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Singularly Perturbed and Weakly Coupled Linear Control Systems A Recursive Approach (Lecture Notes in Control and Information Sciences) Springer-Verlag? Z. Gajic? D. Petkovski? X. Shen? Springer-Verlag? Z.Gajic? D.Petkovski? X.Shen? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-Electrical&Electronics-General? Subjects-Engineering-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Root Clustering in Parameter Space (Lecture Notes in Control and Information Sciences) Springer-Verlag? Shaul Gutman? Springer-Verlag? ShaulGutman? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-Electrical&Electronics-General? Subjects-Engineering-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Photoacoustic and Photothermal Phenomena II Proceedings of the 6th International Topical Meeting, Baltimore, Maryland, July 31-August 3, 1989 (Springer Series in Optical Sciences) Springer-Verlag? J. C. Murphy? L. C. Aamodt? J. W. Maclachlan Spicer? Brenda Scott Royce? Springer-Verlag? J.C.Murphy? L.C.Aamodt? J.W.MaclachlanSpicer? BrendaScottRoyce? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Physics-General? Subjects-Professional&Technical-ProfessionalScience-Physics-Nanostructures? Subjects-Professional&Technical-ProfessionalScience-Physics-Optics? Subjects-Science-General Subjects-Science-Physics-Acoustics&Sound? Subjects-Science-Physics-General? Subjects-Science-Physics-Nanostructures? Subjects-Science-Physics-Optics? 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Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Engineering-Materials-Metallurgy? Subjects-Science-General Subjects-Science-Mathematics-Applied-Engineering-Modeling? Recent Developments in Micromechanics Proceedings of the Mini Symposium on Micromechanics at the Scme Mechanical Engineering Forum 1990 June 3-9, 19 Springer-Verlag? Mini-Symposium on Micromechanics (1990 University of Toronto)? D. R. Axelrad? W. Muschik? Canadian Society for Mechanical Engineering Forum? Springer-Verlag? Mini-SymposiumonMicromechanics(1990UniversityofToronto)? D.R.Axelrad? W.Muschik? CanadianSocietyforMechanicalEngineeringForum? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Engineering-Materials-StrengthofMaterials? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Engineering-Materials-StrengthofMaterials? Subjects-Professional&Technical-ProfessionalScience-Physics-Mechanics? 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Subjects-Business&Investing-Management&Leadership-Management? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-BusinessManagement-Management&Leadership-Management? Subjects-Science-General Shape Design Sensitivity Analysis and Optimization Using the Boundary Element Method (Lecture Notes in Engineering) Springer-Verlag? Zhiye Zhao? Springer-Verlag? ZhiyeZhao? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-Civil-General? Subjects-Engineering-Design? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-Civil-General? Subjects-Professional&Technical-Engineering-Design? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Subjects-Science-Mathematics-Applied-Engineering-General? Intelligent CAD Systems III Practical Experience and Evaluation (Eurographic Seminars Tutorials and Perspectives in Computer Graphics) Springer-Verlag? P. J. W. Ten Hagen? P. J. Veerkamp? Springer-Verlag? P.J.W.TenHagen? P.J.Veerkamp? ジャンル別? Subjects-Arts&Photography-Architecture-Drawing&Modelling-CAD-CAD&CAM? Subjects-Computers&Internet-ComputerScience-ArtificialIntelligence-General? Subjects-Computers&Internet-ComputerScience-ArtificialIntelligence-ComputerMathematics? Subjects-Computers&Internet-GraphicDesign-CAD-CAD&CAM? Subjects-Engineering-ComputerTechnology-CAD&CAM? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-CAD&CAM? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Architecture-Drawing&Modelling-CAD-CAD&CAM? Subjects-Science-General Engineering Optimization in Design Processes Proceedings of the International Conference Karlsruhe Nuclear Research Center, Germany September 3-4, 1 (Lecture Notes in Engineering) Springer-Verlag? H. A. Eschenauer? C. Mattheck? N. Olhoff? Springer-Verlag? H.A.Eschenauer? C.Mattheck? N.Olhoff? ジャンル別? Subjects-Computers&Internet-Software-Design&Development-StructuredDesign? Subjects-Engineering-Aerospace-AdvancedMechanics? Subjects-Engineering-Civil-Mechanics? Subjects-Engineering-Civil-Structural? Subjects-Engineering-ComputerTechnology-CAD&CAM? Subjects-Engineering-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Civil-Mechanics? Subjects-Professional&Technical-Engineering-Civil-Structural? Subjects-Professional&Technical-Engineering-ComputerTechnology-CAD&CAM? Subjects-Professional&Technical-Engineering-Aerospace-AdvancedMechanics? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Applications and Efficiency of Heat Pump Systems Proceedings of the 4th International Conference (Munich, Germany 1-3 October, 1990) Springer-Verlag? I. E. Smith? Springer-Verlag? I.E.Smith? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-Energy-HeatEngineering&Transfer? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-Energy-HeatEngineering&Transfer? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Boundary Integral Methods Theory and Applications Proceedings of the Iabem Symposium Rome, Italy, Oct 15-19, 1990 Springer-Verlag? Luigi Morino? Renzo Piva? Springer-Verlag? LuigiMorino? RenzoPiva? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Physics-Mechanics? 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Subjects-Professional&Technical-Engineering-General Subjects-Science-Physics-FluidMechanics? Advanced Methods in Adaptive Control for Industrial Application (Lecture Notes in Control and Information Sciences) Springer-Verlag? K. Warwick? M. Karny? A. Halouskova? Springer-Verlag? K.Warwick? M.Karny? A.Halouskova? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-Electrical&Electronics-General? Subjects-Engineering-General? Subjects-Engineering-Mechanical-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Biofouling and Biocorrosion in Industrial Water Systems Proceedings of the International Workshop on Industrial Biofouling and Biocorrosion, Stuttg Springer-Verlag? Hans C. Flemming? Gill G. Geesey? Springer-Verlag? HansC.Flemming? GillG.Geesey? ジャンル別? Subjects-Engineering-Civil-Environmental-General Subjects-Engineering-Civil-Environmental-WaterQuality&Treatment? Subjects-Engineering-General? Subjects-Outdoors&Nature-Environment-EnvironmentalScience Subjects-Professional&Technical-Engineering-Civil-Environmental-General Subjects-Professional&Technical-Engineering-Civil-Environmental-WaterQuality&Treatment? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Medical-BasicSciences-Chemistry? Subjects-Professional&Technical-ProfessionalScience-EarthSciences-EnvironmentalScience? 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Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-General Introductory Optimization Dynamics Optimal Control With Economics and Management Applications Springer-Verlag? Pierre N. V. Tu? Springer-Verlag? PierreN.V.Tu? ジャンル別? Subjects-Business&Investing-Biographies&Primers-PopularEconomics? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Nonfiction-Economics-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Accounting&Finance-Economics-General? Subjects-Science-General Numerical Analysis of Electromagnetic Fields (Electric Energy Systems and Engineering) Springer-Verlag? Pei-Bei Zhou? Springer-Verlag? Pei-BeiZhou? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Physics-Waves&WaveMechanics? Subjects-Science-General Subjects-Science-Physics-Waves&WaveMechanics? Subjects-Science-Physics-Electromagnetism-General? Differential Models of Hysteresis (Applied Mathematical Sciences) Springer-Verlag? Augusto Visintin? Springer-Verlag? AugustoVisintin? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Mathematics-Geometry&Topology-DifferentialGeometry? Subjects-Professional&Technical-ProfessionalScience-Physics-General? Subjects-Science-General Subjects-Science-Mathematics-Geometry&Topology-DifferentialGeometry? Subjects-Science-Physics-General? Electronic Properties of Materials Springer-Verlag? Rolf E. Hummel? Springer-Verlag? RolfE.Hummel? ジャンル別? Subjects-Engineering-Electrical&Electronics-General? Subjects-Engineering-General? Subjects-Engineering-Materials-Properties-Physical? Subjects-Engineering-MaterialsScience-MechanicalPropertiesofSolids? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-MaterialsScience-MechanicalPropertiesofSolids? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-Engineering-Materials-Properties-Physical? Subjects-Professional&Technical-ProfessionalScience-Physics-General? Subjects-Professional&Technical-ProfessionalScience-Physics-QuantumTheory? Subjects-Professional&Technical-ProfessionalScience-Physics-SolidStatePhysics? Subjects-Science-General Subjects-Science-Physics-General? Subjects-Science-Physics-QuantumTheory? Subjects-Science-Physics-Solid-StatePhysics-General? Integrated System for Intelligent Control (Lecture Notes in Control and Information Sciences) Springer-Verlag? Ming Rao? Springer-Verlag? MingRao? ジャンル別? Substores-UnknownASINs-9? Subjects-Computers&Internet-ComputerScience-ArtificialIntelligence-General? Subjects-Computers&Internet-ComputerScience-ArtificialIntelligence-ComputerMathematics? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Engineering-Mechanical-ControlEngineering-AdaptiveControl? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-Mechanical-ControlEngineering-AdaptiveControl? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Mixed Finite Element Method (Lecture Notes in Engineering) Springer-Verlag? A. Poceski? Springer-Verlag? A.Poceski? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Mathematics-Applied-General? Subjects-Science-General Subjects-Science-Mathematics-Applied-General? Subjects-Science-Mathematics-Applied-Engineering-Boundary&FiniteAnalysis? Robust Control for Unstructured Perturbations-An Introduction (Lecture Notes in Control and Information Sciences) Springer-Verlag? Peter Dorato? L. Fortuna? G. Muscato? Springer-Verlag? PeterDorato? L.Fortuna? G.Muscato? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-Electrical&Electronics-General? Subjects-Engineering-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-Mechanical-ControlEngineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Science-General Guaranteed Estimates, Adaptation and Robustness in Control Systems (Lecture Notes in Control and Information Sciences) Springer-Verlag? V. M. Kuntzevich? M. Lychak? Springer-Verlag? V.M.Kuntzevich? M.Lychak? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Engineering-Electrical&Electronics-General? Subjects-Engineering-General? Subjects-Engineering-Mechanical-General? Subjects-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-ComputerTechnology-Robotics&Automation? Subjects-Professional&Technical-Engineering-Electrical&Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Mechanical-Robotics? Subjects-Professional&Technical-Engineering-General Subjects-Science-General The Finite Element Methods for the 1990's Springer-Verlag? E. Onate? J. Periaux? A. Samuelsson? Springer-Verlag? E.Onate? J.Periaux? A.Samuelsson? ジャンル別? Substores-UnknownASINs-9? Subjects-Engineering-General? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Mathematics-Applied-General? Subjects-Science-General Subjects-Science-Mathematics-Applied-General? Subjects-Science-Mathematics-Applied-Engineering-Boundary&FiniteAnalysis? Wave Breaking A Numerical Study (Lecture Notes in Engineering) Springer-Verlag? C. M. Lemos? Springer-Verlag? C.M.Lemos? ジャンル別? Subjects-Engineering-Aerospace-AdvancedMechanics? Subjects-Engineering-Civil-Mechanics? Subjects-Engineering-General? Subjects-Engineering-Mechanical-General? Subjects-Engineering-Mechanical-Hydraulics? Subjects-Professional&Technical-Engineering-Civil-Mechanics? Subjects-Professional&Technical-Engineering-Aerospace-AdvancedMechanics? Subjects-Professional&Technical-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Mechanical-Hydraulics? Subjects-Professional&Technical-Engineering-General Subjects-Professional&Technical-ProfessionalScience-Physics-Mechanics? Subjects-Science-General Subjects-Science-Mathematics-Applied-Engineering-Modeling? Subjects-Science-Physics-Mechanics? Subjects-Professional&Technical-Engineering-General 洋書
