- MeshInstanceRenderer -> RenderMesh (Hybrid Renderer, Unity.Rendering)
- MeshInstanceRendererSystem -> RenderMeshSystem (Hybrid Renderer, Unity.Rendering)
- World.***System -> World.***Manager
- EntityQueryDesc -> EntityArchetypeQuery (Unity.Entities, 非推奨?)
- EntityQuery.*** -> EntityManager.*** など
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package org.densyakun.forge.test; | |
import java.util.List; | |
import cpw.mods.fml.common.FMLCommonHandler; | |
import cpw.mods.fml.common.Mod; | |
import cpw.mods.fml.common.Mod.EventHandler; | |
import cpw.mods.fml.common.event.FMLInitializationEvent; | |
import cpw.mods.fml.common.eventhandler.SubscribeEvent; | |
import cpw.mods.fml.common.gameevent.TickEvent.PlayerTickEvent; | |
import net.minecraft.client.Minecraft; |
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# 画像を簡単に切り取る | |
from __future__ import print_function | |
from ipywidgets import interact, interactive, fixed, interact_manual | |
import ipywidgets as widgets | |
import cv2 | |
import matplotlib.pyplot as plt | |
def f(x): | |
a = x.split(' ') |
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from random import randint, shuffle | |
from math import floor | |
from time import sleep | |
class UnoCard: | |
# 0~9,13~22,26~35,39~48: 0~9 | |
# 10,23,36,49: draw two | |
# 11,24,37,50: skip |
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# 大まかな目安 | |
場所 面積km^2 | |
有明 1.35 | |
横浜 1.26 | |
玉野 1.03 | |
長崎 0.998 | |
伊万里 0.921 | |
川崎三菱 0.908 | |
横須賀 0.726 | |
佐世保 0.644 |
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using Unity.Entities; | |
using Unity.Rendering; | |
using Unity.Transforms; | |
public class Main : MonoBehaviour | |
{ | |
private World _world; | |
void OnEnable() | |
{ |
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using Unity.Entities; | |
using Unity.Rendering; | |
using Unity.Transforms; | |
public class Main : MonoBehaviour | |
{ | |
private World _world; | |
void OnEnable() | |
{ |
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import math | |
semi_major_axis = 6378137 | |
semi_minor_axis = 6356752.314245 | |
def getScale(lat): | |
return semi_minor_axis / semi_major_axis / math.cos(math.radians(lat)) | |
if __name__ == '__main__': | |
while(True): |
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import bpy | |
from bpy.types import Mesh, Curve | |
import bmesh | |
"""辺をカーブにしてベベルを付ける""" | |
def edgea(ops): | |
objs = bpy.context.selected_objects | |
bpy.ops.object.select_all(action='DESELECT') | |
for obj in objs: | |
bpy.data.objects[obj.name].select = True |
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Entities | |
.ForEach( | |
(in PhysicsCollider collider) => | |
{ | |
if (collider.Value.Value.Type == ColliderType.Box) | |
{ | |
Unity.Physics.BoxCollider* boxColliderPtr = (Unity.Physics.BoxCollider*)collider.ColliderPtr; | |
Debug.Log(*boxColliderPtr); | |
} | |
} |