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@atinfinity
atinfinity / oclMat_custom_kernel2.cpp
Created Feb 18, 2015
sample code to execute custom OpenCL kernel on OpenCV 2.4.9
View oclMat_custom_kernel2.cpp
#include <opencv2/core/core.hpp>
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/ocl/ocl.hpp>
// cl_mem構造体を参照するためにインクルード
#if defined __APPLE__
#include <OpenCL/cl.h>
#else
#include <CL/cl.h>
#endif
@UnaNancyOwen
UnaNancyOwen / PCLVisualizer1.cpp
Last active Nov 7, 2017
Drawing the Point Cloud using PCLVisualizer with Kinect v2 Grabber
View PCLVisualizer1.cpp
// Disable Error C4996 that occur when using Boost.Signals2.
#ifdef _DEBUG
#define _SCL_SECURE_NO_WARNINGS
#endif
#include "kinect2_grabber.h"
#include <pcl/visualization/pcl_visualizer.h>
template <typename PointType>
class Viewer
@hiroki-o
hiroki-o / AttachSpringBone.cs
Created Dec 15, 2017
UnityChan Dynamic Setup
View AttachSpringBone.cs
using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine.AssetGraph;
using UnityChan;
@kankikuchi
kankikuchi / NameGenerationWindow.cs
Last active Aug 10, 2018
日本語から変数や関数名を生成するエディタ拡張【Unity】【エディタ拡張】
View NameGenerationWindow.cs
// NameGenerationWindow.cs
// http://kan-kikuchi.hatenablog.com/entry/NameGenerationWindow
//
// Created by kan.kikuchi on 2017.12.10.
using UnityEditor;
using UnityEngine;
using UnityEngine.Networking;
using System;
using System.Collections;
@sh-akira
sh-akira / RestartOnStop.cs
Last active Sep 11, 2018
UnityエディタでStopしたときにエディタを再起動するエディタ拡張です
View RestartOnStop.cs
//
// Unity Restart Editor On Stop
// @sh_akira
// Put this file to Assets/Editor/
//
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
@shichiE
shichiE / AnimationClipSmoother.cs
Created Sep 17, 2018
AnimatinClipのカーブのスパイクを均すエディタ拡張
View AnimationClipSmoother.cs
// 自由に使ってどうぞ
// [Edit]フォルダに入れてメニューの[Animation Clip Smoother]-[Open]を選択するとウィンドウが表示される。
// 編集するAnimationClipを選択後、編集するカーブを選択して[実行]ボタンを押す。
using UnityEditor;
using UnityEngine;
public class AnimationClipSmoother : EditorWindow
{
/// <summary>
View gist:2b89838230cf41938f9fa13c7d0fe437
xcargs = ""
xcargs += " IDEBuildOperationMaxNumberOfConcurrentCompileTasks=16"
xcargs += " GCC_GENERATE_DEBUGGING_SYMBOLS=NO DEBUG_INFORMATION_FORMAT=dwarf"
xcargs += " ONLY_ACTIVE_ARCH=YES VALID_ARCHS=arm64"
xcargs += " CC=\"ccacheclang\" GCC_PRECOMPILE_PREFIX_HEADER=NO" if File.exist?("/usr/local/bin/ccacheclang")
@mao-test-h
mao-test-h / ProgressBarDrawer.cs
Created Feb 21, 2019
Inspectorにプログレスバーを表示する奴のサンプル
View ProgressBarDrawer.cs
// usage:
// [SerializeField] [ProgressBar] float _sample;
// [SerializeField] [ProgressBar("hoge")] float _sample;
// [SerializeField] [ProgressBar(0f, 1f)] float _sample;
// [SerializeField] [ProgressBar(0f, 1f, "hoge")] float _sample;
namespace Sample
{
using System;
using UnityEngine;
@sh-akira
sh-akira / AnimationSplitter.cs
Created Apr 17, 2019
Unityでanimファイルを指定秒数で分割して出力するエディタ拡張です
View AnimationSplitter.cs
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace akr.Unity.Editor.Animation
{
public class AnimationSplitter : EditorWindow
{
@XakazukinX
XakazukinX / BlendShapeAnimationExpoter.cs
Created May 15, 2019
VRMBlendShapeProxyからAnimationClipをはくやつ
View BlendShapeAnimationExpoter.cs
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using VRM;
public class BlendShapeAnimationExpoter : EditorWindow
{
//対象のVRMBlendShapeProxy
public VRMBlendShapeProxy proxy;
public string savePath;
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