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using UnityEngine; | |
using System.Collections; | |
public class ExampleClass : MonoBehaviour { | |
public Transform gunObj; | |
void Update() { | |
if (Input.GetMouseButton(0)) { | |
RaycastHit hit; | |
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
if (Physics.Raycast(ray, out hit)) { |
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-*- mode: compilation; default-directory: "~/dev/OpenGL/Test73DOpenGL/" -*- | |
Compilation started at Mon Jun 1 13:49:42 | |
make -k \ | |
g++ -I/usr/local/include main.cpp Vertex.cpp Matrix.cpp Utils.cpp -o main -L/usr/local/lib -lglfw3 -framework Cocoa -framework OpenGL -framework IOKit -framework CoreFoundation -framework CoreVideo -lGLEW | |
Matrix.cpp:13:14: error: array type 'float [16]' is not assignable | |
result.m = Matrix::Identity(); | |
~~~~~~~~ ^ | |
1 error generated. | |
make: *** [all] Error 1 |
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#include "Matrix.h" | |
float const Matrix::identityMatrix[] = { | |
1,0,0,0, | |
0,1,0,0, | |
0,0,1,0, | |
0,0,0,1 | |
}; | |
Matrix Matrix::MultiplyMatrices(const Matrix* m1, const Matrix* m2) { |
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#include <iostream> | |
using namespace::std; | |
int width = -1; | |
int height = -1; | |
char** mineBoard; | |
int main(int argc, char* argv[]) { | |
while (width != 0 && height != 0) { |
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naruse@MacBook-Pro ~/dev/HexLang/hex/compiler (master)$:make compiler.out | |
gcc -Wno-implicit parser.o lex.yy.c parser.tab.c ast.o semantics.o vtable.o ../base/hashmap.o ../base/strbuf.o ../base/hash.o compiler.c -o compiler.out | |
parser.y:695:1: warning: control reaches end of non-void function [-Wreturn-type] | |
} | |
^ | |
1 warning generated. | |
compiler.c:63:66: error: too many arguments to function call, expected 3, have 4 | |
hex_semantics_check_stmt_group(vtable, stmt_group, scope_type, indent_level); | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^~~~~~~~~~~~ | |
./semantics.h:32:1: note: 'hex_semantics_check_stmt_group' declared here |
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public List<Texture> GetTextures2D(Material mat) { | |
List<Texture> list = new List<Texture>(); | |
int count = ShaderUtil.GetPropertyCount(mat.shader); | |
for(int i = 0; i < count; i++) { | |
if(ShaderUtil.GetPropertyType(mat.shader, i) == ShaderUtil.ShaderPropertyType.TexEnv) { | |
if(ShaderUtil.GetTexDim(mat.shader, i) == ShaderUtil.ShaderPropertyTexDim.TexDim2D) { | |
list.Add(mat.GetTexture(ShaderUtil.GetPropertyName(mat.shader, i))); | |
} | |
} | |
} |
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public List<Texture> GetTextures2D(Material mat) { | |
List<Texture> list = new List<Texture>(); | |
int count = ShaderUtil.GetPropertyCount(mat.shader); | |
for(var i = 0; i < count; i++) { | |
if(ShaderUtil.GetPropertyType(mat.shader, i) == ShaderUtil.ShaderPropertyType.TexEnv) { | |
string propertyName = ShaderUtil.GetPropertyName(mat.shader, i); | |
if(propertyName != "_Cube") { | |
list.Add(mat.GetTexture(propertyName)); | |
} | |
} |
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/* | |
Created by: Juan Sebastian Munoz Arango | |
[email protected] | |
2014 | |
www.pencilsquaregames.com | |
Feel free to use it for your personal / commercial projects. | |
a mention of the source would be nice but if you dont feel like | |
its alright. | |
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[MenuItem("FixLODRendeer")] | |
static void LODRendeer() | |
{ | |
LODGroup[] lodgroups = (LODGroup[])GameObject.FindObjectsOfType(typeof(LODGroup)); | |
//For every LOD group: get the current groups and get the renderer names.. | |
foreach (LODGroup lodgroup in lodgroups) | |
{ | |
SerializedObject obj = new SerializedObject(lodgroup); | |
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//Adjust the size of the transform to ocuppy the whole size of the camera being rendered | |
void Start () { | |
float distance = Vector3.Distance(Camera.main.transform.position, transform.position); | |
float sizeHeight = Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView/2) * distance; | |
float radAngle = Camera.main.fieldOfView * Mathf.Deg2Rad; | |
float radHFOV = 2 * Mathf.Atan(Mathf.Tan(radAngle / 2) * Camera.main.aspect); | |
float hFOV = Mathf.Rad2Deg * radHFOV; |