This gist demonstrates how to setup a python project that process a numpy array from C language.
To compile the project, run
make all
To test it, run
make test
// Based on script found at http://wiki.unity3d.com/index.php/Floating_Origin | |
// on 2021-05-13, modified substantially - mostly to accomodate multiplayer, | |
// by introducing threshold and offset values. | |
using UnityEngine; | |
public class FloatingOrigin : MonoBehaviour { | |
public static FloatingOrigin Instance; | |
// Largest value allowed for the main camera's X or Z coordinate before that |
// Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
// URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
public class FloatingOrigin : MonoBehaviour | |
{ | |
[Tooltip("Point of reference from which to check the distance to origin.")] | |
public Transform ReferenceObject = null; |
This gist demonstrates how to setup a python project that process a numpy array from C language.
To compile the project, run
make all
To test it, run
make test
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Version: 2017-07-06 (yyyy-MM-dd) | |
/// Many useful Unity3D extensions I've made over the years. | |
/// All in one class. | |
/// </summary> | |
public static class NeitriUnityExtensions | |
{ |
#include <stdbool.h> | |
#include <spu_intrinsics.h> | |
struct vector3_t | |
{ | |
float x, y, z; | |
}; | |
struct matrix43_t | |
{ |