Skip to content

Instantly share code, notes, and snippets.

@edom18
edom18 / file0.js
Created December 17, 2016 16:41
[WebVR] Gamepad APIを使ってHTC Vive Controllerを表示する ref: http://qiita.com/edo_m18/items/0da210e899813f814727
// 指定したIDのGamepadを探す
function findGamepad(id)
{
var gamepads = navigator.getGamepads();
for (var i = 0, j = 0; i < 4; i++)
{
// 取得したゲームパッドの中から「OpenVR Gamepad」を探す
var gamepad = gamepads[i];
if (gamepad && gamepad.id === 'OpenVR Gamepad')
{
@edom18
edom18 / file0.txt
Last active June 27, 2022 06:12
[Unity] Mesh Cutのサンプルを読む(メッシュの切断) ref: https://qiita.com/edo_m18/items/31961cd19fd19e09b675
(p - p_0) \cdot n < 0 ... 裏 \\
(p - p_0) \cdot n > 0 ... 表 \\
(p - p_0) \cdot n = 0 ... 平面上
@edom18
edom18 / file2.js
Created June 28, 2016 09:56
[WebGL] Three.jsでジオメトリインスタンシングを使ってモデルをレンダリングする ref: http://qiita.com/edo_m18/items/59818d2192c486461026
var initialized = false;
var camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.y = 2;
camera.position.z = 2;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x101010);
renderer.setPixelRatio(window.devicePixelRatio);
(function (ns) {
'use strict';
var camera, scene, renderer, light, ambientLight,
player, effect, controls, backBtn;
var sphere360view1, sphere360view2, sphere360view3;
/**
(function (ns) {
'use strict';
var camera, scene, renderer, light, ambientLight,
player, effect, controls, backBtn;
var sphere360view1, sphere360view2, sphere360view3;
/**
@edom18
edom18 / file0.js
Last active June 8, 2016 14:21
任意の数以上の最小の2のべき乗を求める ref: http://qiita.com/edo_m18/items/99087f5240f044e0622f
function nearPow2(n) {
// 0以下の場合は常に0を返す
if (n <= 0) {
return 0;
}
var k = Math.ceil(Math.log2(n));
return Math.pow(2.0, k);
}
@edom18
edom18 / file4.txt
Created May 29, 2016 01:34
[Three.js][WebGL] DepthBufferを共有して選択オブジェクト以外にブラーをかけてみる ref: http://qiita.com/edo_m18/items/b9dd6ca0cc667064fdc5
uniform sampler2D texture;
uniform sampler2D blurTexture;
uniform sampler2D maskTexture;
varying vec2 vUV;
void main() {
float mask = texture2D(maskTexture, vUV).r;
if (mask > 0.0) {
gl_FragColor = texture2D(texture, vUV);
}
@edom18
edom18 / file0.txt
Created April 26, 2016 07:45
[Unity] Leapmotion Orionで手のモデルの位置を簡単に取得する ref: http://qiita.com/edo_m18/items/a9de59b1a6dc8e37abdf
using UnityEngine;
using System.Collections;
using Leap;
using Leap.Unity;
using System.Collections.Generic;
public class AnyHand : MonoBehaviour {
[SerializeField]
GameObject m_ProviderObject;
@edom18
edom18 / AnyView.m
Last active April 15, 2016 08:07
[Objective-C] Responder Chainを利用して親ビューにイベントを届ける ref: http://qiita.com/edo_m18/items/b55308c06a8267b3ea5f
// メソッド名がかぶって誤動作しないようにプロトコルにする
@protocol AnyEvent <NSObject>
@optional
- (void)tappedButton1:(id)responder;
- (void)tappedButton2:(id)responder;
@end
//////////////////////////////////////////////////
@edom18
edom18 / file0.txt
Created March 31, 2016 10:57
[Unity] ディゾルブ処理でオブジェクトが消えるのを際立たせる ref: http://qiita.com/edo_m18/items/2f19dd963cd730b50371
fixed a = Luminance(tex2D(_DissolveTex, i.dissolvecoord).xyz);
if (_CutOff > a) {
discard;
}