- Copy the
PAnim.csclass into your Unity3d project - You're done!
Animating Objects
| Math | |
| .DS_Store |
| [1] warhead | |
| 1 | |
| [2] computer | |
| 2 | |
| [3] booster -3- [4] control -4- [5] booster | |
| 5 | |
| [6] fuel | |
| |6| | |
| [7] coupler | |
| |7| |
| using UnityEngine; | |
| using System.Collections; | |
| public class Extrap { | |
| public static Quaternion Slerp(Quaternion q1, Quaternion q2, float t) | |
| { | |
| float angle; | |
| Vector3 axis; |
| fib ^n = { | |
| fib ^n ^a ^b = { | |
| if (n <= 0) ^!( return a ) | |
| if (n == 1) ^!( return b ) | |
| fib (n - 1) b (a + b) | |
| } | |
| fib n 0 1 | |
| } |
| macro_rules! parsable_enum { | |
| ($(#[$attrs:meta])* enum $name:ident { $($member:ident),*}) => | |
| (parsable_enum! { $(#[$attrs])* enum $name { $($member),* ,}}); | |
| ($(#[$attrs:meta])* enum $name:ident { $($member:ident),* , }) => { | |
| $(#[$attrs])* | |
| pub enum $name { | |
| $($member),+ | |
| } | |
| use std::str::FromStr; |
The way I like to serialize data in Rust into binary formats is to let a data structure blit itself into a mutable buffer. This is a relatively composable, low level way to work that lends itself to having other abstractions built on top of it. I recently was serializing network packets, so let's make up a small packet format that illustrates how we can do this.
+-------------+-------------+
| Tag (u16) | Count (u16) |
+-------------+-------------+
| |
~ Entry (u32) ~
I hereby claim:
To claim this, I am signing this object:
| # RFC 7159 § 9 | |
| # "An implementation may set limits on the size of texts that it accepts." | |
| def parse_json(text): | |
| if len(text) != 1: | |
| raise ValueError("Only accepts single character JSON values") | |
| return int(text[0]) |
| #include <iso646.h> | |
| #include <setjmp.h> | |
| #include <stdio.h> | |
| // Exception Macros | |
| int _exn_handler_idx = 0; | |
| jmp_buf _exn_handlers[1024]; |