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// ==UserScript== | |
// @name HeiMuer TV Video Player | |
// @namespace http://tampermonkey.net/ | |
// @version 0.3 | |
// @description Add video player for HeiMuer TV | |
// @author You | |
// @match https://heimuer.tv/index.php/vod/detail/id/* | |
// @grant GM_log | |
// @require https://cdnjs.cloudflare.com/ajax/libs/hls.js/1.4.10/hls.min.js | |
// ==/UserScript== |
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使用 Haxe 编写 UE5 插件并调用 Haxe CPP 生成的代码是一项有趣且具有挑战性的任务。以下是一个逐步指南,帮助你创建一个简单的 UE5 插件,该插件包含一个 `sum` 函数,利用 Haxe 的 C++ 后端编译,并让 Unreal Engine 调用该函数。 | |
## 1. 环境准备 | |
### 安装必要的软件 | |
- **Haxe SDK**: 请从 [Haxe 官网](https://haxe.org/download/) 下载并安装最新版本的 Haxe。 | |
- **Haxe C++ 后端**: 确保安装了 Haxe 的 C++ 编译器支持。 | |
- **Unreal Engine 5**: 确保已安装并设置好 UE5 开发环境。 | |
- **C++ 开发工具链**: 确保安装了适用于你的操作系统的 C++ 编译器(如 Visual Studio 2019/2022 对于 Windows)。 |
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{ | |
"policy": null, | |
"log": { | |
"access": "", | |
"error": "", | |
"loglevel": "warning" | |
}, | |
"inbounds": [ | |
{ | |
"tag": "proxy", |
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{ | |
"cells": [ | |
{ | |
"cell_type": "code", | |
"execution_count": 20, | |
"metadata": { | |
"collapsed": false, | |
"deletable": true, | |
"editable": true | |
}, |
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linux-vdso.so.1 (0x00007ffdfd322000) | |
libOpenImageIO.so.2.4 => /home/rock/projects/build_linux_lite/bin/./lib/libOpenImageIO.so.2.4 (0x00007fc4c8200000) | |
libOpenImageIO_Util.so.2.4 => /home/rock/projects/build_linux_lite/bin/./lib/libOpenImageIO_Util.so.2.4 (0x00007fc4c8dd3000) | |
libstdc++.so.6 => /lib/x86_64-linux-gnu/libstdc++.so.6 (0x00007fc4c7e00000) | |
libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x00007fc4c8119000) | |
libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x00007fc4c7a00000) | |
/lib64/ld-linux-x86-64.so.2 (0x00007fc4c8f1a000) | |
libgcc_s.so.1 => /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x00007fc4c8d94000) | |
libOpenEXR.so.30 => /home/rock/projects/build_linux_lite/bin/./lib/libOpenEXR.so.30 (0x00007fc4c7600000) | |
libOpenEXRCore.so.30 => /home/rock/projects/build_linux_lite/bin/./lib/libOpenEXRCore.so.30 (0x00007fc4c808b000) |
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https://learn.microsoft.com/en-us/visualstudio/install/troubleshooting-network-related-errors-in-visual-studio?view=vs-2022 |
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''' | |
Author: sonygod [email protected] | |
Date: 2022-11-29 14:31:23 | |
LastEditors: sonygod [email protected] | |
LastEditTime: 2022-11-29 15:07:59 | |
FilePath: \haxec\SConstruct | |
Description: 这是默认设置,请设置`customMade`, 打开koroFileHeader查看配置 进行设置: https://github.com/OBKoro1/koro1FileHeader/wiki/%E9%85%8D%E7%BD%AE | |
''' | |
print("... Hello, Scons !") |
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#include <math.h> | |
// otherwise C++ function names are mangled | |
extern "C" { | |
void float_multiply_array(float *data, int w, int h, int ncpp) { | |
int length = w*h; | |
int currentPixelIndex = 0; | |
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import three.Camera; | |
import js.html.Event; | |
import three.WebGLRenderer; | |
import three.Scene; | |
import js.Browser; | |
import js.html.Window; | |
import three.PerspectiveCamera; | |
class Camera2D { | |
public function new(scene:Scene, render:WebGLRenderer) { |
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import bpy, _bpy | |
class WM_OT_bake_report(bpy.types.Operator): | |
bl_idname = "wm.bake_report" | |
bl_label = "Bake Report" | |
bl_options = {'INTERNAL'} | |
queue_position: bpy.props.IntProperty() | |
queue_size: bpy.props.IntProperty() |
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