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| export const TimedSequence: React.FC<{ urls: string[]}> = ({ urls }) => { | |
| const [allCues, setAllCues] = useState<>(undefined); | |
| const [handle] = useState(() => delayRender()); | |
| const {fps} = useVideoConfig(); | |
| const fetchData = useCallback(async () => { | |
| const all = await Promise.all(urls.map(async (url) => | |
| ({url, durationInSeconds: await getAudioDurationInSeconds(url)}) |
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| import {_} from 'lodash'; | |
| export function makeEnum(arr){ | |
| let obj = {}; | |
| for (let val of arr){ | |
| obj[val] = Symbol(val); | |
| } | |
| return Object.freeze(obj); | |
| } |
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| def TriSign(a,b,c): | |
| return (a.x - c.x) * (b.y- c.y) - (a.y-c.y) * (b.x-c.x) | |
| class pLine: | |
| def __init__(self, x1,y1,x2,y2): | |
| self.a = PVector(x1,y1) | |
| self.b = PVector(x2,y2) | |
| def pnorm(self): | |
| ret = (self.a - self.b) |
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| /** | |
| * Simple Turbulence + art | |
| * By Matt Dobler | |
| */ | |
| int _w = 1920; | |
| int _h = 1080; | |
| PVector dim = new PVector(_w, _h); | |
| PVector box; |
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| //rendered gif can be found at https://imgur.com/gallery/uADuMZE/ | |
| //a rotational for each loop, Runs fn() Spokes times, evenly spaced along a circle len width | |
| //supports fractional spokes for 'unfolding' | |
| function rotational_for(spokes, len, fn) { | |
| var di = TAU / spokes; | |
| for (var i = 0; i < spokes; i++) { | |
| push(); | |
| angle =i*di | |
| translate(sin(angle)*len, cos(angle)*len, 0); |
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| import collections | |
| from functools import * | |
| import argparse | |
| from PIL import Image | |
| from colour import Color | |
| def interesting_colors(filename, num_colors, steps=32, sample_scale=(200, 200)): | |
| """ |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public class SpoopyEditor : EditorWindow { | |
| static float hauntTime = 0; | |
| static float hauntSpeed = .005f; | |
| static bool haunting = false; | |
| public Texture2D skeletons = (Texture2D) Resources.Load("spook/ghost.jpg", typeof(Texture2D)); |
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| using UnityEngine; | |
| using System.Collections; | |
| public class _C { | |
| /* Screen to world utils */ | |
| public static Vector2 ScreenBottomLeft() | |
| { | |
| Vector2 dim = new Vector3(0,0,Camera.main.farClipPlane); | |
| return Camera.main.ViewportToWorldPoint(dim); | |
| return dim; |