Skip to content

Instantly share code, notes, and snippets.

Kamen Dimitrov kamend

Block or report user

Report or block kamend

Hide content and notifications from this user.

Learn more about blocking users

Contact Support about this user’s behavior.

Learn more about reporting abuse

Report abuse
View GitHub Profile
View check-for-src-pattern
#! /bin/bash
#
# simple script to check for a given string pattern in any
# .c, .h, .cpp, .cxx, .m, & .mm source files
#
# Dan Wilcox <danomatika@gmail.com> 2014
#
# super simple command parsing
if [ $# -lt 1 -o "$1" == "-h" -o "$1" == "--help" ] ; then
@kamend
kamend / KinectCommonBridge Mesh Generation
Created Apr 4, 2014
This is how to generate point cloud mesh from the rawDepthPixels data, using Openframeworks and KinectCommonBridge
View KinectCommonBridge Mesh Generation
mesh.clear();
mesh.setMode(OF_PRIMITIVE_POINTS);
for(int x=0;x<640;x+=2) {
for(int y=0;y<480;y+=2) {
int index = x + y * 640;
short depth = kinect.getRawDepthPixelsRef().getPixels()[index];
if(depth > minDistance && depth < maxDistance) {
Vector4 world = NuiTransformDepthImageToSkeleton(x,y,kinect.getRawDepthPixelsRef().getPixels()[index] << 3,NUI_IMAGE_RESOLUTION_640x480);
float scale = 500.0f;
mesh.addVertex(ofVec3f(world.x,world.y,-world.z)*scale);
View gist:10869771
// by dave @ beesandbombs.tumblr.com >:)
void setup() {
setup_();
result = new int[width*height][3];
result_ = new int[width*height][3];
}
int[][] result, result_;
float time;
View gist:11256148
// Adjust dSYM generation
var xcodeProjectPath = Path.Combine(xcodeProjectDir, "Unity-iPhone.xcodeproj");
var pbxPath = Path.Combine(xcodeProjectPath, "project.pbxproj");
var sb = new System.Text.StringBuilder();
var xcodeProjectLines = File.ReadAllLines(pbxPath);
foreach (var line in xcodeProjectLines)
{
// Remove from OTHER_LDFLAGS
@kamend
kamend / Image2Tumblr.cs
Created May 24, 2014
How post an image to Tumblr via their V2 API, inside Unity
View Image2Tumblr.cs
using UnityEngine;
using System;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Globalization;
using System.Security.Cryptography;
using System.IO;
View CoroutineData.cs
//#define DEBUG_THREADING
using UnityEngine;
using System.Collections;
using System.Threading;
using System.Reflection;
public delegate IEnumerator MonitorCoroutine<T> (CoroutineData<T> data);
View CustomEvents.cs
using System;
using System.Collections.Generic;
using UnityEngine.Events;
// interface you implement in your MB to receive events
public interface ICustomHandler : IEventSystemHandler
{
void OnCustomCode(CustomEventData eventData);
}
View PointerInputModule.cs
using System.Collections.Generic;
using System.Text;
namespace UnityEngine.EventSystems
{
public abstract class PointerInputModule : BaseInputModule
{
public const int kMouseId = -1;
public const int kFakeTouchesId = -2;
@kamend
kamend / RaycastCollisionDetection.cs
Created Sep 27, 2015 — forked from NickDiMucci/RaycastCollisionDetection.cs
Raycast collision detection in Unity from a box collider, with diagonal raycasts from the corners to guard against corner collisions.
View RaycastCollisionDetection.cs
using com.mindshaft.overtime.collision;
using UnityEngine;
namespace com.mindshaft.overtime.physics {
public class RaycastCollisionDetection : IEntityCollisionDetection {
private BoxCollider _collider;
private Rect _collisionRect;
private LayerMask _collisionMask;
private LayerMask _playerMask;
@kamend
kamend / AssetPathAttribute.cs
Created Nov 3, 2015
A custom attribute to easily link prefab's paths instead of linking directly the prefab itself, especially useful inside scriptable objects and if you don't want Unity to load all the prefabs' resources as soon as the Scriptable Object loads.
View AssetPathAttribute.cs
using UnityEngine;
using System;
using System.Collections;
public class AssetPathAttribute : PropertyAttribute {
System.Type type;
string label;
public bool isResource;
public AssetPathAttribute(string l, System.Type t, bool isR) {
You can’t perform that action at this time.