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ui_music_volume|Music Volume ui_sound_volume|Sound Volume ui_mouse_sensitivity|Mouse Sensitivity ui_invert_mouse_y_axis|Invert Mouse Y Axis ui_enabled|Enabled ui_disabled|Disabled ui_damage_to_player|Damage to Player ui_reduced_to_1_over_4_easiest|Reduced to 1/4 (Easiest) ui_reduced_to_1_over_2_easy|Reduced to 1/2 (Easy) ui_damage_to_friends|Damage to Friends ui_reduced_to_1_over_2_easiest|Reduced to 1/2 (Easiest) ui_reduced_to_3_over_4_easy|Reduced to 3/4 (Easy) ui_normal|Normal ui_combat_ai|Combat AI ui_combat_speed|Movement and Combat Speed ui_good|Good ui_average_caps|Average ui_poor|Poor ui_faster|Faster ui_slower|Slower ui_control_block_direction|Control Block Direction ui_automatic_recommended|Automatic ui_manual_easy|Manual (Easy) ui_manual_hard|Manual (Hard) ui_by_mouse_movement|By mouse movement ui_control_attack_direction|Control Attack Direction ui_lance_control|Lance Control ui_by_relative_enemy_position|By relative enemy position ui_by_inverse_mouse_movement|By inverse mouse movement ui_battle_size|Battle Size (impact on performance) ui_show_attack_direction|Show Attack Direction ui_show_targeting_reticule|Show Targeting Reticle ui_show_names_of_friendly_troops|Show Banners on Friendly Troops ui_report_damage|Report Damage ui_report_shot_difficulty|Report Shot Difficulty ui_difficulty_rating_percentage|Difficulty Rating = %d%% ui_controls|Controls ui_video_options|Video Options ui_done|Done ui_factions|Factions ui_item_itemname|Item - %s ui_prop_propname|Prop - %s ui_unknown_unknownname|Unknown - %s ui_entry_point_entrypointname|Entry Point %d ui_passage_menu_item_passagename|Passage (menu item %d) ui_plant_plantname|Plant - %s ui_export_file_for_character_playername_already_exists_overwrite_it|Export file for character %s already exists. Overwrite it? ui_yes|Yes ui_no|No ui_set_save_file_name|Enter a name for this save-game ui_enter_new_name|Enter a new name ui_export_character|Export Character ui_import_character|Import Character ui_character_playername_exported_successfully|Character %s exported successfully. ui_character_playername_imported_successfully|Character %s imported successfully. ui_unable_to_open_import_file|Unable to open import file. ui_are_you_sure_you_want_to_import_the_character|Are you sure you want to import the character? ui_unable_to_find_character_import_file|Unable to find character import file. ui_mount_and_blade_is_running_in_trial_mode_please_buy_the_game_for_importing_a_character|Mount Blade is running in trial mode. Please buy the game for importing a character. ui_change_skin|Skin ui_change_hair|Hair ui_change_hair_color|Hair Color ui_change_beard|Beard ui_tutorial|Tutorial ui_tutorial_face_generator|Adjust your character's face using the buttons and the sliders. To rotate the head, click on it and drag the mouse. ui_restore|Load ui_cancel|Cancel ui_delete|Delete ui_confirm_delete_game|Are you sure you want to delete this game? ui_error_removing_file|Error removing file... ui_day_datedisplay|Day %d (%d %d%d) ui_reset_changes|Reset Changes ui_weapon_proficiencies|Proficiencies ui_skills|Skills ui_attributes|Attributes ui_enter_name_here|*Enter Name Here* ui_edit_face|Click to edit face ui_statistics|Statistics ui_next|Next ui_prev|Prev ui_learn|Learn ui_question_saving_policy|What will the game's saving policy be? ui_saving_policy_realistic|Realistic! No quitting without saving! ui_saving_policy_nonrealistic|Allow me to quit without saving. ui_tutorial_character_generation|Now enter your name and distribute your attribute, skill and weapon points. You can click on various elements on the screen to learn how each one will affect your character. ui_str|STR ui_agi|AGI ui_int|INT ui_cha|CHA ui_at_learning_limit|(At learning limit) ui_not_enough_skill_points_to_learn|(Not enough skill points to learn) ui_strength|strength ui_agility|agility ui_intelligence|intelligence ui_charisma|charisma ui_not_enough_attributetype_to_learn_this_skill| ui_explanation_one_handed_weapon|Covers usage of one handed swords, axes and blunt weapons. ui_explanation_two_handed_weapon|Covers usage of two handed swords, great axes and mauls. ui_explanation_polearm|Covers usage of pole weapons like spears, lances, staffs, etc. ui_explanation_archery|Covers usage of bows. ui_explanation_crossbow|Covers usage of crossbows. ui_explanation_throwing|Covers usage of thrown weapons like javelins, darts, stones etc. ui_explanation_firearms|Covers usage of slings. ui_explanation_strength|Strength Every point adds +1 to hit points. The following skills cannot be developed beyond 1/2 of Strength Ironflesh, Power Strike, Power Throw, Power Draw, and Inventory Management. Every 5 levels, you get an extra point to add to attributes like this. ui_explanation_agility|Agility Each point gives five weapon points and slightly increases movement speed. The following skills cannot be developed beyond 1/2 of Agility Weapon Master, Spotting, Athletics, Riding, Path Finding, and Looting. Every 5 levels, you get an extra point to add to attributes like this. ui_explanation_intelligence|Intelligence Every point to intelligence immediately gives one extra skill point. The following skills cannot be developed beyond 1/2 of Intelligence Trainer, Tracking, Tactics, Wound Treatment, Surgery, First Aid, Engineer, Navigation, and Weapon Maintenance. Every 5 levels, you get an extra point to add to attributes like this. ui_explanation_charisma|Charisma Affects dialogues, seduction, and how others see you. Each point increases your party size limit by +1. The following skills cannot be developed beyond 1/2 of Charisma Sea King, Leadership, Persuasion, Trade. Every 5 levels, you get an extra point to add to attributes like this. ui_level|Level %d ui_xp|Experience %d ui_next_level_at|Next level at %d ui_health_player|Health %d/%d ui_health|Health %d ui_attribute_points|Attribute points %d ui_skill_points|Skill points %d ui_weapon_points|Weapon points %d ui_mission_losses_none| none. ui_mission_losses_wounded|wounded ui_mission_losses_killed|killed ui_party_losses|%s %d wounded --- %d killed of %d. ui_casualties_sustained|Casualties sustained ui_advantage_change|Advantage change = %c%d ui_overall_battle_casualties|Overall battle causalties ui_advantage_outnumbered| You are hopelessly outnumbered. ui_advantage_major_disadvantage| You have a major disadvantage. ui_advantage_slight_disadvantage| You are slightly disadvantaged. ui_advantage_balanced| The situation is balanced. ui_advantage_fair_advantage| You have a fair advantage for winning. ui_advantage_greatly_favored| The odds of battle favor you greatly. ui_tactical_advantage|Tactical advantage %d (%s) ui_order_group|Order group ui_question_save_changes|You have made changes to the objects. Do you want to save changes? ui_yes_save|Yes, save ui_no_discard_changes|No, discard changes ui_everyone_control|Everyone! ui_everyone_around_control|Nearby Soldiers! ui_others_control|Others! ui_question_give_up_fight|Give up the fight? ui_give_up|Give up ui_keep_fighting|Keep fighting ui_question_leave_area|Leave Area ui_cant_retreat_there_are_enemies_nearby|Can't retreat. There are enemies nearby! ui_question_retreat_battle|Retreat battle? ui_retreated_battle|%s has been routed. ui_retreated_battle|%s has fled from the battlefield. ui_retreat|Retreat ui_talk|Talk ui_duel|Duel ui_mount|Mount ui_riding_skill_not_adequate_to_mount|(Riding skill not adequate to mount) ui_dismount|Dismount ui_exit|Exit ui_door_to|Door to ui_open|Open ui_equip|Equip ui_baggage|Baggage ui_access_inventory|Access inventory ui_chest|Chest ui_passage|Passage ui_go|Go ui_retreat_battle|Retreat Battle ui_leave_area|Leave Area ui_reports|Quarters ui_camp|Camp ui_terrain|Terrain ui_quests|Notes ui_inventory|Inventory ui_character|Character ui_party|Army ui_paused|Paused ui_click_left_button_to_cancel_wait|Waiting... (Left click to return) ui_midnight|Midnight ui_late_night|Late night ui_dawn|Dawn ui_early_morning|Early morning ui_morning|Morning ui_noon|Noon ui_afternoon|Afternoon ui_late_afternoon|Late afternoon ui_dusk|Dusk ui_evening|Evening ui_midnight|Midnight ui_level_limit_reached|Level Limit Reached! ui_explanation_level_limit|Hail Adventurer, Mount Blade has not been activated yet and is running in trial mode. In this mode, the game is limited to Level 8. In order to continue playing, please restart the game and activate it with your 16-digit serial key which is included in your boxed copy. After activating, you can continue playing right from here. Now, Mount Blade will save your game and exit. ui_time_limit_reached|Time Limit Reached! ui_explanation_time_limit|Hail Adventurer, Mount Blade has not been activated yet and is running in trial mode. In this mode, the game is limited to 30 game days. In oder to continue playing, please restart the game and activate it with your 16-digit serial key which is included in your boxed copy. After activating, you can continue playing right from here. Now, Mount Blade will save your game and exit. ui_target_lost|Target lost ui_waiting|Waiting. ui_travelling_to|Travelling to ui_following|Following ui_accompanying|Accompanying ui_running_from|Running from ui_patrolling|Patrolling ui_patrolling_around|Patrolling around ui_holding|Holding ui_travelling|Travelling ui_fighting_against|Fighting against ui_speed_equals|Speed = %2.1f ui_defenders|Garrison ui_prisoners|Prisoners ui_1_hour|1 hour ui_n_hours|%d hours ui_between_hours|%d - %d hours ui_combatants|Combatants %d ui_party_size|Party size %d ui_party_size_between|Party size %d - %d ui_merchant|Merchant ui_return|Return ui_no_cost|No cost ui_rename|Rename ui_use|Use ui_destroy|Destroy ui_destructible_target|Destructible target ui_tutorial_inventory|This is the trade screen. Hold down control key while clicking on an item to quickly purchase or sell it. ui_head_armor|Head Armor %d ui_body_armor|Body Armor %d ui_leg_armor|Leg Armor %d ui_encumbrance|Encumbrance %2.1f ui_you_dont_have_value|You don't have %s. ui_merchant_cant_afford_value|%s I can't afford %s. I have only %s. ui_merchant_pay_whatever|Allright, just pay whatever you can. ui_merchant_think_of_something_else|Hmm. Let us think of something else. ui_dumping_value_items|%d items will be permanently lost, are you sure? ui_dumping_value_item|One item will be permanently lost, are you sure? ui_question_slaughter_food_and_eat|Slaughter this %s and eat it? ui_money_value|Money %s ui_dump|Discard ui_outfit|Outfit ui_arms|Arms ui_horse|Horse ui_food|Food ui_reclaim_your_sold_goods|Reclaim your sold goods before buying that! ui_return_your_bought_goods|Return your bought goods before selling that! ui_polearm_no_shield|Polearm (No shield) ui_polearm|Polearm ui_two_handed|Two-handed ui_two_handed_one_handed|Two-handed/One-handed ui_one_handed|One-handed ui_return_price|Return price %d ui_sell_price|Sell price %d ui_reclaim_price|Reclaim price %d ui_buying_price|Buying price %d ui_default_item|Default item ui_buying_price_free|Buying price Free ui_weight|Weight %2.1f ui_plus_value_to_head_armor|+%d to head armor ui_plus_value_to_body_armor|+%d to body armor ui_plus_value_to_leg_armor|+%d to leg armor ui_swing|Swing %d%s ui_damage|Damage %d%s ui_thrust|Thrust %d%s ui_accuracy|Accuracy %d ui_speed_rating|Speed rating %d ui_value_to_damage|%c%d to damage ui_value_to_morale|+%1.1f to party morale ui_resistance|Resistance %d ui_size|Size %d ui_weapon_reach|Weapon reach %d ui_armor|Armor %d ui_speed|Speed %d ui_maneuver|Maneuver %d ui_charge|Charge %d ui_hit_points|Hit Points %d/%d ui_requires_value_difficulty|Requires %s %d ui_bonus_against_shields|Bonus against shields ui_cant_be_used_to_block|Can't be used to block ui_troop_cant_use_item|%s I can't use that item! ui_notification_riding_skill_not_enough|Your riding skill is not high enough to mount this horse. ui_notification_requirements_not_met|You don't have the required skills or attributes for this weapon. ui_notification_payment_value|You must pay %s. ui_notification_payment_receive_value|You will receive %s. ui_one_handed_weapons|One Handed Weapons ui_two_handed_weapons|Two Handed Weapons ui_polearms|Polearms ui_archery|Archery ui_crossbows|Crossbows ui_throwing|Throwing ui_firearms|Slings ui_reset|Reset ui_release_one|Release one ui_move_up|Move Up ui_move_down| Move Down ui_upgrade_one|Upgrade one ui_party_skills|Party Skills