This is an English description of the .PMX file format used in Miku Miku Dance (MMD).
PMX is the successor to the .PMD format (Polygon Model Data).
This is work-in-progress! Please leave feedback in the comments.
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class FindReferences : EditorWindow, ISerializationCallbackReceiver | |
{ | |
List<string> displayedRefs = new List<string>(); |
#!BPY | |
""" Registration info for Blender menus: | |
Name: 'OGRE (.mesh.xml)...' | |
Blender: 236 | |
Group: 'Import' | |
Tip: 'Import an Ogre-Mesh (.mesh.xml) file.' | |
""" | |
''' |
/* | |
* Created by C.J. Kimberlin | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class Dungeon : MonoSingleton<Dungeon> | |
{ | |
[System.Serializable] | |
public class Position | |
{ | |
public int x = 0; |
/** | |
* = Recursive descent parser = | |
* | |
* MIT Style License | |
* By Dmitry Soshnikov <[email protected]> | |
* | |
* In this short lecture we'll cover the basic (non-predictive, backtracking) | |
* recursive descent parsing algorithm. | |
* | |
* Recursive descent is an LL parser: scan from left to right, doing |
using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class ImageAnimation : MonoBehaviour { | |
public Sprite[] sprites; | |
public int spritePerFrame = 6; | |
public bool loop = true; | |
public bool destroyOnEnd = false; |
#Gist of the gist This is a simple example showing how htslib can be used to parse VCF/BCF files in C++. Compiling options are shown in compile_and_run.sh, this assumes that you have compiled htslib into a static library - libhts.a, post a comment if you'd like help doing that.
The program takes a VCF file and spits out chromosome, position and number_of_alleles for each record in the VCF.
This test in the Samtools repo - [https://github.com/samtools/htslib/blob/1.2.1/test/test-vcf-api.c] also has some useful examples, note you might have to switch to the master branch version of that file to keep up with the currently rapidly evolving htslib API.
#Acknowledgements
Last updated 2020/03/04
Some links from twitter on the topic of parsing PSD files (haven't looked into them in details). PSD include a flattened rasterized image so this is easy to load if that's the only thing you need. Most software / librairies have support for extracting this flattened data (e.g. stb_image.h does).
However if you want access to individual layers, render non-rasterized layers, emulate every photoshop features, extract or apply effects with more granularity, more code is needed. May range from easy to lots-of-work depending on what exactly you need.
As far as I know there isn't a trivial stb-like ready-to-use C++ library to do that sort of things. Posting all links here. Some are probably bloated or hard to use into your project, some lacking features.
TODO: Actually look into the pros/cons of all those.
using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class CircleText : BaseVertexEffect | |
{ | |
public int radius = 50; | |
public float spaceCoff = 1f; |