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orrb
openai
C#
using System; using System.IO; using System.Text; using UnityEngine; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { // CUBE lut specs: // http://wwwimages.adobe.com/content/dam/Adobe/en/products/speedgrade/cc/pdfs/cube-lut-specification-1.0.pdf static class Cub...
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openai
C#
using System.Collections.Generic; using System.IO; using System.Text; using UnityEngine; namespace UnityEditor.Rendering.PostProcessing { sealed class CubeLutAssetImporter : AssetPostprocessor { static List<string> s_Excluded = new List<string>() { "Linear to sRGB r1", "...
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openai
C#
using System; using System.Linq; namespace UnityEditor.Rendering.PostProcessing { [InitializeOnLoad] sealed class DefineSetter { const string k_Define = "UNITY_POST_PROCESSING_STACK_V2"; static DefineSetter() { var targets = Enum.GetValues(typeof(BuildTargetGrou...
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orrb
openai
C#
using UnityEngine; using UnityEditor.ProjectWindowCallback; using System.IO; using UnityEngine.SceneManagement; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { public class ProfileFactory { [MenuItem("Assets/Create/Post-processing Profile", priority = 201)] ...
68
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openai
C#
using UnityEngine; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { static class ResourceAssetFactory { #if POSTFX_DEBUG_MENUS [MenuItem("Tools/Post-processing/Create Resources Asset")] #endif static void CreateAsset() { var asset ...
20
orrb
openai
C#
using UnityEngine; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { public static class VolumeFactory { [MenuItem("GameObject/3D Object/Post-process Volume")] static void CreateVolume() { var gameObject = new GameObject("Post-proce...
22
orrb
openai
C#
using System; using System.Collections.Generic; using UnityEngine; namespace UnityEditor.Rendering.PostProcessing { public sealed class CurveEditor { #region Enums enum EditMode { None, Moving, TangentEdit } enum Tangent { ...
860
orrb
openai
C#
using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { public static class EditorUtilities { static Dictionary<string, GUIContent> s_GUIContentCache;...
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openai
C#
using UnityEngine; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { static class GlobalSettings { static class Keys { internal const string trackballSensitivity = "PostProcessing.Trackball.Sensitivity"; internal const string vo...
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openai
C#
using System; using System.Linq; namespace UnityEditor.Rendering.PostProcessing { public sealed class SerializedParameterOverride { public SerializedProperty overrideState { get; private set; } public SerializedProperty value { get; private set; } public Attribute[] attributes { get; pr...
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openai
C#
using UnityEngine; using UnityEngine.Rendering.PostProcessing; namespace UnityEditor.Rendering.PostProcessing { public static class Styling { public static readonly GUIStyle smallTickbox; public static readonly GUIStyle miniLabelButton; public static readonly Texture2D paneOptionsIconD...
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { public abstract class ParameterOverride { public bool overrideState; internal abstract void Interp(ParameterOverride from, ParameterOverride to, float t); public abstract int GetHash(); public T GetValue<T>() ...
226
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openai
C#
using System; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { public sealed class PostProcessBundle { public PostProcessAttribute attribute { get; private set; } public PostProcessEffectSettings settings { get; private set; } internal PostProcessEffectRen...
67
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openai
C#
namespace UnityEngine.Rendering.PostProcessing { [ExecuteInEditMode] [AddComponentMenu("Rendering/Post-process Debug", 1002)] public sealed class PostProcessDebug : MonoBehaviour { public PostProcessLayer postProcessLayer; PostProcessLayer m_PreviousPostProcessLayer; public bool...
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openai
C#
using System; using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { public enum DebugOverlay { None, Depth, Normals, MotionVectors, NANTracker, ColorBlindnessSimulation, _, AmbientOcclusion, BloomBuffer, ...
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openai
C#
namespace UnityEngine.Rendering.PostProcessing { public abstract class PostProcessEffectRenderer { protected bool m_ResetHistory = true; // Called when the renderer is created. Settings will be set before `Init` is called. public virtual void Init() { } // Unuse...
44
orrb
openai
C#
using System; using System.Collections.ObjectModel; using System.Reflection; using System.Linq; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public class PostProcessEffectSettings : ScriptableObject { // Used to control the state of this override - handy to quickly turn a volume ...
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orrb
openai
C#
using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { public enum PostProcessEvent { BeforeTransparent = 0, BeforeStack = 1, AfterStack = 2, } // Box free comparer for our `PostProcessEvent` enum, else the runtime will box the type when // used ...
27
orrb
openai
C#
using System; using System.Collections.Generic; using System.Linq; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { #if UNITY_2017_2_OR_NEWER using XRSettings = UnityEngine.XR.XRSettings; #elif UNITY_5_6_OR_NEWER using XRSettings = UnityEngine.VR.VRSettings; #endif // TODO: X...
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openai
C#
using System; using System.Collections.Generic; using System.Linq; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { // Singleton used to tracks all existing volumes in the scene // TODO: Deal with 2D volumes ! public sealed class PostProcessManager { static PostPro...
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openai
C#
using System; using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { public sealed class PostProcessProfile : ScriptableObject { [Tooltip("A list of all settings & overrides.")] public List<PostProcessEffectSettings> settings = new List<PostProcessEffectSettings>(); ...
