This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| IEnumerable<IntPtr> HandleBefore = Process.GetProcessesByName("firefox").Select(p => p.MainWindowHandle); | |
| // return false => IE, return true => 火狐 | |
| bool browser_ = GetBrowserType(customer_name); | |
| if (browser_ == false) | |
| { | |
| //IE | |
| cd = initWebDriverIE(MY_PDF_DIRECTORY_BY_DATE); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Fill out your copyright notice in the Description page of Project Settings. | |
| #include "LoaderBPFunctionLibrary.h" | |
| #include "RuntimeMeshLoader.h" | |
| #include <assimp/Importer.hpp> // C++ importer interface | |
| #include <assimp/scene.h> // Output data structure | |
| #include <assimp/postprocess.h> // Post processing flags | |
| void FindMeshInfo(const aiScene* scene, aiNode* node, FReturnedData& result) | |
| { |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| public void GUIMatrixAutoScale(float fromScreenX, float fromScreenY) | |
| { | |
| Matrix4x4 _matrix = GUI.matrix; | |
| _matrix.m00 = (float)Screen.width / fromScreenX; | |
| _matrix.m11 = (float)Screen.height / fromScreenY; | |
| GUI.matrix = _matrix; | |
| } | |
| void OnGUI() | |
| { |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| //from http://www.codeproject.com/Articles/317974/KinectDepthSmoothing | |
| function smoothDepth(arr){ | |
| var res = createArray(width,height); | |
| for(var i=2; i< width-2; i++){ | |
| for(var j=2; j < height-2; j++){ | |
| if(arr[i][j]===0){ | |
| var innerBandCount = 0; | |
| var outerBandCount = 0; | |
| var filterCollection = []; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Simple "just colors" shader that's used for built-in debug visualizations, | |
| // in the editor etc. Just outputs _Color * vertex color; and blend/Z/cull/bias | |
| // controlled by material parameters. | |
| Shader "Hidden/Internal-Colored" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _SrcBlend ("SrcBlend", Int) = 5.0 // SrcAlpha |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| //mUnityActivity 是 unity 的 active. | |
| //取得 Bundle Version. | |
| public String GetAppVersionName() | |
| { | |
| String ver = "0"; | |
| PackageManager pm = mUnityActivity.getApplicationContext().getPackageManager(); | |
| PackageInfo pInfo; | |
| try { |