ui_morale|Morale %s ui_terrible|Terrible ui_very_low|Very low ui_low|Low ui_below_average|Below average ui_average|Average ui_above_average|Above average ui_high|High ui_very_high|Very high ui_excellent|Excellent ui_starving|Starving! %d%% ui_weekly_cost_value|Weekly cost %s ui_company|Company %d / %d ui_prisoners_equal_value|Prisoners %d / %d ui_choose_prisoners|Choose Prisoners ui_choose_companions|Choose Companions ui_rescued_prisoners|Rescued Prisoners ui_captured_enemies|Captured Enemies ui_disband|Disband ui_take_prisoner|Take prisoner ui_take_back|Take back ui_give|Give ui_take|Take ui_sell|Sell ui_hire|Hire ui_notification_cant_hire|(Can't hire not enough money) ui_uncapture|Release ui_capture|Capture ui_party_capcity_reached|(Party capacity reached) ui_all| all ui_joining_cost_weekly_wage|Joining cost %d, Weekly wage %d ui_weekly_wage|Weekly wage %d peningas ui_price|Price %d ui_number_ready_to_upgrade|%d ready to be upgraded. ui_upgrade_to_value| Upgrade to %s (%dp) ui_notification_no_slot_for_upgrade|No slot for upgrading to %s! ui_shield_broken|Shield broken. ui_shield_cracked|Shield cracked. ui_shield_deformed|Shield broken. ui_you_hit_a_friendly_troop|You hit a friendly troop! ui_hit_shield_on_back|Hit shield on back! ui_delivered_couched_lance_damage|Delivered couched lance damage! ui_received_couched_lance_damage|Received couched lance damage! ui_speed_bonus_plus|Speed bonus +%d%% ui_speed_bonus|Speed bonus %d%% ui_cant_reload_this_weapon_on_horseback|Can't reload this weapon on horseback. ui_no_more_bolts|No more projectiles... ui_you_are_not_carrying_any_bolts|You are not carrying any projectiles. ui_no_more_arrows|No more arrows... ui_you_are_not_carrying_any_arrows|You are not carrying any arrows. ui_head_shot|Head shot! ui_delivered_number_damage|Delivered %d damage. ui_delivered_number_damage_to_horse|Delivered %d damage to horse. ui_horse_charged_for_number_damage|Horse charged for %d damage. ui_received_number_damage|Received %d damage. ui_horse_received_number_damage|Horse received %d damage. ui_value_killed_teammate|%s has killed a teammate! ui_horse_fell_dead|Horse fell dead... ui_horse_crippled|Horse crippled... ui_shot_difficulty|Shot difficulty %2.1f ui_you_have_improved_your_proficiency_in_value_to_number|You have improved your proficiency in %s to %d. ui_your_proficiency_in_value_has_improved_by_number_to_number|Your proficiency in %s has improved by +%d to %d. ui_value_killed_by_value|%s killed by %s. ui_value_fell_dead|%s fell dead. ui_value_knocked_unconscious_by_value|%s knocked unconscious by %s. ui_value_fell_unconscious|%s fell unconscious. ui_troop_routed|%s has been routed. ui_troop_panicked|%s has panicked. ui_troop_fled|%s has fled the battle. ui_you_got_number_experience|You got %d experience. ui_you_have_advanced_to_level_number|You have advanced to level %d. ui_value_has_advanced_to_level_number|%s has advanced to level %d. ui_you_got_value|You got %s. ui_new_quest_taken|New quest taken %s. ui_quest_completed_value|Quest completed %s. ui_quest_succeeded_value|Quest succeeded %s. ui_quest_failed_value|Quest failed %s. ui_quest_concluded_value|Quest concluded %s. ui_quest_cancelled_value|Quest cancelled %s. ui_lost_value| (Lost %s) ui_items_lost| (Items lost ui_party_has_nothing_to_eat|Party has nothing to eat! ui_days_training_is_complete|Day's training is complete... ui_total_experience_gained_through_training_number|Total experience gained through training %d ui_some_soldiers_are_ready_to_upgrade|Some soldiers are ready to upgrade. ui_number_of_companions_exceeds_leadership_limit| Number of companions exceeds leadership limit. ui_number_of_prisoners_exceeds_prisoner_management_limit| Number of prisoners exceeds prisoner management limit. ui_party_morale_is_low| Party morale is low! ui_and_one_space| and ui_has_deserted_the_party| has deserted the party. ui_have_deserted_the_party| have deserted the party. ui_weekly_report|Weekly report ui_shared_number_experience_within_party|Shared %d experience within party. ui_got_item_value|Got item %s. ui_game_saved_successfully|Game saved successfully. ui_autosaving|Autosaving... ui_quick_saving|Quick-saving... ui_cant_quick_save|Can't Quick-save during battle... ui_screenshot_taken_to_value|Screenshot is saved to %s ui_screenshot_failed|Can't save screenshot. ui_value_joined_your_party|%s joined your party. ui_value_joined_party_as_prisoner|%s joined party as prisoner. ui_value_has_joined_party|%s has joined party. ui_value_has_been_taken_prisoner|%s has been taken prisoner. ui_value_left_the_party|%s left the party. ui_number_values_left_the_party|%d %s(s) left the party. ui_number_value_left_the_party|%d %s left the party. ui_your_relations_with_value_has_improved_from_number_to_number|Your relations with %s has improved from %d to %d. ui_your_relations_with_value_has_deteriorated_from_number_to_number|Your relations with %s has deteriorated from %d to %d. ui_you_lost_value|You lost %s. ui_lost_item_value|Lost item %s. ui_got_number_value|Got %d %s. ui_lost_number_value|Lost %d %s. ui_set_default_keys|Set default keys ui_undo_changes|Undo changes ui_press_a_key|Press a key ui_return_to_game|Return to Game ui_options|Options ui_save_and_exit|Save Exit ui_save|Save ui_save_as|Save As ui_quit_without_saving|Quit without Saving ui_empty_slot|Empty Slot ui_game_saved|Game saved... ui_confirm_overwrite|Savegame for %s will be overwritten. Are you sure? ui_dynamic_lighting|Dynamic Lighting ui_character_shadows|Character Shadows ui_grass_density|Grass Density ui_environment_shadows|Environment Shadows ui_realistic_shadows_on_plants|Realistic Shadows on Plants ui_particle_systems|Particle Systems ui_gamma|Monitor Gamma ui_character_detail|Character Detail ui_character_shadow_detail|Character Shadow Detail ui_blood_stains|Blood Stains ui_on|On ui_off|Off ui_near_player_only|Near player only ui_default|Default ui_3d_grass|3D Grass ui_number_of_ragdolls|Number of Rag Dolls ui_number_of_corpses|Number of Corpses ui_unlimited|Unlimited ui_anisotropic_filtering|Anisotropic Filtering ui_fast_water_reflection|Fast Water Reflections ui_maximum_framerate|Max. Frame-rate ui_show_framerate|Show Frame-rate ui_estimated_performance|Estimated Performance %d%% ui_change_graphics_settings_explanation|Some changes you have made will take effect when you enter a new area. ui_start_tutorial|Play Tutorial ui_start_a_new_game|Start a New Game ui_restore_a_saved_game|Load Game ui_exit_to_windows|Exit ui_credits|Credits ui_version_value|v%s ui_active_quests|Active Quests ui_finished_quests|Finished Quests ui_given_on_date|Given on %s ui_days_since_given|Days since given %d ui_quest_progression_number|Quest progression %d%% ui_too_many_quests|Too many quests ui_ok|OK ui_move_forward|Move Forward ui_move_backward|Move Backward ui_move_left|Move Left ui_move_right|Move Right ui_action|Action ui_jump|Jump ui_attack|Attack ui_parry_then_attack|Counter Attack ui_defend|Defend ui_kick|Kick ui_equip_weapon_1|Equip Item 1 ui_equip_weapon_2|Equip Item 2 ui_equip_weapon_3|Equip Item 3 ui_equip_weapon_4|Equip Item 4 ui_equip_next_weapon|Equip Next Weapon ui_equip_next_shield|Equip Next Shield ui_sheath_weapon|Sheath Weapon ui_character_window|Character Window ui_inventory_window|Inventory Window ui_party_window|Party Window ui_quests_window|Quests Window ui_game_log_window|Game Log Window ui_leave_location_retreat|Leave Location/Retreat ui_zoom|Zoom ui_view_outfit|View Outfit ui_toggle_first_person_view|Toggle First Person View ui_view_orders|View Orders ui_quick_save|Quick Save ui_no_key_assigned|No key assigned ui_new_enemies_have_arrived|New enemies have arrived. ui_reinforcements_have_arrived|Reinforcements have arrived. ui_report_casualties|Report Casualties ui_report_experience|Report Experience ui_current_level_value|Current Level %d ui_base_attribute_value|Base Attribute %s ui_battle_controls|Battle Controls ui_map_controls|Map Controls ui_general_controls|General Controls ui_zoom_in|Zoom In ui_zoom_out|Zoom Out ui_wait|Wait ui_take_screenshot|Take Screenshot ui_randomize|Randomize ui_hint|Lore ui_press_left_mouse_button_to_continue|Press left mouse button to continue... ui_loot|Loot ui_chest|Chest ui_cut_short|c ui_pierce_short|p ui_blunt_short|b ui_battle|Battle ui_siege|Siege ui_troops|Troops ui_loading_module_info_file|Loading Module Info File... ui_processing_ini_file|Processing INI File... ui_loading_music|Loading Music... ui_loading_data|Loading Data... ui_loading_setting_data|Loading Setting Data... ui_loading_textures|Loading Textures... ui_finished|Finished. ui_creating_game|Creating Game... ui_loading_savegame_file|Loading Savegame File... ui_loading_map_file|Loading Map File... ui_initializing_map|Initializing Map... ui_launching_game|Launching Game... ui_capital_battle|BATTLE ui_capital_versus|--VERSUS-- ui_tracks|Tracks ui_battleground|Battleground ui_order_1|Select Order 1 ui_order_2|Select Order 2 ui_order_3|Select Order 3 ui_order_4|Select Order 4 ui_order_5|Select Order 5 ui_order_6|Select Order 6 ui_order_button_hold_this_position|Hold this position ui_order_button_follow_me|Follow me ui_order_button_charge|Charge ui_order_button_stand_ground|Stand ground ui_order_button_retreat|Retreat ui_order_button_advance|Advance ten paces ui_order_button_fall_back|Fall back ten paces ui_order_button_spread_out|Spread out ui_order_button_stand_closer|Stand closer ui_order_button_mount_horses|Mount horses ui_order_button_dismount|Dismount ui_order_button_hold_fire|Hold your fire ui_order_button_fire_at_will|Fire at will ui_order_button_use_blunt_weapons|Use only blunt weapons ui_order_button_use_any_weapon|Use weapons at will ui_order_button_movement_orders|Movement orders ui_order_button_formation_orders|Formation orders ui_order_button_fire_orders|Fire orders ui_follow_me_e_|%s, follow me! ui_charge_e_|%s, charge!!! ui_stand_ground_e_|%s, stand ground! ui_retreat_e_|%s, retreat! ui_mount_horses_e_|%s, mount horses! ui_dismount_e_|%s, dismount! ui_advance_e_|%s, advance ten paces! ui_fall_back_e_|%s, fall back ten paces! ui_stand_closer_e_|%s, stand closer! ui_spread_out_e_|%s, spread out! ui_use_blunt_weapons_e_|%s, use only blunt weapons! ui_use_any_weapon_e_|%s, use weapons at will! ui_hold_fire_e_|%s, hold your fire! ui_fire_at_will_e_|%s, fire at will! ui_hold_this_position_e_|%s, hold this position! ui_infantry|Infantry ui_archers|Archers ui_cavalry|Cavalry ui_companions|Companions ui_everyone_hear_me|Everyone, hear me! ui_everyone|Everyone ui_everyone_around_me|Nearby Soldiers ui_str_hear_me|%s, hear me! ui_str_and_str|%s and %s ui_str_comma_str|%s, %s ui_need_to_learn_prisoner_management|The number of prisoners is determined by the size of your army. ui_game_log|Game Log ui_recent_messages|Recent Messages ui_custom_battle|Custom Battle ui_player|Player ui_value_denars|%d peningas ui_back|Back ui_forward|Forward ui_display_on_map|Show On Map ui_info_pages|Game Concepts ui_troops2|Characters ui_locations|Locations ui_click_button_to_view_note|Click on a link to view the notes ui_this_page_contains_no_information|This page contains no information ui_other_pages_that_link_here|Other pages that link here ui_report_is_value_days_old| (Report is %d days old) ui_report_is_current| (Report is current) ui_button_party_member_healthy_total|%s (%d/%d) ui_button_party_member_total|%s (%d) ui_button_party_member_hero_percentage_wounded|%s (%d%% - Wounded) ui_button_party_member_hero_percentage|%s (%d%%) ui_percentage_value|%d%% ui_full|Full ui_quick|Quick ui_none|None ui_change|Change ui_how_to_change|How to change this? ui_change_directx_explanation|You can change the render method between DirectX 7 and DirectX 9 by clicking on the Configure button at the launch menu that comes up when you first start the game. ui_dropping_picking_up|Dropping %s; picking up %s. ui_dropping|Dropping %s. ui_picking_up|Picking up %s. ui_unable_to_take|Unable to take that. ui_age|Age ui_cannot_be_used_on_horseback|Cannot be used on horseback ui_enable_vertex_shaders2|Render Method ui_screen_size2|Screen Resolution ui_use_desktop_resolution2|Use Desktop Resolution ui_shadow_quality2|Shadow Quality ui_m_low2|Low ui_m_high2|High ui_m_ultra_high2|Ultra High ui_off2|Off ui_group_header|Class of troop ui_group_rename|Rename group ui_group_1|Infantry ui_group_2|Archers ui_group_3|Cavalry ui_group_4|Spearmen ui_group_5|Skirmishers ui_group_6|Horse Archers ui_group_7|Unnamed 1 