This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//===================================== | |
// MotionControl.as | |
// | |
// Controls animations based on the movements of a node: | |
// Automatically switches between strafing/forward/reverse/run/fall/jump | |
//===================================== | |
//===================================== | |
// class: AnimSet | |
// |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
animation | |
designer | |
allnoneselection() -> None : | |
C++ signature : | |
void allnoneselection()allnoneselection = <Boost.Python.function object at 0x000002027EA2C190> | |
arrayclone() -> None : |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
float ColorCurve::GetY(float pos) const | |
{ | |
for (int i = 0; i < knots_.size() - 1; ++i) | |
{ | |
Vec2 cur = knots_[i]; | |
Vec2 next = knots_[i + 1]; | |
if (pos >= cur.x && pos <= next.x) | |
{ | |
float t = (pos - cur.x) / (next.x - cur.x); | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// Copyright (c) 2008-2015 the Urho3D project. | |
// | |
// 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 | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
class Graph | |
{ | |
Node* masterNode_; | |
std::vector<Node*> nodes_; // List of all of the contained nodes | |
std::vector<Node*> entryNodes_; // Nodes that are known to be possible points of entry | |
std::multimap<Socket*, Socket*> upstreamEdges_; // link edges that go right->left, input -> output, we only ever allow a single upstream edge - except for with flowControl | |
std::multimap<Socket*, Socket*> downstreamEdges_; // link edges that go left->right, output -> input, flow control sockets can only have 1 downstream edge | |
unsigned currentExecutionContext_; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Fills a grid of density values, the grid is vertex based, so for a 64^3 cells the grid must be 65^3 to include the extra vertex for the last cell | |
// This code expects to be combined with other code for a "DensityFunc" before being compiled. | |
#define VERTEX_SIZE 65 | |
int vertex_index(const int4 pos) | |
{ | |
int x = clamp(pos.x, 0, VERTEX_SIZE - 1); | |
int y = clamp(pos.y, 0, VERTEX_SIZE - 1); | |
int z = clamp(pos.z, 0, VERTEX_SIZE - 1); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "UrhoResourceCache.h" | |
#include <Urho3D/Core/Context.h> | |
#include <Urho3D/IO/FileSystem.h> | |
#include <Urho3D/Resource/ResourceCache.h> | |
#include <Urho3D/Core/StringUtils.h> | |
using namespace Urho3D; | |
namespace UrhoEditor |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// only included in case some of the ctx weirdness needs explanation | |
using System; | |
using System.Collections.ObjectModel; | |
using System.IO; | |
using System.Linq; | |
namespace SprueKit.Data | |
{ | |
// When we have a broken path have to have a means to fix it |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Vector2 into Vector2 swizzles | |
public static Vector2 XX(this Vector2 v) { return new Vector2(v.X, v.X); } | |
public static Vector2 YX(this Vector2 v) { return new Vector2(v.Y, v.X); } | |
public static Vector2 YY(this Vector2 v) { return new Vector2(v.Y, v.Y); } | |
// Vector2 into Vector3 swizzles | |
public static Vector3 XXX(this Vector2 v) { return new Vector3(v.X, v.X, v.X); } | |
public static Vector3 XXY(this Vector2 v) { return new Vector3(v.X, v.X, v.Y); } | |
public static Vector3 XYX(this Vector2 v) { return new Vector3(v.X, v.Y, v.X); } | |
public static Vector3 XYY(this Vector2 v) { return new Vector3(v.X, v.Y, v.Y); } | |
public static Vector3 YXX(this Vector2 v) { return new Vector3(v.Y, v.X, v.X); } |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// vmath = float, vector, matrix | |
// matrix = float3x3 or float4x4 | |
// scalar = float, vector | |
// vector = float2, float3, float4 | |
// any = int, float, float2, float3, float4, matrix, bool, object | |
//====================================================== | |
// basic math | |
//====================================================== | |
vmath radians(vmath value); |
OlderNewer