#example
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extern crate csv; | |
#[macro_use] | |
extern crate serde_json; | |
use std::fs; | |
use std::fs::File; | |
use std::io::prelude::*; | |
use csv::Reader; |
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var canvas = document.createElement('canvas'); | |
var gl; | |
var debugInfo; | |
var vendor; | |
var renderer; | |
try { | |
gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); | |
} catch (e) { | |
} |
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{ | |
"name": "parser_nodejs", | |
"version": "1.0.0", | |
"main": "index.js", | |
"scripts": { | |
"start": "node parser.js" | |
}, | |
"license": "MIT", | |
"dependencies": { | |
"minimist": "^1.2.0", |
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function createBoxArrary(width, height, depth) { | |
let x = -width / 2; | |
let y = -height / 2; | |
let z = -depth / 2; | |
let fbl = { | |
x: x, | |
y: y, | |
z: z + depth | |
}; |
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var ae = require("after-effects"); | |
var aeToJSON = require('ae-to-json/after-effects'); | |
var jsonfile = require('jsonfile') | |
var fs = require('fs'); | |
var outFileName = 'background_forest' | |
ae.execute(aeToJSON) | |
.then(function(json){ | |
fs.writeFile(`temp.json`, JSON.stringify(json), 'utf8', (err)=>{}); |
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class ParticleManager { | |
constructor(side = 'left') { | |
this._particleSize = 256 * 256; | |
this._side = side; | |
this.resize(); | |
this._transY = 0; | |
this._isShowImage = false; | |
this._isFlip = false; |
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// ┳┻| | |
// ┻┳| __________________________ | |
// ┳┻|_∧ | | | |
// ┻┳|ω・) < TODO: delete console.log | | |
// ┳┻|⊂ノ |__________________________| | |
// ┻┳| J | |
// ------------ | |
// TODO: |
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"use strict"; | |
const THREE = require('THREE'); | |
export function createRenderTarget(renderer){ | |
let type = THREE.FloatType; | |
if( renderer.extensions.get('OES_texture_float_linear') == null) type = THREE.HalfFloatType; | |
let rt = new THREE.WebGLRenderTarget(1, 1, { | |
wrapS: THREE.ClampToEdgeWrapping, | |
wrapT: THREE.ClampToEdgeWrapping, |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class HandController : MonoBehaviour { | |
public Animator anim; | |
// Use this for initialization | |
void Start () { | |
anim = GetComponent<Animator>(); |