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| using UnityEngine; | |
| using System.Collections; | |
| using System.Runtime.InteropServices; | |
| using System; | |
| public class ChangeMouseSpeed : MonoBehaviour { | |
| public const uint SPI_SETMOUSESPEED = 0x0071; | |
| public const uint SPI_GETMOUSESPEED = 0x0070; |
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| for item in bpy.context.scene.objects: | |
| bpy.context.scene.objects.unlink(item) | |
| for item in bpy.data.objects: | |
| bpy.data.objects.remove(item) | |
| for item in bpy.data.meshes: | |
| bpy.data.meshes.remove(item) | |
| for item in bpy.data.materials: |
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| import bpy | |
| import random | |
| def offset_vertices_of_mesh_objects (vertOffsetRnd_): | |
| for obj in bpy.context.scene.objects: | |
| #print(obj.type) | |
| if obj.type == 'MESH': | |
| print(obj.name) | |
| for vert in obj.data.vertices: |
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| def get_keyframes(action_name): | |
| keyframes = [] | |
| action = bpy.data.actions[action_name] | |
| if action is not None and action is not None: | |
| for fcu in action.fcurves: | |
| for keyframe in fcu.keyframe_points: | |
| x, y = keyframe.co | |
| if x not in keyframes: | |
| keyframes.append((math.ceil(x))) | |
| return keyframes |
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| float calcDistancePointAndPlane (Vector3 p, Vector3 v0, Vector3 v1, Vector3 v2) { | |
| Vector3 n = Vector3.Normalize (Vector3.Cross (v1 - v0, v2 - v1)); | |
| Vector3 g = (v0 + v1 + v2) / 3.0f; | |
| return Mathf.Abs (Vector3.Dot (n, p - g)); | |
| } |
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| Vector3 calcIntersectionLineSegmentAndPlane (Vector3 a, Vector3 b, Vector3 v0, Vector3 v1, Vector3 v2) { | |
| float distAP = calcDistancePointAndPlane (a, v0, v1, v2); | |
| float distBP = calcDistancePointAndPlane (b, v0, v1, v2); | |
| float t = distAP / (distAP + distBP); | |
| return (b - a) * t + a; | |
| } |
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| /// <summary> | |
| /// ポリゴン上に点が含まれるかを判定 | |
| /// </summary> | |
| bool detectPointIsEnclosedByPolygon (Vector3 p, Vector3 v0, Vector3 v1, Vector3 v2) { | |
| Vector3 n = Vector3.Normalize (Vector3.Cross (v1 - v0, v2 - v1)); | |
| Vector3 n0 = Vector3.Normalize (Vector3.Cross (v1 - v0, p - v1)); | |
| Vector3 n1 = Vector3.Normalize (Vector3.Cross (v2 - v1, p - v2)); | |
| Vector3 n2 = Vector3.Normalize (Vector3.Cross (v0 - v2, p - v0)); |
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| // ------------------------------------------------------------- | |
| /// <summary> | |
| /// 3次元座標上の線分と3角ポリゴンが交差してるかを判定 | |
| /// </summary> | |
| bool detectIsIntersectedLineSegmentAndPolygon (Vector3 a, Vector3 b, Vector3 v0, Vector3 v1, Vector3 v2) { | |
| bool bCollision = detectCollisionLineSegmentAndPlane (a, b, v0, v1, v2); | |
| if (bCollision) { | |
| Vector3 p = calcIntersectionLineSegmentAndPlane (a, b, v0, v1, v2); |
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| using UnityEngine; | |
| using System.Collections; | |
| using Windows.Kinect; | |
| public class DepthMapGenerator : MonoBehaviour { | |
| public GameObject depthSourceManager; | |
| private DepthSourceManager depthSourceManagerScript; | |
| [Range (1, 8000)] |
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