ui_group_8|Unnamed 2 ui_group_9|Unnamed 3 ui_group_rename|Rename Group ui_group_close|Close ui_party_b_group_information|%s belongs to %s group ui_thrown_or_s|Thrown/%s ui_ranged_damage|Ranged %d%s ui_overall_quality|Overall Quality ui_shader_quality|Shader Quality ui_flora_lod_detail|Tree Detail ui_flora_degrade_distance|Tree Degrade Distance ui_antialiasing|AntiAliasing ui_use_depth_effects|Use Depth Effects ui_hdr_mode|HDR Mode ui_autoexpore|Auto-exposure ui_choose_profile|Choose Profile ui_create|Create ui_edit|Edit ui_join_game|Join a Game ui_host_game|Host a Game ui_custom|Custom ui_medium|Medium ui_male|Male ui_female|Female ui_gender|Choose Gender ui_edit_profile|Edit Profile ui_new_profile|New Profile ui_enter_username|Enter Username ui_invalid_username|Usernames may only contain letters, numbers or '_' character. ui_confirmation|Are you sure? ui_multiplayer|Multiplayer ui_server_name|Server ui_module_name|Module ui_game_type|Game Type ui_map_name|Map ui_ping|Ping ui_dedicated|Dedicated ui_number_of_players|Players ui_password_protected|Password ui_connect|Connect ui_local_area_network|Local Area Network ui_internet|Internet ui_favorites|Favorites ui_source|Source ui_server_password|Server Password ui_refresh|Refresh ui_start_search|Start Search ui_add_to_favorites|Add to Favorites ui_remove_from_favorites|Remove from Favorites ui_use_speedtree|Use Speedtree ui_use_instancing|Use Instancing ui_error|Error ui_error_server_full|Server is full. ui_error_server_full_for_non_private|Server is full for players without a private member password. ui_error_server_password_incorrect|Incorrect password. ui_error_incorrect_serial|Incorrect serial number. ui_error_incorrect_authorization_key|Incorrect authorization key. ui_error_banned_from_server|You are banned from this server. ui_error_username_taken|Your profile name is used by another player. ui_error_authentication_failed|Authentication failed. ui_unable_to_connect_to_server|Unable to connect to server. ui_connection_to_server_is_lost|Connection to server is lost. ui_kicked_from_server|Kicked from server. ui_switch_to_module_question|This server is running another module than the one you are currently running. Do you want Mount Blade to switch to this module? ui_download_module_question|This server is running a module that is not installed on your computer. Would you like to visit the download site for this module now? ui_download_mb_new_version_question|This server is running a newer version (%d.%d%d%d) of Mount Blade than the one you are currently running (%d.%d%d%d). Would you like to visit TaleWorlds download site now? ui_download_mb_old_version_question|This server is running an older version (%d.%d%d%d) of Mount Blade and than the one you are currently running (%d.%d%d%d). ui_download_module_new_version_question|This server is running a newer version (%d.%d%d%d) of the current module than the one you are running (%d.%d%d%d). Would you like to visit the download site for this module now? ui_download_module_old_version_question|This server is running an older version (%d.%d%d%d) of the current module than the one you are running (%d.%d%d%d). ui_authenticating_with_steam|Authenticating with Steam... ui_validating_serial_number|Validating serial number... ui_scanning_lan|Scanning local area network... ui_retrieving_servers|Retrieving server list... ui_shield_size2|Size %dx%d ui_click_to_view_notes|Click to view notes ui_retrieving_server_infos|Retrieving information from servers (%d)... ui_connecting_to_server|Connecting to server... ui_requesting_to_join_the_game|Requesting to join the game... ui_loading|Loading... ui_group_value_control|Group %d! ui_drop_weapon|Drop Weapon ui_multiplayer_message_all|Send Message to Everyone ui_multiplayer_message_team|Send Message to Team ui_command_line|Command Line ui_use_ranged_weapon_as_melee|Toggle Weapon Mode ui_send_message_all|Send Message to Everyone ui_send_message_team|Send Message to Team ui_select|Select ui_context_menu|Context Menu ui_round_starts_in_value_seconds|Round starts in %d seconds... ui_watching_value|Following %s ui_capital_spec|SPEC ui_capital_dead|DEAD ui_instancing_error1|Could not lock Instance Buffer (size %d), Disabled mesh-instancing (Error Code %d) ui_instancing_error2|Could not fit instanced objects, Disabled mesh-instancing ui_by_keyboard|By movement keys ui_combat_speed_slowest|Slowest ui_combat_speed_slower|Slower ui_combat_speed_normal|Normal ui_combat_speed_faster|Faster ui_combat_speed_fastest|Fastest ui_module_newer_than_application|The module you have selected requires a newer version of the game. ui_module_older_than_application|The module you have selected requires an older version of the game. ui_unbalanced|Unbalanced ui_can_crush_through_blocks|Can crush through blocks ui_turn_camera_with_horse|Turn Camera with Horse in First Person ui_widescreen_mode_on|Multiple Screen Mode Enabled ui_widescreen_mode_off|Multiple Screen Mode Disabled ui_notification_cant_upgrade|(Can't upgrade not enough money) ui_turn_never|Never ui_turn_ranged_only|Ranged only ui_turn_melee_only|Melee only ui_turn_always|Always ui_general_options|General Options ui_vac_enabled|Valve Anti Cheat Enabled ui_campaign_ai|Campaign AI ui_downloading_map|Downloading map (%d KB) ui_download_completed|Download completed. ui_server_filter|Server filter ui_has_players|Has players ui_is_not_full|Not full ui_is_password_free|No password ui_native_only|Native only ui_ping_limit|Ping limit ui_filter_info|%d games and %d players filtered ui_is_version_compatible|Compatible with version ui_ttnet_account|TTNET Oyun account ui_username|Username ui_password|Password ui_error_incorrect_username_or_password|Incorrect username or password ui_validating_account|Validating account... ui_plase_enter_your_serial_key|Please enter your serial key ui_texture_detail2|Texture Detail ui_antialiasing2|Antialiasing ui_troop_upgrades|Troop Tree ui_crouch|Crouch
https://w.atwiki.jp/javadsge/pages/6886.html
package p4; import java.io.*; public class pro { int s,datanumber; String[] data=new String[5000]; public static void main(String[] args) { pro t=new pro(); } pro(){ String str="彼女に会うだけでも何かが変わるかもしれないと思い、カウンセリングを申し込んだのだ。"; data[1]=" !doctype html html lang=\"ja\" head "; data[2]=" meta charset=\"utf-8\" "; data[3]=" title 練習 /title "; data[4]=" link rel=\"stylesheet\" href=\"reveal.css\" "; data[5]=" link rel=\"stylesheet\" href=\"black.css\" id=\"theme\" "; data[6]=" script src=\"head.min.js\" /script "; data[7]=" script src=\"reveal.js\" /script "; data[8]=" /head body div class=\"reveal\" "; data[9]=" div class=\"slides\" "; data[10]=" section "+str+" /section "; int tr=11; data[tr]=" /div /div script "; data[tr+1]="Reveal.initialize(); /script "; data[tr+2]=" /body /html "; datanumber=tr+2; writexml("ren.html"); } void writexml(String file){ int s,sx; try{ PrintWriter pw = new PrintWriter (new BufferedWriter(new FileWriter(file))); for(s=1;s datanumber+1;s++){ pw.println(data[s]); } System.out.println("ファイルに書きこみました。"); pw.close(); } catch(IOException ep){ System.out.println("入出力エラーです。"); } } }
https://w.atwiki.jp/mrfrtech/pages/144.html
Market Scenario Tax and accounting are an integral part of the business and industrial sectors. Every sector demands a maintained tax and account department. The rise in demand for technical tax and account management has led to the growth of the Tax And Accounting Software Market. The rising adoption of electronic accounting to drive the global market during the forecast period. The growth factors driving the growth of the tax and accounting software industry are accomplished by various benefits and advantages such as effective planning and financial data management, increased adoption in BFSI, retail and consumer goods, manufacturing, and others. The growing trend of SMEs partnering with e-commerce companies is setting new features like automated billing features and automated bank as feeds, rise in financial transactions, digitalization, increased vigilance of tax administrators, complex nature of existing tax system, and block technology usage. With the rise in need for physical distancing, tax and accounting experts are making the most of technology to complete their work in time to meet the client’s demand. During the pandemic period, people preferred to work from home, which led to software applications to manage different business processes. The accounting systems even empowered people working from home by effectively managing demand patterns and keeping the production process on track. This factor has driven the market at the global level even during the pandemic period. The tax and account system’s shift to the cloud has been more beneficial. This factor likely shows a positive impact on the global accounting software market size. The Tax And Accounting Software Market reaches a CAGR of 7.95 % during the pandemic period. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/8694 Competitive Outlook The prominent market players operating in the global market as acknowledged by MRFR are Intuit Inc., SAP SE, The Sage Group, Oracle Corporation, Microsoft Corporation, TeamSystem SpA, FreshBooks, Epicor, Unit4, Xero Limited, Red Wing Software, Inc., Wolters Kluwer, Tally Solutions Private Limited, Kingston Knight Accountants, Dezan Shira Associates, and KPMG International among others. Segmentation The Tax and Accounting Software Market is bifurcated on vertical, organization size, deployment mode, and software type. The vertical section consists of BFSI, IT and telecommunications, healthcare, manufacturing, etc. In the software type, the market is segmented into tax software, accounting software, and tax and accounting software. The accounting software is further divided into ERP, payroll management, billing/invoice, and others. Therefore, the accounting software segment is estimated to lead the market over the forecast period. The market is divided into on-premise and cloud-based on the deployment model. Regional Analysis Geographical report of the Tax and Accounting Software Market states about the major regions such as Europe, North America, South America, the Asia Pacific, the Middle East, and Africa. Among these, the North American region is anticipated to dominate the market during the forecast period due to constant reforms in tax regulations and rules, the presence of many large-scale companies, and the development of IT offices to boost the market. The Asia Pacific region is estimated to be the fastest-growing market region. The rise in penetration of mobile accounting applications, increase in the use of cloud computing solutions and technologies, the emergence of small businesses, growing investments in the SaaS and cloud market by SMEs, growing population, etc. are the factors emerging the market of this region. The development in the financial and banking sector is another major growth factor of the region. The presence of key players and emerging economies in Singapore, India, and China are propelling the regional market. The growth of tax management software, and the constant evolution of the taxation environment, are accelerating market share in the region. Industry News In January 2021, Cygnet Infotech, a business software maker, upgraded its Financial Accounting Comprehensive and Easy (FACE) accounting software platform. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/tax-accounting-software-market-8694 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued… Similar Report** Content Delivery Network Market 5G Base Station Market https //ict268262635.wordpress.com/2022/04/06/b2b-telecommunication-market-major-application-third-party-usage-micro-market-pricing-analysis-and-geographical-analysis-forecast-to-2030/ https //ict268262635.wordpress.com/2022/04/06/digital-payment-in-healthcare-market-major-application-third-party-usage-micro-market-pricing-analysis-and-geographical-analysis-forecast-to-2030/ About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
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【 ALBUM 】 (4) THE GREATEST HITS (2001/01/11) LOVE PSYCHEDELIC ORCHESTRA (2002/01/09) LOVE PSYCHEDELICO III (2004/02/25) Early Times The Best of LOVE PSYCHEDELICO (2005/02/09) 【 SINGLE 】 (1) Free World (2001/05/23)
https://w.atwiki.jp/opengl/pages/287.html
