This gist demonstrates how to setup a python project that process a numpy array from C language.
To compile the project, run
make all
To test it, run
make test
| #include <stdbool.h> | |
| #include <spu_intrinsics.h> | |
| struct vector3_t | |
| { | |
| float x, y, z; | |
| }; | |
| struct matrix43_t | |
| { |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| /// <summary> | |
| /// Version: 2017-07-06 (yyyy-MM-dd) | |
| /// Many useful Unity3D extensions I've made over the years. | |
| /// All in one class. | |
| /// </summary> | |
| public static class NeitriUnityExtensions | |
| { |
This gist demonstrates how to setup a python project that process a numpy array from C language.
To compile the project, run
make all
To test it, run
make test
| // Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
| // URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| public class FloatingOrigin : MonoBehaviour | |
| { | |
| [Tooltip("Point of reference from which to check the distance to origin.")] | |
| public Transform ReferenceObject = null; |
| // Based on script found at http://wiki.unity3d.com/index.php/Floating_Origin | |
| // on 2021-05-13, modified substantially - mostly to accomodate multiplayer, | |
| // by introducing threshold and offset values. | |
| using UnityEngine; | |
| public class FloatingOrigin : MonoBehaviour { | |
| public static FloatingOrigin Instance; | |
| // Largest value allowed for the main camera's X or Z coordinate before that |