
| int row = i / numCols; | |
| int col = i % numCols; |
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| var table = new LookupTable(); | |
| var pistol = | |
| new WeaponEntry | |
| ( | |
| name = "pistol", | |
| damage = 10 | |
| ); | |
| var shotgun = | |
| new WeaponEntry | |
| ( |
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| (export-weapon-damage-table | |
| (pistol :damage 10) | |
| (shotgun :damage 50) | |
| ) |
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| public static Vector3 ClampBend(Vector3 vector, Vector3 reference, float maxBendAngle) | |
| { | |
| float vectorLenSqr = vector.sqrMagnitude; | |
| if (vectorLenSqr < MathUtil.Epsilon) | |
| return vector; | |
| float referenceLenSqr = reference.sqrMagnitude; | |
| if (referenceLenSqr < MathUtil.Epsilon) | |
| return vector; |
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| public static Vector3 GetAxis(Quaternion q) | |
| { | |
| Vector3 v = new Vector3(q.x, q.y, q.z); | |
| float len = v.magnitude; | |
| if (len < MathUtil.Epsilon) | |
| return Vector3.left; | |
| return v / len; | |
| } |
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