- A = [xA, yA] is a point on the 2D plane. Same for B, C, ...
- lengths are in any unit (ex: pixels)
- code snippets are in JavaScript
angleRad = angleDeg * Math.PI / 180;
| #!/usr/bin/env bash | |
| set -Eeuo pipefail | |
| trap cleanup SIGINT SIGTERM ERR EXIT | |
| script_dir=$(cd "$(dirname "${BASH_SOURCE[0]}")" &>/dev/null && pwd -P) | |
| usage() { | |
| cat <<EOF | |
| Usage: $(basename "${BASH_SOURCE[0]}") [-h] [-v] [-f] -p param_value arg1 [arg2...] |
| defaults write -g NSScrollViewRubberbanding -int 0 | |
| defaults write -g NSAutomaticWindowAnimationsEnabled -bool false | |
| defaults write -g NSScrollAnimationEnabled -bool false | |
| defaults write -g NSWindowResizeTime -float 0.001 | |
| defaults write -g QLPanelAnimationDuration -float 0 | |
| defaults write -g NSScrollViewRubberbanding -bool false | |
| defaults write -g NSDocumentRevisionsWindowTransformAnimation -bool false | |
| defaults write -g NSToolbarFullScreenAnimationDuration -float 0 | |
| defaults write -g NSBrowserColumnAnimationSpeedMultiplier -float 0 | |
| defaults write com.apple.dock autohide-time-modifier -float 0 |
| /* | |
| a shader executes per pixel | |
| so every thing you see here is he function for every pixel | |
| raymarching is in principe a function that finds the closest point to any surface in the world | |
| then we move our point by that distance and use the same function, | |
| the function will probably be closer to an object in the world every time | |
| and after about 40 to 200 iterations you'll either have found an object or | |
| missed them all into infinity |
| # Hello, and welcome to makefile basics. | |
| # | |
| # You will learn why `make` is so great, and why, despite its "weird" syntax, | |
| # it is actually a highly expressive, efficient, and powerful way to build | |
| # programs. | |
| # | |
| # Once you're done here, go to | |
| # http://www.gnu.org/software/make/manual/make.html | |
| # to learn SOOOO much more. |