This file contains 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
# 本文に<a name>設置 | |
# | |
# @return [String] | |
def anchored_content | |
doc = Nokogiri::HTML.parse(content) | |
doc = add_anchors(doc, 'h3') | |
doc = add_anchors(doc, 'h4') | |
doc.children.to_html |
This file contains 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
<body> | |
<div id="container"></div> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script> | |
<script id="vertexShader" type="x-shader/x-vertex"> | |
void main() { | |
gl_Position = vec4( position, 1.0 ); | |
} | |
</script> | |
<script id="fragmentShader" type="x-shader/x-fragment"> | |
precision mediump float; |
This file contains 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
FString FPlaneMesh::ToStringForDebug() | |
{ | |
FString Result; | |
TArray<int32> TriangleA = { 1,2,3 }; | |
TArray<int32> TriangleB = { 2,3,4 }; | |
// lamda function for showing debugging message | |
auto TArrayConvertFString = [](TArray<int32> IntArray) | |
{ | |
TArray<FString> StrArray; |
This file contains 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
if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("debugmessage")); } |
This file contains 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 "MyProject.h" | |
#include "MyStruct.h" | |
FMyStruct FMyStruct::New(int32 AwesomeInt, float AwesomeFloat) | |
{ | |
FMyStruct MyStruct; | |
MyStruct.AwesomeInt = AwesomeInt; | |
MyStruct.AwesomeFloat = AwesomeFloat; |
This file contains 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
#include "ProceduralMeshComponent.h" | |
// Creating a standard root object. | |
AMyActor::AMyActor() | |
{ | |
mesh = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("GeneratedMesh")); | |
RootComponent = mesh; | |
/** | |
* Create/replace a section for this procedural mesh component. | |
* @param SectionIndex Index of the section to create or replace. |
This file contains 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 "MyProjecrt.h" | |
#include "MyActor.h" | |
// Sets default values | |
AMyActor::AMyActor() | |
{ | |
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. |
This file contains 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
# Compiled Object files | |
*.slo | |
*.lo | |
*.o | |
*.obj | |
# Precompiled Headers | |
*.gch | |
*.pch |
This file contains 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
#include "ProcedualSpline.h" | |
#include "AwesomeStruct.h" | |
FAwesomeStruct FAwesomeStruct::BuildAwesomeStruct( | |
FVector AwesomeVector, | |
bool AwesomeBoolean, | |
float AwesomeFloat, | |
int32 AwesomeInteger, | |
FRotator AwesomeRotator | |
) |