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template <typename Base, typename Derived> | |
struct TSerialize | |
{ | |
static void Do(FArchive& Ar, const TUniquePtr<Base>& Payload) | |
{ | |
Ar.SerializeBits(Payload.Get(), sizeof(Derived)); | |
} | |
}; | |
template <typename Base, typename Derived> |
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struct FTMatrix | |
{ | |
private TArray<bool> Storage; | |
private int N; | |
private int M; | |
FTMatrix(int N, int M) | |
{ | |
this.N = N; |
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namespace Core.Attributes | |
{ | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
using JetBrains.Annotations; | |
using UnityEngine; | |
[AttributeUsage(AttributeTargets.Field)] |
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#include "ViewmodelSkeletalMeshComponent.h" | |
#include "Kismet/GameplayStatics.h" | |
void UViewmodelSkeletalMeshComponent::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
PlayerController = UGameplayStatics::GetPlayerController(this, 0); |
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Compiling leveldb-sys v2.0.8 | |
error: failed to run custom build command for `leveldb-sys v2.0.8` | |
Caused by: | |
process didn't exit successfully: `C:\Users\sahildhanju\Documents\leveldb\target\debug\build\leveldb-sys-90fdc454faa06149\build-script-build` (exit code: 101) | |
--- stdout | |
[build] Started | |
[leveldb] Building | |
running: "cmake" "C:\\Users\\sahildhanju\\.cargo\\registry\\src\\github.com-1ecc6299db9ec823\\leveldb-sys-2.0.8\\deps\\leveldb-1.22" "-G" "Visual Studio 15 2017" "-Thost=x64" "-Ax64" "-DLEVELDB_BUILD_TESTS=OFF" "-DLEVELDB_BUILD_BENCHMARKS=OFF" "-DCMAKE_INSTALL_LIBDIR=C:\\Users\\sahildhanju\\Documents\\leveldb\\target\\debug\\build\\leveldb-sys-58c5a306fd7e9244\\out\\lib" "-DHAVE_SNAPPY=OFF" "-DCMAKE_INSTALL_PREFIX=C:\\Users\\sahildhanju\\Documents\\leveldb\\target\\debug\\build\\leveldb-sys-58c5a306fd7e9244\\out" "-DCMAKE_C_FLAGS= -nologo -MD -Brepro" "-DCMAKE_C_FLAGS_DEBUG= -nologo -MD -Brepro" "-DCMAKE_CXX_FLAGS= -nologo -MD -Brepro" "-DCMAKE_CXX_FLAGS_DEBUG= -nologo -MD -Brepro" "-DCMAKE_A |
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public static string GetCurrentPathOfProjectWindow() | |
{ | |
Type projectWindowUtilType = typeof(ProjectWindowUtil); | |
MethodInfo getActiveFolderPath = projectWindowUtilType.GetMethod("GetActiveFolderPath", BindingFlags.Static | BindingFlags.NonPublic); | |
object obj = getActiveFolderPath.Invoke(null, new object[0]); | |
return obj.ToString(); | |
} |
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#[derive(Copy, Clone, Debug)] | |
pub struct Vector2<T> { | |
pub x: T, | |
pub y: T, | |
} | |
impl<T: Copy + Num + Signed> Vector2<T> { | |
pub fn new(x: T, y: T) -> Vector2<T> where T: Float { | |
assert!(!x.is_nan() && !y.is_nan()); |
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> [*New to Dota 2? Start here.*](http://goo.gl/IwmCv#heading#intro) | |
[Read Before Posting: Subreddit FAQ](http://goo.gl/COUhZ#trade#button) | |
[Subreddit Rules](http://www.reddit.com/r/DotA2/wiki/rules#rules#button) | |
[Message the Moderators](https://goo.gl/VTTJy7#mods#button) | |
>>[](#separator) |
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if (depth < 6) | |
{ | |
auto V = -r.dir; | |
auto R = 2 * dot(V, norm) * norm - V; | |
R.make_unit_vector(); | |
auto ray = Ray(point + 0.001 * norm, R); | |
if (surface->gamma_e != 0) { | |
auto recurredLight = trace(ray, ++depth); | |
light = light + inter.first->gamma_e * recurredLight; |
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vec3 Raytracer::getLighting(vec3 point, vec3 norm, vec3 origin, Lighting* lighting) | |
{ | |
vec3 intensity(0, 0, 0); | |
auto ka = lighting->ka; | |
auto intensityAmbient = lighting->ia; | |
intensity = ka * intensityAmbient; |
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