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info it worked if it ends with ok | |
verb command 'build' [] | |
verb build args [] | |
verb `which` succeededmake '/usr/bin/make' | |
spawn make [ 'V=1', 'BUILDTYPE=Debug', '-f', 'Makefile.gyp' ] | |
g++ '-D_LARGEFILE_SOURCE' '-D_FILE_OFFSET_BITS=64' '-DDEBUG' '-D_DEBUG' -I../../.node-gyp/0.7/src -I../../.node-gyp/0.7/deps/uv/include -I../../.node-gyp/0.7/deps/v8/include -Iinclude -Ihosts -Imodules -Ideps -Wall -pthread -m32 -ansi -O3 -msse2 -ffast-math -g -fPIC -DPIC -g -O0 -fno-rtti -fno-exceptions -O3 -msse2 -ffast-math -g -fPIC -DPIC -MMD -MF out/Debug/.deps/out/Debug/obj.target/o3/hosts/node-o3/sh_node.o.d.raw -c -o out/Debug/obj.target/o3/hosts/node-o3/sh_node.o hosts/node-o3/sh_node.cc | |
In file included from include/o3.h:41:0, | |
from hosts/node-o3/sh_node.cc:22: | |
include/cUnk.h:224:0: let op: ignoring #pragma warning [-Wunknown-pragmas] | |
include/cUnk.h:225:0: let op: ignoring #pragma warning [-Wunknown-pragmas] |
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{ | |
"metadata": { | |
"formatVersion": 3, | |
"generatedBy": "Blender 2.60 Exporter", | |
"vertices": 224, | |
"faces": 200, | |
"normals": 86, | |
"colors": 0, | |
"uvs": 0, | |
"materials": 1, |
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THREE.Ray=function(L,M,N,O){this.origin=L||new THREE.Vector3;this.direction=M||new THREE.Vector3;this.near=N||0;this.far=O||Infinity;var q=new THREE.Vector3,p=new THREE.Vector3,r=new THREE.Vector3,v=new THREE.Vector3,s=new THREE.Vector3,D=new THREE.Vector3,t=new THREE.Vector3,u=new THREE.Vector3,E=new THREE.Vector3,w=new THREE.Vector3,m=new THREE.Vector3,x=new THREE.Matrix4,G=function(a,c){return a.distance-c.distance},g=new THREE.Vector3,h=new THREE.Vector3,j=new THREE.Vector3,H,I,c,J=function(a, | |
F,b){g.sub(b,a);H=g.dot(F);I=h.add(a,j.copy(F).multiplyScalar(H));return c=b.distanceTo(I)},n,i,o,k,y,z,A,B,C=function(a,c,b,f){g.sub(f,c);h.sub(b,c);j.sub(a,c);n=g.dot(g);i=g.dot(h);o=g.dot(j);k=h.dot(h);y=h.dot(j);z=1/(n*k-i*i);A=(k*o-i*y)*z;B=(n*y-i*o)*z;return 0<=A&&0<=B&&1>A+B},K=1E-4;this.setPrecision=function(a){K=a};this.intersectObject=function(a,g){var b,f=[];if(!0===g)for(var d=0,h=a.children.length;d<h;d++)Array.prototype.push.apply(f,this.intersectObject(a.children[d],g));if(a instanceof | |
THREE.Particle) |
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THREE.Ray=function(L,M,N,O){this.origin=L||new THREE.Vector3;this.direction=M||new THREE.Vector3;this.near=N||0;this.far=O||Infinity;var q=new THREE.Vector3,p=new THREE.Vector3,r=new THREE.Vector3,v=new THREE.Vector3,s=new THREE.Vector3,D=new THREE.Vector3,t=new THREE.Vector3,u=new THREE.Vector3,E=new THREE.Vector3,w=new THREE.Vector3,m=new THREE.Vector3,x=new THREE.Matrix4,G=function(a,c){return a.distance-c.distance},g=new THREE.Vector3,h=new THREE.Vector3,j=new THREE.Vector3,H,I,c,J=function(a, | |
F,b){g.sub(b,a);H=g.dot(F);I=h.add(a,j.copy(F).multiplyScalar(H));return c=b.distanceTo(I)},n,i,o,k,y,z,A,B,C=function(a,c,b,f){g.sub(f,c);h.sub(b,c);j.sub(a,c);n=g.dot(g);i=g.dot(h);o=g.dot(j);k=h.dot(h);y=h.dot(j);z=1/(n*k-i*i);A=(k*o-i*y)*z;B=(n*y-i*o)*z;return 0<=A&&0<=B&&1>A+B},K=1E-4;this.setPrecision=function(a){K=a};this.intersectObject=function(a,g){var b,f=[];if(!0===g)for(var d=0,h=a.children.length;d<h;d++)Array.prototype.push.apply(f,this.intersectObject(a.children[d],g));if(a instanceof | |
THREE.Particle) |
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/*global THREE:true requestAnimationFrame:true shaders:true*/ | |
var shaders = { | |
splat:{ | |
defines : {"USE_DIFFUSE2" : true}, | |
uniforms:{ | |
"alpha1" : { type: "t", value: null }, | |
"diffuse1" : { type: "t", value: null }, | |
"multiplier1" : {type: "f", value: 16.0 }, |
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## introduction | |
This is a suggestion on how we could make use of preprocessor definitions inside a shadermaterial. | |
## Why | |
I needed a shadermaterial that had more then 16 texture uniforms defined but depending on the configuration of my application only used 16 or less texture uniforms. So I needed the rebuild my shader sourcecode programmatically or I could make a definition system which used preprocessor definitions. | |
## definition |
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//FightCode can only understand your robot | |
//if its class is called Robot | |
var Robot = function(robot) { | |
}; | |
Robot.prototype.onIdle = function(ev) { | |
var robot = ev.robot; | |
robot.ahead(100); |
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function Robot(robot) {} | |
// well, we need to do something... | |
// whenever our robot is idle, this method gets called. | |
Robot.prototype.onIdle = function(ev) { | |
var robot; | |
robot = ev.robot; | |
robot.ahead(150); | |
robot.rotateCannon(360); |
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/* Remove Link Outlines */ | |
a, a:active, a:focus { outline: none; -moz-outline-style: none; } | |
:-moz-any-link:focus { outline: none; -moz-outline-style: none; } | |
*, *:focus, *:active { outline: none; -moz-outline-style: none; } |
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{ | |
"requireCurlyBraces": ["while", "do", "try", "catch"], | |
"requireSpaceAfterKeywords": ["if", "else", "for", "while", "do", "switch", "return", "try", "catch"], | |
"requireSpacesInFunctionExpression": { | |
"beforeOpeningCurlyBrace": true | |
}, | |
"requirePaddingNewlinesInBlocks": true, | |
"requireSpacesInsideObjectBrackets": "all", | |
"requireSpacesInsideArrayBrackets": "allButNested", | |
"requireSpaceBeforeBlockStatements": true, |
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