- Copy the
PAnim.cs
class into your Unity3d project - You're done!
Animating Objects
Math | |
.DS_Store |
[1] warhead | |
1 | |
[2] computer | |
2 | |
[3] booster -3- [4] control -4- [5] booster | |
5 | |
[6] fuel | |
|6| | |
[7] coupler | |
|7| |
using UnityEngine; | |
using System.Collections; | |
public class Extrap { | |
public static Quaternion Slerp(Quaternion q1, Quaternion q2, float t) | |
{ | |
float angle; | |
Vector3 axis; |
fib ^n = { | |
fib ^n ^a ^b = { | |
if (n <= 0) ^!( return a ) | |
if (n == 1) ^!( return b ) | |
fib (n - 1) b (a + b) | |
} | |
fib n 0 1 | |
} |
macro_rules! parsable_enum { | |
($(#[$attrs:meta])* enum $name:ident { $($member:ident),*}) => | |
(parsable_enum! { $(#[$attrs])* enum $name { $($member),* ,}}); | |
($(#[$attrs:meta])* enum $name:ident { $($member:ident),* , }) => { | |
$(#[$attrs])* | |
pub enum $name { | |
$($member),+ | |
} | |
use std::str::FromStr; |
The way I like to serialize data in Rust into binary formats is to let a data structure blit itself into a mutable buffer. This is a relatively composable, low level way to work that lends itself to having other abstractions built on top of it. I recently was serializing network packets, so let's make up a small packet format that illustrates how we can do this.
+-------------+-------------+
| Tag (u16) | Count (u16) |
+-------------+-------------+
| |
~ Entry (u32) ~
I hereby claim:
To claim this, I am signing this object:
# RFC 7159 § 9 | |
# "An implementation may set limits on the size of texts that it accepts." | |
def parse_json(text): | |
if len(text) != 1: | |
raise ValueError("Only accepts single character JSON values") | |
return int(text[0]) |
#include <iso646.h> | |
#include <setjmp.h> | |
#include <stdio.h> | |
// Exception Macros | |
int _exn_handler_idx = 0; | |
jmp_buf _exn_handlers[1024]; |