さて、前回のプログラムでは法線を再設定していないので ライトを有効にするとおかしな描画になってしまいます。 ここで言う法線とは頂点法線の事なので、前回のプログラムで 求められた頂点変換後の頂点座標がそのまま使えます。 一つ注意しないといけないのは頂点法線は正規化してデータに 納めないといけない事です。 font.h #pragma once class GLFONT { public HFONT Hfont; HDC Hdc; GLFONT(wchar_t *fontname, int size); void DrawStringW(int x,int y,wchar_t *format, ...); }; //コンストラクタ フォント作成 GLFONT GLFONT(wchar_t *fontname, int size) { Hfont = CreateFontW( size, //フォント高さ 0, //文字幅 0, //テキストの角度 0, //ベースラインとx軸との角度 FW_REGULAR, //フォントの太さ FALSE, //イタリック体 FALSE, //アンダーライン FALSE, //打ち消し線 SHIFTJIS_CHARSET, //文字セット OUT_DEFAULT_PRECIS, //出力精度 CLIP_DEFAULT_PRECIS, //クリッピング精度 ANTIALIASED_QUALITY, //出力品質 FIXED_PITCH | FF_MODERN, //ピッチとファミリー fontname); //書体名 Hdc = wglGetCurrentDC(); SelectObject(Hdc, Hfont); } //ワイド文字列の描画 void GLFONT DrawStringW(int x,int y,wchar_t *format, ...) { wchar_t buf[256]; va_list ap; int Length=0; int list=0; //ポインタがNULLの場合は終了 if ( format == NULL ) return; //文字列変換 va_start(ap, format); vswprintf_s(buf, format, ap); va_end(ap); Length = wcslen(buf); list = glGenLists(Length); for( int i=0; i wglUseFontBitmapsW(Hdc, buf[i], 1, list + (DWORD)i); } glDisable(GL_LIGHTING); glRasterPos2i(x, y); //ディスプレイリストで描画 for( int i=0; i { glCallList(list + i); } glEnable(GL_LIGHTING); //ディスプレイリスト破棄 glDeleteLists(list, Length); list = 0; Length = 0; } PNG.h #pragma once #include lodepng.h //テクスチャクラス class TEXTURE{ protected LodePNG_Decoder decoder;//デコーダ unsigned char* buffer;//バッファ size_t buffersize, imagesize;//サイズ public TEXTURE(); TEXTURE(const char* FileName);//コンストラクタ void LOAD_PNG(const char* FileName);//PNG読み込み unsigned char* image;//イメージポインタ unsigned int Width,Height;//画像サイズ }; TEXTURE TEXTURE(){ } TEXTURE TEXTURE(const char* FileName){ LOAD_PNG(FileName); } void TEXTURE LOAD_PNG(const char* FileName){ LodePNG_Decoder_init( decoder); //ロード LodePNG_loadFile( buffer, buffersize, FileName); //デコード LodePNG_decode( decoder, image, imagesize, buffer, buffersize); //幅,高さ Width = decoder.infoPng.width;Height = decoder.infoPng.height; } xfile.h #pragma once #include PNG.h #include math.h #define PAI 3.14159 using namespace std; struct MATRIX; //クォータニオン構造体 struct QUATERNION{ union { struct { float w; float x; float y; float z; }; float Index[4]; }; MATRIX ToMatrix();//クォータニオンを回転行列にする }qua; //マトリクス構造体 struct MATRIX { union { struct { float _11, _12, _13, _14; float _21, _22, _23, _24; float _31, _32, _33, _34; float _41, _42, _43, _44; }; float mat_4x4[4][4]; float mat_16[16]; }; MATRIX(){//単位行列に初期化 for(int i=0;i 16;i++){ this- mat_16[i]=0; } this- _11=this- _22=this- _33=this- _44=1; } void PRINT(char* text){ printf( %s\n%f,%f,%f,%f\n%f,%f,%f,%f\n%f,%f,%f,%f\n%f,%f,%f,%f\n\n , text, this- _11,this- _21,this- _31,this- _41, this- _12,this- _22,this- _32,this- _42, this- _13,this- _23,this- _33,this- _43, this- _14,this- _24,this- _34,this- _44); } MATRIX Multiplication(MATRIX mat);//合成 QUATERNION ToQuaternion();//回転行列をクォータニオンにする }; //合成 MATRIX MATRIX Multiplication(MATRIX mat) { MATRIX ret; for(int y=0;y 4;y++){ for(int x=0;x 4;x++){ ret.mat_16[y*4+x]=mat.mat_16[y*4]*this- mat_16[x]+mat.mat_16[y*4+1]*this- mat_16[x+4]+mat.mat_16[y*4+2]*this- mat_16[x+8]+mat.mat_16[y*4+3]*this- mat_16[x+12]; } } return ret; } float SGN(float x) { return (x = 0.0f) ? +1.0f -1.0f; } //回転行列をクォータニオンにする QUATERNION MATRIX ToQuaternion(){ QUATERNION q; q.w = ( this- _11 + this- _22 + this- _33 + 1.0f) / 4.0f; q.x = ( this- _11 - this- _22 - this- _33 + 1.0f) / 4.0f; q.y = (-this- _11 + this- _22 - this- _33 + 1.0f) / 4.0f; q.z = (-this- _11 - this- _22 + this- _33 + 1.0f) / 4.0f; for(int i=0;i 4;i++){ if(q.Index[i] 0.0f) q.Index[i] = 0.0f; q.Index[i] = sqrt(q.Index[i]); } if(q.w = q.x q.w = q.y q.w = q.z) { q.w *= +1.0f; q.x *= SGN(this- _23 - this- _32)*SGN(this- _31 - this- _13)*SGN(this- _12 - this- _21); q.y *= SGN(this- _23 - this- _32)*SGN(this- _31 - this- _13)*SGN(this- _12 - this- _21); q.z *= SGN(this- _23 - this- _32)*SGN(this- _31 - this- _13)*SGN(this- _12 - this- _21); } else { q.w *= +1.0f*-1; q.x *= SGN(this- _23 - this- _32)*SGN(this- _31 - this- _13)*SGN(this- _12 - this- _21)*-1; q.y *= SGN(this- _23 - this- _32)*SGN(this- _31 - this- _13)*SGN(this- _12 - this- _21)*-1; q.z *= SGN(this- _23 - this- _32)*SGN(this- _31 - this- _13)*SGN(this- _12 - this- _21)*-1; } float nor = sqrt(q.w * q.w + q.x * q.x + q.y * q.y + q.z *q.z); for(int i=0;i 4;i++){ q.Index[i] /= nor; } return q; } //クォータニオンを回転行列にする MATRIX QUATERNION ToMatrix(){ MATRIX ret; float sx = this- x * this- x; float sy = this- y * this- y; float sz = this- z * this- z; float cx = this- y * this- z; float cy = this- x * this- z; float cz = this- x * this- y; float wx = this- w * this- x; float wy = this- w * this- y; float wz = this- w * this- z; ret._11= 1.0f - 2.0f * (sy + sz); ret._12= 2.0f * (cz + wz); ret._13= 2.0f * (cy - wy); ret._21= 2.0f * (cz - wz); ret._22= 1.0f - 2.0f * (sx + sz); ret._23= 2.0f * (cx + wx); ret._31= 2.0f * (cy + wy); ret._32= 2.0f * (cx - wx); ret._33= 1.0f - 2.0f * (sx + sy); ret._41= 0.0f; ret._42= 0.0f; ret._43= 0.0f; return ret; } //3つのベクトル struct Vector3f{ float x; float y; float z; Vector3f(){}; Vector3f(float _x,float _y,float _z){ x=_x;y=_y;z=_z; }; }vec3d; Vector3f operator*(Vector3f v,float size){ v.x *= size; v.y *= size; v.z *= size; return v; } Vector3f operator+(Vector3f a,Vector3f b){ a.x+=b.x; a.y+=b.y; a.z+=b.z; return a; } //4つのベクトル struct Vector4f{ union { struct { float x; float y; float z; float w; }; float Index[4]; }; Vector4f(){}; Vector4f(float _x,float _y,float _z,float _w){ x=_x;y=_y;z=_z;w=_w; }; Vector4f GeometricTransform(MATRIX mat);//幾何変換 }vec4d; Vector4f Vector4f GeometricTransform(MATRIX mat){ Vector4f ret; for(int y=0;y 4;y++){ ret.Index[y]=mat.mat_16[y]*this- x+mat.mat_16[y+4]*this- y+mat.mat_16[y+8]*this- z+mat.mat_16[y+12]*this- w; } return ret; } //正規化 void normalize(Vector3f v){ float m=sqrt(v.x*v.x+v.y*v.y+v.z*v.z); if(m 0.0f){m = 1.0f / m;}else{m = 0.0f;} v.x*=m; v.y*=m; v.z*=m; } //外積 void cross( Vector3f src1, Vector3f src2 ,Vector3f dst){ dst.x = src1.y*src2.z - src1.z*src2.y; dst.y = src1.z*src2.x - src1.x*src2.z; dst.z = src1.x*src2.y - src1.y*src2.x; } //内積 void dot(Vector3f src1,Vector3f src2,float dst){ dst= src1.x*src2.x+src1.y*src2.y+src1.z*src2.z; } //4つのカラー struct Color4{ float r; float g; float b; float a; }; //4つの反射 struct Reflection4{ Color4 diffuse; Color4 ambient; Color4 emission; Color4 specular; }; //UV座標 struct UV{ float u;//u値 float v;//v値 }vec2d; //ポリゴンデータ struct Triangle{ Vector3f TriVer; Vector3f TriNor; UV TriUV; Vector3f TriView; Vector3f TriNorView; }Tri; //ポリゴンデータ struct Quadrangle{ Vector3f QuadVer; Vector3f QuadNor; UV QuadUV; }Quad; //フレーム外マテリアル構造体 struct OUTSIDEMATERIAL{ string MaterialName;//マテリアル名 Reflection4 MaterialColor;//反射 float Shininess;//shininess string TextureName;//テクスチャ名 int TexNo;//テクスチャNO. }outmtl; //マテリアル構造体 struct MATERIAL{ string MaterialName;//マテリアル名 Reflection4 MaterialColor;//反射 float Shininess;//shininess string TextureName;//テクスチャ名 int TexNo;//テクスチャNO. vector Triangle Tridata;//三角面データ vector Quadrangle Quaddata;//四角面データ }mtl; //メッシュ構造体 struct MESH{ public vector MATERIAL Material;//マテリアル vector TEXTURE* TexData;//テクスチャデータ vector GLuint TexID;//テクスチャID GLuint TexID2;//代入用 TEXTURE* tex;//代入用 }msh; //ボーン構造体 struct BONE{ public string Bone_Name;//ボーン名 vector int SkinID;//スキンインデックス vector float SkinWeights;//スキンウェイト MATRIX bone_ofset;//ボーンオフセット行列 MATRIX CurrentFrame;//現在の行列 }bne; //アニメーションデータ構造体 struct ANIMATION{ public vector int Key;//アニメーションキー vector MATRIX Matrix;//行列データ }anm; //ノード構造体 struct NODE{ NODE* Node;//子ノード NODE* Next;//隣の階層 string FrameName;//フレーム名 MESH* Mesh;//メッシュ BONE* Bone;//ボーン vector GLuint MatNo;//マテリアルNO. ANIMATION Anim;//アニメーションデータ MATRIX FrameTransformMatrix;//親フレームからのトランスフォーム行列 }nde; //階層メッシュクラス class HIERARCHY{ public void Draw();//描画 void Draw_Frame(NODE node,int Frame_Time,MATRIX mat);//フレーム描画 void Animation_Draw(int Animation_NO,int Frame);//アニメーション描画 HIERARCHY(); HIERARCHY(char* FileName,float size); NODE Root;//ルートノード float Size;//サイズ int Animation_MaxFrame;//最大フレーム private bool Load_Mesh(FILE fp,NODE node);//メッシュ読み込み QUATERNION Spherical_Linear_Interpolation( QUATERNION q1, QUATERNION q2, float t);//球面線形補間 char buffer[255]; protected NODE* pNode;//ノードポインタ int Back;//階層戻し void Init(); bool Load_Hierarchy(char* FileName); //階層メッシュ読み込み bool Load_Frame(FILE fp,NODE node,int hierarchy); //フレーム読み込み bool Load_Animation(FILE fp);//アニメーション読み込み void Find_Frame(NODE node,char* name);//フレームを探す MATRIX Linear_Interpolation(MATRIX a,MATRIX b,float t);//線形補間 vector OUTSIDEMATERIAL OutSide_Mat;//フレーム外マテリアル vector BONE Bone;//ボーン情報 vector Vector3f Vertex;//頂点グループ vector Vector3f VertexView;//表示用頂点グループ vector Vector3f Normal;//法線グループ vector Vector3f NormalView;//法線グループ vector int VertexIndex;//頂点インデックス vector int FaceIndex;//面インデックス vector int NormalIndex;//法線インデックス vector int MaterialIndex;//マテリアルインデックス vector UV uv;//UV void DataCreate(NODE node); void ViewDataCreate(NODE node); }; //スキンメッシュクラス class SKINNEDMESH public HIERARCHY{ public bool SkinnedMeshFlag;//スキンメッシュか階層メッシュか int AnimTicksPerSecond;//一秒間のコマ数 bool Load_SkinnedMesh(char* FileName, float size);//スキンメッシュ読み込み SKINNEDMESH(); SKINNEDMESH(char* FileName,float size); float Draw_Joint(NODE node,int Frame_Time,MATRIX mat);//ジョイント描画 void Draw_Bone(MATRIX mat,float length);//ボーン描画 void Calc_Bone(NODE node,int Frame_Time,MATRIX mat);//ボーン計算 }; SKINNEDMESH SKINNEDMESH(){ SkinnedMeshFlag=false; AnimTicksPerSecond=60; Size=1; Animation_MaxFrame=0; } SKINNEDMESH SKINNEDMESH(char *FileName, float size){ //階層メッシュアニメーションかスキンメッシュアニメーションかの判定 char key[255]; FILE* fp=NULL; SkinnedMeshFlag=false; AnimTicksPerSecond=60; Animation_MaxFrame=0; fopen_s( fp,FileName, rt ); //読み込み fseek(fp,0,SEEK_SET); while(!feof(fp)){ //キーワード 読み込み ZeroMemory(key,sizeof(key)); fscanf_s(fp, %s ,key,sizeof(key)); //テンプレート読み飛ばし if(strcmp(key, template )==0){ while(strcmp(key, } )){ fscanf_s(fp, %s ,key,sizeof(key)); } continue; } if(strcmp(key, AnimTicksPerSecond )==0){ fgets(key,sizeof(key),fp); fscanf_s(fp, %d; , AnimTicksPerSecond); } if((strcmp(key, FrameTransformMatrix )==0)||(strcmp(key, XSkinMeshHeader )==0)|| (strcmp(key, VertexDuplicationIndices )==0)||(strcmp(key, SkinWeights )==0)){ SkinnedMeshFlag=true; } } if(SkinnedMeshFlag){//スキンメッシュアニメーションなら Init(); Size=size; Load_SkinnedMesh(FileName,size); }else{//階層メッシュアニメーションなら Init(); Size=size; this- Load_Hierarchy(FileName); } } //データ作成 void HIERARCHY ViewDataCreate(NODE node){ int Count=0; //マテリアル毎のデータを作成 for(int i=0;i (signed)MaterialIndex.size();i++){ if(FaceIndex[i]==3){ for(int j=0;j 3;j++){ Tri.TriVer=Vertex[VertexIndex[Count+j]]; Tri.TriNor=Normal[NormalIndex[Count+j]]; //Tri.TriUV=uv[VertexIndex[Count+j]]; Tri.TriView=VertexView[VertexIndex[Count+j]]; Tri.TriNorView=NormalView[NormalIndex[Count+j]]; node.Mesh- Material[MaterialIndex[i]].Tridata[Count+j]=Tri; } Count+=3; }else{ for(int j=0;j 4;j++){ Quad.QuadVer=Vertex[VertexIndex[Count+j]]; Quad.QuadNor=Normal[NormalIndex[Count+j]]; //Quad.QuadUV=uv[VertexIndex[Count+j]]; node.Mesh- Material[MaterialIndex[i]].Quaddata.push_back(Quad); } Count+=4; } } } //ボーン計算 void SKINNEDMESH Calc_Bone(NODE node,int Frame_Time,MATRIX mat){ MATRIX current=mat; while(1){ if(node.Bone!=NULL){ if(node.Anim.Key.size()==0){ mat=mat.Multiplication(node.FrameTransformMatrix); }else{ //線形補間 for(int k=1;k (signed)node.Anim.Key.size();k++){ int Length=node.Anim.Key[k]-node.Anim.Key[k-1];//キー間の長さ int Current=Frame_Time-node.Anim.Key[k-1];//キー間の現在位置 float t=(float)Current/(float)Length; if((node.Anim.Key[k-1] =Frame_Time) (node.Anim.Key[k] Frame_Time)){ MATRIX Linear = Linear_Interpolation(node.Anim.Matrix[k-1],node.Anim.Matrix[k],t); mat=mat.Multiplication(Linear); } } } for(int i=0;i Bone.size();i++){ if(node.Bone- Bone_Name==Bone[i].Bone_Name)Bone[i].CurrentFrame=mat; } } //スキンメッシュアニメーションの具体的な処理↓(わかりやすくするため、あえてこのような記述にしてあります。) if(node.Mesh!=NULL){ for(int i=0;i Vertex.size();i++){ vec4d.x=Vertex[i].x;vec4d.y=Vertex[i].y;vec4d.z=Vertex[i].z;vec4d.w=1.0; Vector4f ret8=vec4d.GeometricTransform(Bone[3].bone_ofset); Vector4f ret7=ret8.GeometricTransform(Bone[3].CurrentFrame); Vector4f ret6=vec4d.GeometricTransform(Bone[2].bone_ofset); Vector4f ret5=ret6.GeometricTransform(Bone[2].CurrentFrame); Vector4f ret4=vec4d.GeometricTransform(Bone[1].bone_ofset); Vector4f ret3=ret4.GeometricTransform(Bone[1].CurrentFrame); Vector4f ret2=vec4d.GeometricTransform(Bone[0].bone_ofset); Vector4f ret=ret2.GeometricTransform(Bone[0].CurrentFrame); vec3d.x=ret.x*Bone[0].SkinWeights[i]+ret3.x*Bone[1].SkinWeights[i]+ret5.x*Bone[2].SkinWeights[i]+ret7.x*Bone[3].SkinWeights[i]; vec3d.y=ret.y*Bone[0].SkinWeights[i]+ret3.y*Bone[1].SkinWeights[i]+ret5.y*Bone[2].SkinWeights[i]+ret7.y*Bone[3].SkinWeights[i]; vec3d.z=ret.z*Bone[0].SkinWeights[i]+ret3.z*Bone[1].SkinWeights[i]+ret5.z*Bone[2].SkinWeights[i]+ret7.z*Bone[3].SkinWeights[i]; VertexView[i]=vec3d; //頂点法線を再設定 normalize(vec3d); NormalView[i]=vec3d; } ViewDataCreate(node); } if(node.Node!