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using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEditor; /// <summary> /// 游戏控制 /// </summary> public class bowAndArrow : MonoBehaviour { /// <summary> /// Ray /// </summa…
You don’t need icons! Here are 100+ unicode symbols that you can use Danny Markov December 3rd, 2014   Ever needed to add an icon to your design, but you didn’t want to include images or an entire icon font like Font Awesome into your page? We’ve got…
CHAPTER 3 ENGLAND UNDER THE GOOD SAXON, ALFRED Alfred [born in 849 CE, 唐: 618年-907年] the Great was a young man, three-and-twenty years of age, when he became king. Twice in his childhood, he had been taken to Rome, where the Saxon nobles were in the…
没日没夜的改论文生活终于要告一段落了,比起改论文,学OpenCV就是一件幸福的事情.OpenCV的发展越来越完善了,已经可以直接使用BOW函数来进行对象分类了. 简单的通过特征点分类的方法:                                                                       一.train 1.提取+/- sample的feature,每幅图提取出的sift特征个数不定(假设每个feature有128维) 2.利用聚类方法(e.g K-me…
在学习廖雪峰前辈的JavaScript教程中,遇到了一些需要注意的点,因此作为学习笔记列出来,提醒自己注意! 如果大家有需要,欢迎访问前辈的博客https://www.liaoxuefeng.com/学习. ES6标准新增了一种新的函数:Arrow Function(箭头函数). 更简洁的语法 我们先来按常规语法定义函数: function (x) { return x * x; } 该函数使用箭头函数可以使用仅仅一行代码搞定! x => x * x 箭头函数相当于匿名函数,并且简化了函数定义.…
接着上一篇的说. arrow functions 箭头函数 => 更便捷的函数声明 document.getElementById("click_1").onclick = function(){ console.log("say Hi!"); } document.getElementById("click_2").onclick = () => { let a = 1; let b = 2; console.log(a + b);…
Function, Monad, Arrow f :: Int -> (Int, Int) f = \x -> let y = 2 * x z1 = y + 3 z2 = y - 5 in (z1, z2) -- ghci> f 10 -- (23, 15) fM :: Int -> Identity (Int, Int) fM = \x -> do y <- return (2 * x) z1 <- return (y + 3) z2 <- return…
Arrow class Category a => Arrow a where arr :: (b -> c) -> a b c first :: a b c -> a (b,d) (c,d) first = (*** id) second :: a b c -> a (d,b) (d,c) second = (id ***) (***) :: a b c -> a b' c' -> a (b,b') (c,c') f *** g = first f >&g…
箭头函数有两个好处. 1.他们比传统函数表达式简洁. const arr = [1, 2, 3]; const squares = arr.map(x => x * x); // 传统函数表达式: const squares = arr.map(function (x) { return x * x }); 2.箭头函数不会绑定关键字this,我们不需要用bind()或者that = this这种方法了 function UiComponent() { const button = docume…
https://www.youtube.com/watch?v=jpsd0Aw1qvA 新建骨架,由如下图3部分组成: Bone.000.Top ~ Bone.015.Top (上半部分16节骨骼) Bone.016.Bot ~ Bone.031.Bot (下半部分16节骨骼) Bone (弦上的骨骼) 有了这3部分的骨架绑定到弓箭,作为父级,选择自动权重. 姿态模式下, 移动{Bone}(弦上的骨骼), 弦已经可以动了. 适当调整上面自动生成的顶点组后, 进入骨架编辑模式, 再增加如下图3部分…