Objective: Enable avatars and objects to move between virtual worlds.
Ranking implementations on a sliding scale of interoperability.
| // sensor via https://wiki.postmarketos.org/wiki/PINE64_PinePhone_(pine64-pinephone)#Sensors | |
| const x_path = "/sys/bus/iio/devices/iio:device3/in_accel_x_raw" | |
| const y_path = "/sys/bus/iio/devices/iio:device3/in_accel_y_raw" | |
| const z_path = "/sys/bus/iio/devices/iio:device3/in_accel_z_raw" | |
| var fs = require("fs"); | |
| var express = require('express'); | |
| var app = express(); | |
| // could be WSS but fast enough on LAN as-is |
| AFRAME.registerComponent('outline-geometry', { | |
| schema : { | |
| margin : { default : 1.025 }, | |
| color: { default : 'red' }, | |
| }, | |
| init : function () { | |
| var p = this.el; | |
| var p_prime = p.cloneNode(true); | |
| p_prime.removeAttribute('outline-geometry') | |
| p_prime.setAttribute('material', 'color', this.data.color) |
| #ifndef UNITY_STANDARD_BRDF_INCLUDED | |
| #define UNITY_STANDARD_BRDF_INCLUDED | |
| #include "UnityCG.cginc" | |
| #include "UnityStandardConfig.cginc" | |
| #include "UnityLightingCommon.cginc" | |
| //------------------------------------------------------------------------------------- | |
| // Legacy, to keep backwards compatibility for (pre Unity 5.3) custom user shaders: | |
| #define unity_LightGammaCorrectionConsts_PIDiv4 (IsGammaSpace()? (UNITY_PI/4)*(UNITY_PI/4): (UNITY_PI/4)) |
| using UnityEngine; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Threading; | |
| class BitmapEncoder | |
| { | |
| public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |
| --# Main | |
| -- Component System by Utsira. uses runtime mix-ins to add component's methods to entities (ie not a pure entity - component - system model). | |
| -- TO USE: | |
| -- Entity is a superclass that adds the method :add, for adding (including) components to game objects(entities). | |
| -- Components are tables, but use : to name their methods. | |
| -- If component has an iterator table then it is a system. Iterate will run through every entity that is part of that system | |
| -- If component has an :init function, this will not be added to the entity, but will instead be run when the component is added | |
| -- Use this function to perform your initial setup | |
| function setup() |
| /* | |
| Delta Compression by Glenn Fiedler. | |
| This source code is placed in the public domain. | |
| http://gafferongames.com/2015/03/14/the-networked-physics-data-compression-challenge/ | |
| */ | |
| #include <stdint.h> | |
| #include <stdio.h> | |
| #include <assert.h> | |
| #include <string.h> |
| Patch for Myo Unity package for SDK Windows 0.8.0 to access EMG raw data. |
| // Copyright Lee Grey, 2014 | |
| // License: MIT | |
| module lg.tileSystem { | |
| import Vector2D = lg.math.geometry.Vector2D; | |
| export class FieldInfo { | |
| distanceFromTarget: number = -1; |