=NULL)Calc_Bone(*node.Node,Frame_Time,mat); if(node.Next!=NULL)Calc_Bone(*node.Next,Frame_Time,current); return; } return; } //ボーン描画 void SKINNEDMESH Draw_Bone(MATRIX mat,float length){ glColor4f(0.0f,1.0f,1.0f,1.0f); glPushMatrix(); glMultMatrixf( mat.mat_16[0]); glRotatef(90.0f,1.0f,0.0f,0.0f); if(mat._41+mat._42+mat._43!=0){ if(length!=0)glutSolidCone(10.0f*Size, length, 4, 1); } glPopMatrix(); } //ジョイント描画 float SKINNEDMESH Draw_Joint(NODE node,int Frame_Time,MATRIX mat){ glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); MATRIX current=mat; MATRIX ret; float length=0; while(1){ if(node.Bone!=NULL){ glPushMatrix(); if(node.Anim.Key.size()==0){ mat=mat.Multiplication(node.FrameTransformMatrix); }else{ //線形補間 for(int k=1;k (signed)node.Anim.Key.size();k++){ int Length=node.Anim.Key[k]-node.Anim.Key[k-1];//キー間の長さ int Current=Frame_Time-node.Anim.Key[k-1];//キー間の現在位置 float t=(float)Current/(float)Length; if((node.Anim.Key[k-1] =Frame_Time) (node.Anim.Key[k] Frame_Time)){ MATRIX Linear = Linear_Interpolation(node.Anim.Matrix[k-1],node.Anim.Matrix[k],t); mat=mat.Multiplication(Linear); } } } glMultMatrixf( mat.mat_16[0]); glColor4f(1.0f,1.0f,0.0f,1.0f); glutSolidSphere(5.0*Size,8,8); ret=mat; length=-sqrt((current._41-mat._41)*(current._41-mat._41)+(current._42-mat._42)*(current._42-mat._42)+(current._43-mat._43)*(current._43-mat._43)); glPopMatrix(); } float len=0; if(node.Node!=NULL)len=Draw_Joint(*node.Node,Frame_Time,mat); if(node.Next!=NULL)len=Draw_Joint(*node.Next,Frame_Time,current); Draw_Bone(ret,len); return length; } glDisable(GL_COLOR_MATERIAL); return 0; } bool SKINNEDMESH Load_SkinnedMesh(char *FileName, float size){ //Xファイルを開いて内容を読み込む Back=-1; int Hierarchy=0; FILE* fp=NULL; fopen_s( fp,FileName, rt ); //読み込み fseek(fp,0,SEEK_SET); Load_Frame(*fp,Root,Hierarchy); //ボーン情報をセット for(int i=0;i (signed)Bone.size();i++){ Find_Frame(Root,(char*)Bone[i].Bone_Name.c_str()); pNode- Bone= Bone[i]; } fseek(fp,0,SEEK_SET); this- Load_Animation(*fp); fclose(fp); return true; } //コンストラクタ HIERARCHY HIERARCHY(){ Init(); } //コンストラクタ HIERARCHY HIERARCHY(char* FileName,float size){ Init(); Size=size; Animation_MaxFrame=0; Load_Hierarchy(FileName); } //初期化 void HIERARCHY Init(){ Root.Node=NULL; Root.Next=NULL; Root.FrameName= Root ; Root.Mesh=NULL; Root.Bone=NULL; } //球面線形補間 QUATERNION HIERARCHY Spherical_Linear_Interpolation( QUATERNION q1, QUATERNION q2, float t) { QUATERNION q; if((q1.w==q2.w) (q1.x==q2.x) (q1.y==q2.y) (q1.z==q2.z)){ for(int i=0;i 4;i++){ q.Index[i] = q1.Index[i]; } return q; } float qr = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z; float ss = 1.0f - qr * qr; if (ss == 0.0f) { for(int i=0;i 4;i++){ q.Index[i] = q1.Index[i]; } return q; }else{ float sp = sqrt(ss); float ph = acos(qr); float pt = ph * t; float t1 = sin(pt) / sp; float t0 = sin(ph - pt) / sp; for(int i=0;i 4;i++){ q.Index[i] = (q1.Index[i] * t0 + q2.Index[i] * t1); } return q; } } //線形補間 MATRIX HIERARCHY Linear_Interpolation(MATRIX a,MATRIX b,float t){ MATRIX ret,r1,r2,r3; QUATERNION q1,q2,q3; Vector3f vec_A, vec_B, vec_R; //平行移動 vec_A.x=a._41; vec_A.y=a._42; vec_A.z=a._43; vec_B.x=b._41; vec_B.y=b._42; vec_B.z=b._43; vec_R=vec_A*(1.0f-t) + vec_B*t; ret._41=vec_R.x; ret._42=vec_R.y; ret._43=vec_R.z; //スケーリング成分抜き出し vec_A.x=sqrt(a._11*a._11+a._21*a._21+a._31*a._31); vec_A.y=sqrt(a._12*a._12+a._22*a._22+a._32*a._32); vec_A.z=sqrt(a._13*a._13+a._23*a._23+a._33*a._33); vec_B.x=sqrt(b._11*b._11+b._21*b._21+b._31*b._31); vec_B.y=sqrt(b._12*b._12+b._22*b._22+b._32*b._32); vec_B.z=sqrt(b._13*b._13+b._23*b._23+b._33*b._33); for(int i=0;i 4;i++){ for(int j=0;j 4;j++){ r1.mat_4x4[j][i]=a.mat_4x4[j][i]; r2.mat_4x4[j][i]=b.mat_4x4[j][i]; if(i==0){if(j 3){r1.mat_4x4[j][i]=a.mat_4x4[j][i]/vec_A.x;r2.mat_4x4[j][i]=b.mat_4x4[j][i]/vec_B.x;}} if(i==1){if(j 3){r1.mat_4x4[j][i]=a.mat_4x4[j][i]/vec_A.y;r2.mat_4x4[j][i]=b.mat_4x4[j][i]/vec_B.y;}} if(i==2){if(j 3){r1.mat_4x4[j][i]=a.mat_4x4[j][i]/vec_A.z;r2.mat_4x4[j][i]=b.mat_4x4[j][i]/vec_B.z;}} } } //クォータニオンを補間 q1=r1.ToQuaternion(); q2=r2.ToQuaternion(); q3=Spherical_Linear_Interpolation(q1,q2,t); r3=q3.ToMatrix(); vec_R=vec_A*(1.0f-t) + vec_B*t; ret._11=r3._11*vec_R.x; ret._21=r3._21*vec_R.x; ret._31=r3._31*vec_R.x; ret._12=r3._12*vec_R.y; ret._22=r3._22*vec_R.y; ret._32=r3._32*vec_R.y; ret._13=r3._13*vec_R.z; ret._23=r3._23*vec_R.z; ret._33=r3._33*vec_R.z; return ret; } //フレーム描画 void HIERARCHY Draw_Frame(NODE node,int Frame_Time,MATRIX mat){ MATRIX current=mat; while(1){ if(node.Mesh!=NULL){ glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glPushMatrix(); glMultMatrixf( mat.mat_16[0]); //線形補間 for(int k=1;k (signed)node.Anim.Key.size();k++){ int Length=node.Anim.Key[k]-node.Anim.Key[k-1];//キー間の長さ int Current=Frame_Time-node.Anim.Key[k-1];//キー間の現在位置 float t=(float)Current/(float)Length; if((node.Anim.Key[k-1] =Frame_Time) (node.Anim.Key[k] Frame_Time)){ MATRIX Linear = Linear_Interpolation(node.Anim.Matrix[k-1],node.Anim.Matrix[k],t); mat=mat.Multiplication(Linear); glMultMatrixf( Linear.mat_16[0]); } } for(int i=0;i (signed)node.Mesh- Material.size();i++){ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,(const GLfloat *) node.Mesh- Material[i].MaterialColor.ambient); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,(const GLfloat *) node.Mesh- Material[i].MaterialColor.diffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,(const GLfloat *) node.Mesh- Material[i].MaterialColor.specular); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,node.Mesh- Material[i].Shininess); if(node.Mesh- Material[i].TexNo 0){ glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, node.Mesh- TexID[node.Mesh- Material[i].TexNo-1]); }else{ glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if(node.Mesh- Material[i].Tridata.size() 1){ //glVertexPointer(3, GL_FLOAT,sizeof(Tri) , node.Mesh- Material[i].Tridata[0].TriVer.x); glVertexPointer(3, GL_FLOAT,sizeof(Tri) , node.Mesh- Material[i].Tridata[0].TriView.x); //glNormalPointer(GL_FLOAT,sizeof(Tri), node.Mesh- Material[i].Tridata[0].TriNor.x); glNormalPointer(GL_FLOAT,sizeof(Tri), node.Mesh- Material[i].Tridata[0].TriNorView.x); //if(node.Mesh- Material[i].TexNo 0)glTexCoordPointer(2, GL_FLOAT, sizeof(Tri), node.Mesh- Material[i].Tridata[0].TriUV.u); glDrawArrays(GL_TRIANGLES,0,node.Mesh- Material[i].Tridata.size()); } if(node.Mesh- Material[i].Quaddata.size() 1){ glVertexPointer(3, GL_FLOAT,sizeof(Quad) , node.Mesh- Material[i].Quaddata[0].QuadVer.x); glNormalPointer(GL_FLOAT,sizeof(Quad), node.Mesh- Material[i].Quaddata[0].QuadNor.x); //if(node.Mesh- Material[i].TexNo 0)glTexCoordPointer(2, GL_FLOAT, sizeof(Quad), node.Mesh- Material[i].Quaddata[0].QuadUV.u); glDrawArrays(GL_QUADS,0,node.Mesh- Material[i].Quaddata.size()); } } glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); //glDisableClientState(GL_TEXTURE_COORD_ARRAY); //glDisable(GL_TEXTURE_2D); glPopMatrix(); } if(node.Node!=NULL)Draw_Frame(*node.Node,Frame_Time,mat); if(node.Next!=NULL)Draw_Frame(*node.Next,Frame_Time,current); if(node.Node==NULL)return; if(node.Next==NULL)return; return; } } //アニメーション描画 void HIERARCHY Animation_Draw(int Animation_NO,int Frame){ MATRIX mat; Draw_Frame(Root,Frame,mat); } //描画 void HIERARCHY Draw(){ MATRIX mat; Draw_Frame(Root,0,mat); } //フレームを探す void HIERARCHY Find_Frame(NODE node,char* name){ while(1){ if(strcmp(node.FrameName.c_str(),name)==0){ pNode= node; return; } if(node.Node!=NULL)Find_Frame(*node.Node,name); if(node.Next!=NULL)Find_Frame(*node.Next,name); if(node.Node==NULL)return; if(node.Next==NULL)return; return; } return; } //アニメーション読み込み bool HIERARCHY Load_Animation(FILE fp){ char buf[255]; char name[255]; char *next; int hierarchy=0,count=0,key=0,dummy=0,x=0,y=0,z=0,w=0; //合成行列 MATRIX mix; //読み込み while(!feof( fp)) { ZeroMemory(buf,sizeof(buf)); fscanf_s( fp, %s ,buf,sizeof(buf)); //テンプレート読み飛ばし if(strcmp(buf, template )==0){ while(strcmp(buf, } )){ fscanf_s( fp, %s ,buf,sizeof(buf)); } continue; } //AnimationSetを探す if(strcmp(buf, AnimationSet )==0){ while(!feof( fp)) { fgets(buf,sizeof(buf), fp); if((!strstr(buf, Animation )==NULL) (strstr(buf, Animation_ )==NULL)){ fgets(buf,sizeof(buf), fp); fgets(buf,sizeof(buf), fp); if((!strstr(buf, { )==NULL) (!strstr(buf, } )==NULL)){//名前の抽出 sscanf_s(buf, { %s } , name,sizeof(name)); strtok_s( name, } , next); pNode=NULL; Find_Frame(Root,name); while(!feof( fp)){ fgets(buf,sizeof(buf), fp); if(!strstr(buf, AnimationKey )==NULL){ fgets(buf,sizeof(buf), fp); fgets(buf,sizeof(buf), fp);//キータイプ 4…行列タイプ] if(strstr(buf, 4; )==NULL)printf( 対応していません ); fgets(buf,sizeof(buf), fp);//キー数 count=atoi(buf); for(int i=0;i count;i++){ fscanf_s( fp, %d;%d; , key, dummy);//キーの位置;データの数 if((count-1==i) (Animation_MaxFrame key))Animation_MaxFrame=key; pNode- Anim.Key.push_back(key); if(dummy!=16)printf( 対応していません ); fscanf_s( fp, %f,%f,%f,%f, , mix.mat_16[0], mix.mat_16[1], mix.mat_16[2], mix.mat_16[3]); fscanf_s( fp, %f,%f,%f,%f, , mix.mat_16[4], mix.mat_16[5], mix.mat_16[6], mix.mat_16[7]); fscanf_s( fp, %f,%f,%f,%f, , mix.mat_16[8], mix.mat_16[9], mix.mat_16[10], mix.mat_16[11]); fscanf_s( fp, %f,%f,%f,%f;; , mix.mat_16[12], mix.mat_16[13], mix.mat_16[14], mix.mat_16[15]); fgets(buf,sizeof(buf), fp); mix._41*=Size; mix._42*=Size; mix._43*=Size; pNode- Anim.Matrix.push_back(mix); } break; } } } } } } } return true; } //データ作成 void HIERARCHY DataCreate(NODE node){ int Count=0; //マテリアル毎のデータを作成 for(int i=0;i (signed)MaterialIndex.size();i++){ if(FaceIndex[i]==3){ for(int j=0;j 3;j++){ Tri.TriVer=Vertex[VertexIndex[Count+j]]; Tri.TriNor=Normal[NormalIndex[Count+j]]; //Tri.TriUV=uv[VertexIndex[Count+j]]; Tri.TriView=Vertex[VertexIndex[Count+j]]; Tri.TriNorView=Normal[NormalIndex[Count+j]]; if(MaterialIndex[i] =(signed)node.Mesh- Material.size()){ mtl.MaterialName=this- OutSide_Mat[MaterialIndex[i]].MaterialName; mtl.MaterialColor=this- OutSide_Mat[MaterialIndex[i]].MaterialColor; mtl.Shininess=this- OutSide_Mat[MaterialIndex[i]].Shininess; node.Mesh- Material.push_back(mtl); } node.Mesh- Material[MaterialIndex[i]].Tridata.push_back(Tri); } Count+=3; }else{ for(int j=0;j 4;j++){ Quad.QuadVer=Vertex[VertexIndex[Count+j]]; Quad.QuadNor=Normal[NormalIndex[Count+j]]; //Quad.QuadUV=uv[VertexIndex[Count+j]]; node.Mesh- Material[MaterialIndex[i]].Quaddata.push_back(Quad); } Count+=4; } } } //メッシュ読み込み bool HIERARCHY Load_Mesh(FILE fp,NODE node){ char key[255]; char buf[255]; int v1=0,v2=0,v3=0,v4=0; int Count=0,matCount=0,Hierarchy=1; string str= ; fscanf_s( fp, %s ,key,sizeof(key)); node.Mesh=NULL; //読み込み while(!feof( fp)) { //キーワード 読み込み ZeroMemory(key,sizeof(key)); fscanf_s( fp, %s ,key,sizeof(key)); //階層+ if(strcmp(key, { )==0){ Hierarchy++; } //階層- if(strcmp(key, } )==0){ Hierarchy--; if(Hierarchy==0){ if(node.Mesh!=NULL)DataCreate(node); return true; } } if(strcmp(key, Frame )==0){ if(node.Mesh!=NULL)DataCreate(node); return true; } //頂点 読み込み if(strcmp(key, Mesh )==0) { node.Mesh =new MESH(msh); Hierarchy++; fgets(buf,sizeof(buf), fp); fgets(buf,sizeof(buf), fp); Count=atoi(buf); for(int i=0;i Count ;i++) { fscanf_s( fp, %f;%f;%f;, , vec3d.x, vec3d.y, vec3d.z); Vertex.push_back(vec3d*(float)Size); VertexView.push_back(vec3d*(float)Size); } //頂点インデックス読み込み fgets(buf,sizeof(buf), fp); fgets(buf,sizeof(buf), fp); while(strchr(buf, ; )==NULL){fgets(buf,sizeof(buf), fp);}//空行対策 Count=atoi(buf); for(int i=0;i Count ;i++) { int dammy=0; fgets(buf,sizeof(buf), fp); str=buf; string size_type first = str.find_first_not_of( ); string size_type tab = str.find_first_not_of( \t ); string size_type index = str.find( 3; ); if(index-first-tab==0){ sscanf_s(buf, %d;%d,%d,%d;, , dammy, v1, v2, v3); VertexIndex.push_back(v1); VertexIndex.push_back(v2); VertexIndex.push_back(v3); } if(!(index-first-tab==0)){ sscanf_s(buf, %d;%d,%d,%d,%d;, , dammy, v1, v2, v3, v4); VertexIndex.push_back(v1); VertexIndex.push_back(v2); VertexIndex.push_back(v3); VertexIndex.push_back(v4); } FaceIndex.push_back(dammy); } } //法線 読み込み if(strcmp(key, MeshNormals )==0) { Hierarchy++; fgets(buf,sizeof(buf), fp); fgets(buf,sizeof(buf), fp); Count=atoi(buf); for(int i=0;i Count ;i++) { fscanf_s( fp, %f;%f;%f;, , vec3d.x, vec3d.y, vec3d.z); Normal.push_back(vec3d); NormalView.push_back(vec3d); } //法線インデックス読み込み fgets(buf,sizeof(buf), fp); fgets(buf,sizeof(buf), fp); while(strchr(buf, ; )==NULL){fgets(buf,sizeof(buf), fp);}//空行対策 Count=atoi(buf); for(int i=0;i Count ;i++) { int dammy=0; fgets(buf,sizeof(buf), fp); str=buf; string size_type first = str.find_first_not_of( ); string size_type tab = str.find_first_not_of( \t ); string size_type index = str.find( 3; ); if(index-first-tab==0){ sscanf_s(buf, %d;%d,%d,%d;, , dammy, v1, v2, v3); NormalIndex.push_back(v1); NormalIndex.push_back(v2); NormalIndex.push_back(v3); } if(!(index-first-tab==0)){ sscanf_s(buf, %d;%d,%d,%d,%d;, , dammy, v1, v2, v3, v4); NormalIndex.push_back(v1); NormalIndex.push_back(v2); NormalIndex.push_back(v3); NormalIndex.push_back(v4); } } } //マテリアルリスト if(strcmp(key, MeshMaterialList )==0) { Hierarchy++; fgets(buf,sizeof(buf), fp);//空改行 fgets(buf,sizeof(buf), fp);//マテリアル数 matCount=atoi(buf); fgets(buf,sizeof(buf), fp);//リスト要素数 Count=atoi(buf); for(int i=0;i Count;i++) { fgets(buf,sizeof(buf), fp); int test=atoi(buf); MaterialIndex.push_back(test); } char *next; for(int i=0;i matCount;i++) { fgets(buf,sizeof(buf), fp); sscanf_s(buf, { %s } , buf,sizeof(buf)); strtok_s( buf, } , next); for(int j=0;j (signed)this- OutSide_Mat.size();j++){ if(strcmp(this- OutSide_Mat[j].MaterialName.c_str(),buf)==0)node.MatNo.push_back(j); } } } } return false; } //フレーム読み込み bool HIERARCHY Load_Frame(FILE fp,NODE node,int hierarchy){ char key[255]; char *next; int begin=0,end=0; int current=hierarchy;//現在の階層 int file_pos; int count; int ID=0; float skinweights=0.0f; MATRIX dum; while(!feof( fp)) { //キーワード 読み込み ZeroMemory(key,sizeof(key)); fscanf_s( fp, %s ,key,sizeof(key)); //ヘッダー読み飛ばし if(strcmp(key, Header )==0){ while(strcmp(key, } )){ fscanf_s( fp, %s ,key,sizeof(key)); } continue; } //テンプレート読み飛ばし if(strcmp(key, template )==0){ while(strcmp(key, } )){ fscanf_s( fp, %s ,key,sizeof(key)); } continue; } //階層+ if(strcmp(key, { )==0){ begin++; } //階層- if(strcmp(key, } )==0){ end++; } //マテリアル読み込み if(strcmp(key, Material )==0) { begin++; fgets(key,sizeof(key), fp); strtok_s( key, \n , next); outmtl.MaterialName=key; fgets(key,sizeof(key), fp); //ディフューズ fscanf_s( fp, %f;%f;%f;%f;; , vec4d.x, vec4d.y, vec4d.z, vec4d.w); outmtl.MaterialColor.diffuse=(const Color4 )vec4d; //SHININESS fscanf_s( fp, %f; , outmtl.Shininess); //スペキュラー fscanf_s( fp, %f;%f;%f;; , vec4d.x, vec4d.y, vec4d.z); outmtl.MaterialColor.specular=(const Color4 )vec4d; //エミッシブ fscanf_s( fp, %f;%f;%f;; , vec4d.x, vec4d.y, vec4d.z); outmtl.MaterialColor.ambient=(const Color4 )vec4d; this- OutSide_Mat.push_back(outmtl); } //ボーン if(strcmp(key, SkinWeights )==0){ begin++; fgets(key,sizeof(key), fp); fscanf_s( fp, %s; ,key,sizeof(key)); sscanf_s(key, \ %s\ ; , key,sizeof(key)); strtok_s( key, \ , next); bne.Bone_Name=key; fgets(key,sizeof(key), fp); fgets(key,sizeof(key), fp); count=atoi(key); for(int i=0;i count;i++){ fscanf_s( fp, %d, , ID); bne.SkinID.push_back(ID); } fscanf_s( fp, %s; ,key,sizeof(key)); for(int i=0;i count;i++){ fscanf_s( fp, %f, , skinweights); bne.SkinWeights.push_back(skinweights); } fscanf_s( fp, %s; ,key,sizeof(key)); fscanf_s( fp, %f,%f,%f,%f, , dum.mat_16[0], dum.mat_16[1], dum.mat_16[2], dum.mat_16[3]); fscanf_s( fp, %f,%f,%f,%f, , dum.mat_16[4], dum.mat_16[5], dum.mat_16[6], dum.mat_16[7]); fscanf_s( fp, %f,%f,%f,%f, , dum.mat_16[8], dum.mat_16[9], dum.mat_16[10], dum.mat_16[11]); fscanf_s( fp, %f,%f,%f,%f;; , dum.mat_16[12], dum.mat_16[13], dum.mat_16[14], dum.mat_16[15]); bne.bone_ofset=dum; Bone.push_back(bne); bne.SkinID.clear(); bne.SkinWeights.clear(); } //親フレームからのトランスフォーム行列 if(strcmp(key, FrameTransformMatrix )==0){ begin++; fgets(key,sizeof(key), fp); fscanf_s( fp, %f,%f,%f,%f, , dum.mat_16[0], dum.mat_16[1], dum.mat_16[2], dum.mat_16[3]); fscanf_s( fp, %f,%f,%f,%f, , dum.mat_16[4], dum.mat_16[5], dum.mat_16[6], dum.mat_16[7]); fscanf_s( fp, %f,%f,%f,%f, , dum.mat_16[8], dum.mat_16[9], dum.mat_16[10], dum.mat_16[11]); fscanf_s( fp, %f,%f,%f,%f;; , dum.mat_16[12], dum.mat_16[13], dum.mat_16[14], dum.mat_16[15]); node.FrameTransformMatrix=dum; node.FrameTransformMatrix._41*=Size; node.FrameTransformMatrix._42*=Size; node.FrameTransformMatrix._43*=Size; } //フレーム if(strcmp(key, Frame )==0){ fscanf_s( fp, %s ,key,sizeof(key)); if(((begin==0) (end==0))||(end-begin==-1)){//子ノード追加 node.Node=new NODE(nde); node.Node- FrameName=key; file_pos=ftell( fp); Load_Mesh(fp,*node.Node); fseek( fp, file_pos, SEEK_SET ); hierarchy++; Load_Frame(fp,*node.Node,hierarchy);//再帰呼び出し } if(Back==current){//階層戻り先にきた場合、同一階層追加 Back=-1; node.Next=new NODE(nde); node.Next- FrameName=buffer; file_pos=ftell( fp); Load_Mesh(fp,*node.Next); fseek( fp, file_pos, SEEK_SET ); Load_Frame(fp,*node.Next,current);//再帰呼び出し } if(end-begin 0){// } が { より多い時は階層を戻る strcpy_s(buffer,255,key); Back=current-(end-begin); return true; } if((end-begin==0) ((begin!=0) (end!=0))){//同一階層追加 node.Next=new NODE(nde); node.Next- FrameName=key; file_pos=ftell( fp); Load_Mesh(fp,*node.Next); fseek( fp, file_pos, SEEK_SET ); Load_Frame(fp,*node.Next,current);//再帰呼び出し } //階層を戻る if((Back!=-1) (Back current))return true; } } return true; } //階層メッシュ読み込み bool HIERARCHY Load_Hierarchy(char* FileName){ //Xファイルを開いて内容を読み込む Back=-1; int Hierarchy=0; FILE* fp=NULL; fopen_s( fp,FileName, rt ); //読み込み fseek(fp,0,SEEK_SET); Load_Frame(*fp,Root,Hierarchy); fseek(fp,0,SEEK_SET); Load_Animation(*fp); fclose(fp); return true; } main.cpp #pragma comment(linker, /SUBSYSTEM WINDOWS /ENTRY mainCRTStartup ) #include GL/freeglut/freeglut.h #include xfile.h #include font.h #define WIDTH 640 #define HEIGHT 480 float angle=0.0f; SKINNEDMESH* SkinMesh; GLFONT *font; wstring wstr; wchar_t wchar[255]; int CurrentFrame; MATRIX mat; GLfloat lightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; GLfloat lightPos[] = { 300.0f, 500.0f, 200.0f , 0.0f }; GLfloat lightCol[] = {1.0f,1.0f,1.0f,1.0f}; void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,WIDTH,HEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(30.0, WIDTH/HEIGHT, 0.1, 5000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(-1000.0, 0.0, -300.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glRotatef(angle, 0.0f, 1.0f, 0.0f); SkinMesh- Calc_Bone(SkinMesh- Root,CurrentFrame,mat); glColor4f(1.0f,1.0f,1.0f,1.0f); glDisable(GL_DEPTH_TEST); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); SkinMesh- Animation_Draw(0,CurrentFrame); glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); glDisable(GL_LIGHTING); SkinMesh- Draw_Joint(SkinMesh- Root,CurrentFrame,mat); glEnable(GL_DEPTH_TEST); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_LIGHTING); //SkinMesh- Animation_Draw(0,CurrentFrame); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, -1, 1); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); wstr=L 最大フレーム[ ; _itow_s(SkinMesh- Animation_MaxFrame,wchar,255,10); wstr+=wchar; wstr+=L ] ; font- DrawStringW(0,16,(wchar_t *)wstr.c_str()); wstr=L 現在のフレーム[ ; _itow_s(CurrentFrame,wchar,255,10); wstr+=wchar; wstr+=L ] ; font- DrawStringW(0,32,(wchar_t *)wstr.c_str()); glutSwapBuffers(); } void idle(void) { if(SkinMesh- Animation_MaxFrame CurrentFrame)CurrentFrame=0; Sleep(1); glutPostRedisplay(); } //タイマー void timer(int value) { CurrentFrame+=30; angle+=1.0f; glutTimerFunc(10 , timer , 0); } void Init(){ glClearColor(0.0, 0.0, 0.0, 1.0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT1 , GL_POSITION , lightPos); glLightfv(GL_LIGHT1 , GL_DIFFUSE , lightCol); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); SkinMesh = new SKINNEDMESH( box.x ,1.0f); font = new GLFONT(L MS明朝 , 16); } int main(int argc, char *argv[]) { glutInitWindowPosition(100, 100); glutInitWindowSize(WIDTH, HEIGHT); glutInit( argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE); glutCreateWindow( スキンメッシュアニメーション ); glutDisplayFunc(display); glutIdleFunc(idle); glutTimerFunc(100 , timer , 0); Init(); glutMainLoop(); return 0; }
https://w.atwiki.jp/skyrim_csmod/pages/36.html
本作を購入するプレイヤーの中には、PCでMODを扱ったことが無い方も多いでしょう。 本ページでは、SkyrimMOD導入・運用にあたり重要な基本的用語を簡単に解説します。 あくまで簡易的な説明に留めてあります。より詳しく正確に知りたい場合は各自で調べてください。 アトリビュート(attribute) イマーシヴ(immersive) オーバーホール(overhaul) 競合(conflict) クリッピング(clipping) 互換性(compatibility) コリジョン(collision) セーフ(safe) バニラ(vanilla) レベルドリスト(leveled list) ロアフレンドリー(lore friendly) ロード順(load order)一般的なロード順 ロード順の"鉱山カナリア" アトリビュート(attribute) 辞書では特質、特性、性格、または属性などと訳されるため種族ごとの特性や炎・雷といった属性のことのように誤解されがち。 スカイリムにおいては大抵はキャラクターの基本能力値である「体力・マジカ・スタミナ」のことを表す。 説明文では稀に属性などの意味で用いられているので注意。 イマーシヴ(immersive) MOD名や説明文にたびたび登場する単語。辞書では没入できる、夢中になれる、実体験のように感じる、などと訳される。 要するに「このMODは(リアリティがある、もしくは不自然じゃないから)没入感が向上する」ということを表現している。 実際、市民の行動を本物の人間のようにするMODや、あって然るべきインフラを追加するMODの説明文で多く登場する。 ちなみにこの単語自体は最近出来たという説があるが、真偽は不明。 オーバーホール(overhaul) 主にMOD名としてよく出てくる単語。 正確には「分解検査する」「徹底的に見直す」という意味だが、MOD名としては「大改修」とでも理解しておくといい。 既存のものを作り直すだけでなく、新要素を多く加える場合もこの単語が使われることがある。 Overhaulの名を冠したMODで評価の高いものは、個人の趣味嗜好やプレイスタイルに依らない汎用性が高いMODであることが多い。 稀にスペルミスで「overhoul」などと掲載されていることがある。 競合(conflict) 複数のMODが干渉すること。例えば同じキャラの顔を変更するMODを2種類入れたりすると明らかに競合する。 ただし競合=不具合では無い。同じ箇所を変更するMODでもロード順次第でプレイヤーの臨む動作をさせることもできる。 とは言え何らかのきっかけで重大な不具合を起こすこともあるので、基本的には競合させないようにMODを選定することが大切。 「conflict」の単語がMOD説明文にあったら注意しよう。 クリッピング(clipping) コリジョンバグ(collision bug)の一種。コリジョンバグとは、簡単に言うとオブジェクト同士の干渉によるバグ。 例えばマントを装備した状態で両手剣を背中に背負うと、高確率で両者が重複して不自然なビジュアルになってしまう。 こういったバグはオブジェクトが不自然に分断(clip)されているように見えるため、クリッピング(clipping)と呼ばれる。 MOD説明文においては上記の例のように武器・装備系MODにたびたび登場する。 クリッピングを完全に除去するのはほぼ不可能に近いので、「クリッピングがあるけど許容してね」と述べられていることが多い。 互換性(compatibility) 辞書的にはある物を別の物で置き換えることができる性質のことを言う。 MOD界隈においては上記の競合(conflict)と混同されて使われている節があり、MODの適用範囲や種類に関わらず、 あるMODと別のMODが同時に問題無く動作することを「compatibility」として表記されていることが多い。 また、「互換性がある」=「各MODの機能が100%保証される」という訳では無い点にも注意したい。 ロード順に関係なく片方のMODの機能の一部が失われてしまうが、大半の機能は両立するので「互換性がある」と 表記されている場合もある。なんにせよゲームの正常な進行に重大な影響を及ぼす要素。 「compatibility」「compatibile」などの単語はMOD説明文に大抵入っているので、しっかり確認しよう。 コリジョン(collision) オブジェクト同士の干渉のこと。 分かりやすい例を挙げると、バニラだとプレイヤーと従者や敵とのコリジョンが有効化されているため通り抜けることができないが、 プレイヤーとドラゴンの死体とのコリジョンは無効化されているため通り抜けることができる。 リアルに厳密に即したコリジョンを提供するのは様々な要因から非常に難しく、設計上はある程度の妥協が必要になる。 少なくともスカイリムのゲームエンジンだと前述のクリッピングのような細かなコリジョンバグを除くのはほぼ不可能。 セーフ(safe) 安全・安心などを意味する日本人にも聞き馴染みのある単語だが、スカイリムにおいては大きく2つの意味がある。 1つは一般的な用法に近く、MODのインストール / アンインストールやスクリプトの安全性を示す場合。 例)SMIM is perfectly safe. (SMIMは100%安全です。) もう1つは収納にリスポン属性が無いことを示して用いられる場合。 例)safe storage chests (安全な保管庫) その辺の樽など作中の収納の大半はリスポン属性があり、時間経過で中身が初期のものにリセットされる。 つまりはリスポン属性がある収納に大事なアイテムを入れておくと、時間経過で失われてしまうことを意味する。 転じて、リスポン属性が無い収納=アイテムを入れておいても失われない"安全"な収納というわけになる。 ちなみに名詞としての"safe"には「金庫」という意味もあるが、スカイリムにおいては"strong box"と表現される。 バニラ(vanilla) MODが何一つ入っていない、製品版のままのゲームデータの呼称。 由来はその名のとおりフレーバーの付いていないバニラアイスクリームから。 ただし各MOD製作者の説明文においては、単にMOD抜きの状態をバニラと呼んでいる場合と MOD及び公式アドオン3種が入っていない状態をバニラと呼んでいる場合がある。文脈で大抵は判断できるが一応注意。 レベルドリスト(leveled list) 一言で言えば、プレイヤーやNPCのレベルに関連付けられた作中登場物一覧表のこと。 これで規定されているため、プレイヤーレベル1から伝説のドラゴンやバニッシュ付呪やドラウグル・デスロードが登場したりしない。 スカイリムは基本的に多くのコンテンツがレベルドリストによって制限されており、旧作プレイヤーからは賛否ある。 そのためアイテムや敵のレベルドリストを組み替えるオーバーホールMODも多い。 追加系MODの説明文に「レベルドリストに統合」「レベルドリストに追加」などと書かれている場合、 大抵はそのMODの追加コンテンツが作中にシームレスに登場することを意味する。 要するに追加された武器や鎧が元から設置されているボスチェストから見つかったり敵の一般的な山賊が装備していたりする。 敵で言えば、野生動物の敵が現れるランダムポイントに、追加された敵が登場したりする。 バニラに自然に組み込まれる一方で競合もしやすくなるため注意が必要。 ロアフレンドリー(lore friendly) 既存の世界観・設定(lore)に極力馴染むように設計されているMODであることを表現する際によく使用される言葉。 例えばプレイヤーの服装を変えるMOD一つとってみても、既存のNPC達に馴染むような服装ならロアフレンドリー、 既存のNPC達に馴染まない現代風の服装ならロアフレンドリーでは無いと言える。 ただし、各人の感性に依存する部分が大きいため、あくまで目安だということを忘れずに。 ロアフレンドリーと銘打っていても、デザインや色使いにどうしても違和感がある、という場合もある。 ロード順(load order) ロードオーダー。MODの読み込み(ロード)をする順番のこと。MOD導入に当たって最も重要な要素の1つ。 MOD一覧ページからYボタンでロード順画面を開くことができ、上に位置するMODから順番にロードされていく。 MODをダウンロードした後は大抵自動的にロード順の一番下に配置されるので、手動で適切な位置に置く必要がある。 適切なロード順を組まないとMODの効果が反映されなかったり、強制終了やフリーズしたりと重大な問題が起きやすい。 MODの種類によって下記のように一般的なロード順はあるものの、最終的には作者の指示に従うのが基本。 「load order」の単語はMOD説明文に大抵入っているので、しっかり確認しよう。 なお、新たなMODを導入したりロード順を組み替えてニューゲームを始める際は、 本体再起動などによるキャッシュ削除を強く推奨。これをするのとしないのとでは動作の安定性が段違い。 一般的なロード順 大手MODコミュニティサイトNexusModsのフォーラムにおいて、一般的なロード順が以下の表のように紹介されている。 ロード順を組む際の参考に。( ソース ) #01 Your ESM Files; (バニラ本体含む核となるファイル) #02 Bug-Fix type Mods; (バグフィクス) #03 Game Structure and/or UI Mods (ゲーム構造 / UI) #04 Character Appearance Mods (For NPCs and Self); (NPC及び自分のキャラクターの見た目) #05 Mods that Add and/or Change Locations; * (ロケーション追加・変更、新ロケーションにNPCが追加される場合も含む) #06 Mods that Add and/or Change Items; (アイテムの変更・追加) #07 Mods that Add NPCs; (NPCの追加) #08 Texture Mods; (テクスチャ) #09 Environmental Mods (things like Climates of Tamriel, Sounds of Skyrim, etc.); (天候・音楽などの環境) #10 Mods with Gameplay Changes; Then, (ゲームプレイ変更) #11 Reproccers, AV, and Bashed Patches. ※ゲーム構造:スキルツリー、Perk、魔法、種族、アクション、ゲームプレイオーバーホール(Campfire、YASH2など) ※ゲームプレイ変更:戦闘AI、市民AI、鍛造(Perkに関わらないもの)、細かなゲームプレイ変更(商人所持金、両手剣高速化など) ※最終的には動作すれば問題ないということを念頭に。 ロード順の"鉱山カナリア" ロード順で問題が起きていないか簡易的にチェックする方法として、 ホワイトランのイソルダが所謂"鉱山カナリア"として機能するとの情報が同サイトに紹介されている。 マンモスの牙を入手するクエストをイソルダから受注できない場合、ロード順に重大な問題がある可能性が高いとのこと。 確認したいならゲーム開始直後にイソルダに話しかけること。 favorクエストのバッティングで受注できなくなるのは仕様。言ってる意味が分からない人は こちら (攻略wiki)を参照。
https://w.atwiki.jp/akasatanahama/pages/124.html
概要 実績を追加する方法。 ※当チュートリアルでは、「イベントの実装」の内容を一部使用しております。 イベントの実装は現在チュートリアルにはありませんが、今後追加予定ですのでしばらくお待ち下さい。 ソースコード AluminiumMod.java package tutorial.aluminiummod; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; import net.minecraft.block.Block; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.stats.Achievement; import net.minecraft.world.World; import net.minecraftforge.common.AchievementPage; import net.minecraftforge.common.MinecraftForge; @Mod(modid = "AluminiumMod", name = "Aluminium Mod", version = "1.0.0") public class AluminiumMod { //追加するアイテム・ブロックの宣言 public static Item aluminium; public static Block blockAluminiumOre; //追加する実績の宣言 public static Achievement getAluminium; public static Achievement slayCreeper; @Mod.EventHandler public void preInit(FMLPreInitializationEvent event) { //アイテムの実装 aluminium = new Item() { //アイテムがクラフト・精錬されたときに呼ばれるメソッド。 public void onCreated(ItemStack stack, World world, EntityPlayer player) { //Player.triggerAchievement(Statbase) //Statbaseには実績のインスタンスを入れる。これにより、未解除の実績が解除される。 player.triggerAchievement(AluminiumMod.getAluminium); super.onCreated(stack, world, player); } } //以下はアイテム・ブロックの実装と同様。 .setCreativeTab(CreativeTabs.tabMaterials) .setUnlocalizedName("aluminium") .setTextureName("aluminiummod aluminium"); GameRegistry.registerItem(aluminium, "aluminium"); blockAluminiumOre = new AluminiumOre() .setBlockName("blockAluminiumOre") .setBlockTextureName("aluminiummod aluminium_ore"); GameRegistry.registerBlock(blockAluminiumOre, "blockAluminiumOre"); //実績の実装 //内部名称, 言語名称, 縦の位置, 横の位置, アイコンのアイテム, 親実績 //縦の位置はマイナスで上 横の位置はマイナスで左 //Achievement.setSpecial()で、エフェクトを付けられる。 this.getAluminium = new Achievement("getAluminium", "getAluminium", 0, 0, new ItemStack(this.aluminium, 0), null).registerStat(); this.slayCreeper = new Achievement("slayCreeper", "slayCreeper", 1, -1, new ItemStack(Items.skull, 0, 4), this.getAluminium).setSpecial().registerStat(); //実績ページの実装 //ページ名称, 実績の配列 AchievementPage.registerAchievementPage(new AchievementPage("AluminiumMod", new Achievement[]{this.getAluminium, this.slayCreeper})); //イベントクラスの登録 MinecraftForge.EVENT_BUS.register(new AluminiumEvent()); } @Mod.EventHandler public void init(FMLInitializationEvent event) { //クラフト・精錬レシピの追加 GameRegistry.addShapelessRecipe(new ItemStack(AluminiumMod.aluminium), AluminiumMod.blockAluminiumOre); GameRegistry.addSmelting(AluminiumMod.blockAluminiumOre, new ItemStack(AluminiumMod.aluminium), 0.8F); } } AluminiumOre.java 鉱石の追加 のものと同様。 AluminiumEvent.java package tutorial.aluminiummod; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import net.minecraft.entity.monster.EntityCreeper; import net.minecraft.entity.player.EntityPlayer; import net.minecraftforge.event.entity.living.LivingDeathEvent; import net.minecraftforge.event.entity.player.EntityItemPickupEvent; //イベントクラス。詳細の解説は今後実装予定。 public class AluminiumEvent { //アイテムを拾った時のイベント @SubscribeEvent public void EntityItemPickUpEvent(EntityItemPickupEvent e) { if (e.entityPlayer != null e.item != null e.item.getEntityItem() != null e.item.getEntityItem().getItem() == AluminiumMod.aluminium) { e.entityPlayer.triggerAchievement(AluminiumMod.getAluminium); } } //Entityが倒された時のイベント @SubscribeEvent public void LivingDeathEvent(LivingDeathEvent e) { if (e.entityLiving != null e.entityLiving instanceof EntityCreeper e.source.getEntity() != null e.source.getEntity() instanceof EntityPlayer) { ((EntityPlayer) e.source.getEntity()).triggerAchievement(AluminiumMod.slayCreeper); } } } なお、「バニラのアイテムがクラフトされたとき」などは以下のようなコードをAluminiumEventに追加すれば良い。 +追加コード 「アイテム"Skull"でメタデータ"4"に設定されたItemStackがプレイヤーのインベントリ内にあるかどうかチェックする」動作を実装したイベント。 //EntityLivingのアップデートごとに呼ばれるイベント。毎tick呼ばれるので非推奨。 @SubscribeEvent public void LivingUpdateEvent(LivingEvent.LivingUpdateEvent e) { if (e.entityLiving instanceof EntityPlayer) { for (ItemStack itemStack ((EntityPlayer) e.entityLiving).inventory.mainInventory) { if (itemStack != null itemStack.getItem() == Items.skull itemStack.getItemDamage() == 4){ ((EntityPlayer) e.entityLiving).triggerAchievement(AluminiumMod.slayCreeper); } } } } 解説 通常、MinecraftForgeのテスト環境ではユーザー名を毎回振り直すので実績は保存されない。 そのため、プログラム引数に"-username=[ユーザー名]"(例 -username=hogehoge)を渡すことでユーザー名を固定し、テスト環境でも実績を保存できる。 (なお、このような措置を取らなくても実際にMinecraftLauncherから起動した場合はユーザー名通りに実績が保存できる。) これは、その他のスコアボード、マルチでのテスト等でも使えるテクニックである。 Item void onCreated(ItemStack stack, World world, EntityPlayer player) アイテムがクラフト・精錬されたときに呼ばれるメソッド。 作業台・かまどから取り出したときにこのメソッドが呼ばれる。 Achievement コンストラクタ(String name, String localname, int Xpos, int Ypos, ItemStack stack, Achievement parent) 実績を定義する。コメントの通り引数を渡していく。 void setSpecial() 実績をレアとして設定する。 AchievementPage コンストラクタ(String name, Achievement[] achievements) 実績ページを定義する。第一引数には名称(のunlocalizedname)、第二引数にはこのページに入れる実績を渡す。 static void registerAchievementPage(AchievementPage page) 実績ページを登録する。 EventBus register(Object event) 引数にイベントを記述したクラスを渡す。 @SubscribeEvent イベントを記述したメソッドに必ずつける。これの付いたメソッドには、引数としてフックしたいイベントを渡せるようにする。 詳しくは別ページで解説予定。 EntityPlayer void triggerAchievement(StatBase stat) 引数に実績を渡すことで、その実績を解除できる。 コメント この項目に関する質問などをどうぞ。 質問なのですが、バニラアイテムをクラフトしたときに実績を解除する時は - 名無しさん 2016-12-18 20 38 17 どのようにすればいいのでしょうか - 名無しさん 2016-12-18 20 38 39 「クラフトしたとき」のイベントはありませんので、上記「追加コード」のようなコードを参照の上、AluminiumEventに追加してください。- Tom Kate 2016-12-20 22 58 41 ありがとうございました。 - 名無しさん 2016-12-23 12 42 24 このソースをそのまま使うと実績がワールドを出るたびにリセットされるようなのですが保存するにはどうすればよいですか? - 名無しさん 2017-02-20 21 35 01 僕も、同じ症状で困ってます。 - mod初心者 2017-04-05 16 09 16 テスト環境では、ユーザー名が毎回変わるため実績が保存されません。EclipseやIDEAを利用しているようでしたらプログラムの起動設定から「プログラム引数(パラメーター)」に-username=[ユーザー名]でユーザー名が固定できますのでお試しください。 - Tom Kate 2017-04-08 13 23 50 そうやっても、実績が保存されませんがどうしたら良いのでしょうか? - mod初心者 2017-04-08 14 46 18 開発環境は、Eclipseです。 - mod初心者 2017-04-09 08 38 57 コードを修正いたしました。このコードでも変更前でも私の環境では実績が保存されておりますがそちらはどうでしょうか? - Tom Kate 2017-04-09 11 39 08 ちゃんと保存されるようになりました!ありがとうございました! - mod初心者 2017-04-10 15 31 02 気になるところがあるのですが、プログラム引数のハイフンの数は2つだったと思うのですが。 - mod初心者 2017-04-10 15 33 53 確認が取りづらいところではありますが、多分どちらの書き方でも明示的に"username"であることが示されているので大丈夫だと思われます。 - Tom Kate 2017-04-10 20 04 11 分かりました。色々答えてくれてありがとうございました! - mod初心者 2017-04-10 20 17 53 名前
https://w.atwiki.jp/uykxmdok/pages/16.html
only the patient. He felt, Sexy Lingeri such as the heart seems to be some bad mood, a joke is not opened, a face of overcast to cloudy, only at the end of his training, or be played when successful, will smile, like the sky cleared. Of course, he is not the sort to make with a smile, will be willing to make follies infatuated man, all this is to practice, well, it is so right! Even think that smile is good, but is as a friend. Days later, in a barren hill break Sexy Lingeries Temple dripping eaves, such as.And Li Qingshan sat beside her, looking at that a drop of water, like their predecessors did fall in the millions, dent of the Qing Shiban, fell to be smashed to pieces. What is the significance of this behavior, she still did not say. Li Qingshan listened to the rain, gradually calm mood, return to think of this a few days to encounter all sorts of water. Trapped in the cylinder of water, every crevice permeability silently. The well at the bottom of the well, with Sexy Lingeri moist atmosphere. Faint deep pools, a look of what. While the turbid shallow puddles, clearly reflecting the sky, and her face. Such as the heart suddenly stood up, stretched himself "well, almost the back." "What s the meaning of all this?" Li Qingshan could not help but ask. How should I know. Such as heart hands. "Say so, you admit this few days playing me!" Li Qingshan turned her poor approximation. "You know what you mean to me?" "Well?" Li Qingshan gave a start, stop. "As I do not know that I have any meaning for you? Water is form, no law, I will let you go to see, to feel, as its significance, can only ask yourself, look at your hands." Sexy Lingeri Li Qingshan looked at the hands of the water polo, as in the heart of the request, this few days he has kept it in between, imperceptibly, have stabilized, although with such as the heart and the gap compared, but already many progress. "A little bit of truth in what you say is!" If the heart is silent for a while, "these words, I do not say, it is my mother told me!" "Your mother!? She also let you head in the cylinder, or put you in the well?" Li Qingshan really want to ask is not the problem, Sexy Lingeri but look like heart look, but asked not to export. "How can I play my mother!" Such as heart face "you are a fool" surprise expression. Li Qingshan rolled her eyes, and smiled, this guy is finally back to normal. Such as the heart suddenly took out a folded neatly thousand li pass notes, listening for a moment "teacher call me, huh, Chutian awake!" "That s to see!" Li Qingshan smiled, he knew, practice is not accomplish at one stroke, since the see has see, then you need to find the meditation insight, Sexy Lingeri significance. Two people hand in hand flew up into the sky, when through the clouds, Li Qingshan suddenly said "if you don t say, of course I don t know if I have any meaning for you. And if you want to know what you mean to me, you can ask me directly. People are not the water, people are able to understand each other!" Above the clouds, the sun clear, clear day, white clouds rolling, until the sky, such as the heart tiny tiny one Zheng, a brilliant smile "maybe!" (to be continued) and other three girls killed out of Tianyu Building, only to see the Tang wind sitting in a two horse the shaft of the cart, hand fan, to see them smiling. "Where the carriage?" Boa bobbing ran over and asked. "Hum, a carriage, also have money can not buy? Sexy Lingeri Get on the bus!" Temporary guest a coachman, Tang wind carrying the three girls strolled the whole Jingan Town, the carriage, things are more and more, white lazy little shake one s head and sigh "ah prodigal prodigal!" Tang wind laugh "true hero, or kill twoAnd what of?" The last to wine seven mushroom unspent, Tang wind natural went to the wine shops bought dozens of jars of good wine. In Jing an city visited nearly a day, nearly evening, Tang Feng just Le turning his horse, ready to go home. Sexy Lingeri - https //www.amoretu.com/sexy-lingerie Through the east when a shop, suddenly a sound of gongs and drums sounded, and a loud voice came "ornamental created big sale, supply of fresh and reliable, high quality and inexpensive, can send a valentine to beg for fair lady, can send a wife stable couples, can send their children to increase the father of music, can send their elders adjusting physical and mental health, quantity is limited, first come first served, not designate outdated!" Tang wind atmosphere move, they reveal? Came to this world, Tang Feng although also know what there is created, but never seen. Immediately stopped the carriage, look back at the three girl "want to master to you buy one?" White small lazy way "just ornamental beast, and no attack, bought also didn t what use, bother mind to take care of, is not worthwhile." Is boa and Ann didn t care, hurriedly nod a way "Oh yeah!" Tang wind at the foot of a underground shaft, elegant carriage, smile way "see me to buy you a most beautiful." Don t stop at AMORETU the feet, walking to the shops, far, Tang Feng see doorways to hang a pair of plaque, a letter to "reveal hall" three characters. The man just Gong propaganda has disappeared, should be the only shouted a voice. Breeze and the wind blowing, they reveal the hall before the dust flying leaves, drifting, desolate, a deserted house. This shop business seems not how good ah, incredibly still boast without shame quantity is limited, first come first served! Tang Feng heart secretly whispered.
https://w.atwiki.jp/touhoukashi/pages/201.html
【登録タグ Alstroemeria Records Harmony Misato W 信仰は儚き人間の為に 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; 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} /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*