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openai
C#
using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { #if UNITY_2017_2_OR_NEWER using XRSettings = UnityEngine.XR.XRSettings; #elif UNITY_5_6_OR_NEWER using XRSettings = UnityEngine.VR.VRSettings; #endif // Context object passed around all post-fx in a frame public sealed ...
275
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { // This asset is used to store references to shaders and other resources we might need at // runtime without having to use a `Resources` folder. This allows for better memory management, // better dependency tracking and better interoperability...
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orrb
openai
C#
using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { // // Here's a quick look at the architecture of this framework and how it's integrated into Unity // (written between versions 5.6 and 2017.1): // // Users have to be able to plug in their own effects without having...
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)] public sealed class DisplayNameAttribute : Attribute { public readonly string displayName; public DisplayNameAttribute(string displayName) { th...
16
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)] public sealed class MaxAttribute : Attribute { public readonly float max; public MaxAttribute(float max) { this.max = max; } } }
16
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)] public sealed class MinAttribute : Attribute { public readonly float min; public MinAttribute(float min) { this.min = min; } } }
16
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)] public sealed class MinMaxAttribute : Attribute { public readonly float min; public readonly float max; public MinMaxAttribute(float min, float max) ...
18
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] public sealed class PostProcessAttribute : Attribute { public readonly Type renderer; public readonly PostProcessEvent eventType; public readonly string men...
32
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [AttributeUsage(AttributeTargets.Field, AllowMultiple = false)] public sealed class TrackballAttribute : Attribute { public enum Mode { None, Lift, Gamma, Gain } p...
24
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { public enum AmbientOcclusionMode { ScalableAmbientObscurance, MultiScaleVolumetricObscurance } public enum AmbientOcclusionQuality { Lowest, Low, Medium, High, Ultra } [S...
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { public enum EyeAdaptation { Progressive, Fixed } [Serializable] public sealed class EyeAdaptationParameter : ParameterOverride<EyeAdaptation> {} [Serializable] [PostProcess(typeof(AutoExposureRenderer), "Unity/...
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orrb
openai
C#
using System; using UnityEngine.Serialization; namespace UnityEngine.Rendering.PostProcessing { // For now and by popular request, this bloom effect is geared toward artists so they have full // control over how it looks at the expense of physical correctness. // Eventually we will need a "true" natural bl...
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openai
C#
using System; using UnityEngine.Serialization; namespace UnityEngine.Rendering.PostProcessing { [Serializable] [PostProcess(typeof(ChromaticAberrationRenderer), "Unity/Chromatic Aberration")] public sealed class ChromaticAberration : PostProcessEffectSettings { [Tooltip("Shift the hue of chroma...
77
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { public enum GradingMode { LowDefinitionRange, HighDefinitionRange, External } public enum Tonemapper { None, // Neutral tonemapper (based off John Hable's & Jim Hejl's work) Neutral, ...
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orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { public enum KernelSize { Small, Medium, Large, VeryLarge } [Serializable] public sealed class KernelSizeParameter : ParameterOverride<KernelSize> {} [Serializable] [PostProcess(typeof(DepthOfFie...
219
orrb
openai
C#
using System; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class Dithering { int m_NoiseTextureIndex = 0; internal void Render(PostProcessRenderContext context) { var blueNoise = context.resources.blueNoise6...
41
orrb
openai
C#
using System; using UnityEngine.Serialization; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class FastApproximateAntialiasing { [FormerlySerializedAs("mobileOptimized")] [Tooltip("Boost performances by lowering the effect quality. This settings is meant to b...
17
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class Fog { [Tooltip("Enables the internal deferred fog pass. Actual fog settings should be set in the Lighting panel.")] public bool enabled = true; [Tooltip("Should the fog affect the skyb...
41
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] [PostProcess(typeof(GrainRenderer), "Unity/Grain")] public sealed class Grain : PostProcessEffectSettings { [Tooltip("Enable the use of colored grain.")] public BoolParameter colored = new BoolParameter { valu...
99
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] [PostProcess(typeof(MotionBlurRenderer), "Unity/Motion Blur", false)] public sealed class MotionBlur : PostProcessEffectSettings { [Range(0f, 360f), Tooltip("The angle of rotary shutter. Larger values give longer expo...
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { // Multi-scale volumetric obscurance // TODO: Fix VR support #if UNITY_2017_1_OR_NEWER [Serializable] public sealed class MultiScaleVO : IAmbientOcclusionMethod { internal enum MipLevel { Original, L1, L2, L3, L4, L5, L6 } ...
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orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { // Scalable ambient obscurance [Serializable] public sealed class ScalableAO : IAmbientOcclusionMethod { RenderTexture m_Result; PropertySheet m_PropertySheet; AmbientOcclusion m_Settings; readonly RenderTar...
167
orrb
openai
C#
using System; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { public enum ScreenSpaceReflectionPreset { Lower, Low, Medium, High, Higher, Ultra, Overkill, Custom } public enum ScreenSpaceReflectionResolution { Downsampled, FullSize, Su...
243
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class SubpixelMorphologicalAntialiasing { enum Pass { EdgeDetection, BlendWeights, NeighborhoodBlending } public bool IsSupported() { ...
44
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class TemporalAntialiasing { [Tooltip("The diameter (in texels) inside which jitter samples are spread. Smaller values result in crisper but more aliased output, while larger values result in more stable but...
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { public enum VignetteMode { Classic, Masked } [Serializable] public sealed class VignetteModeParameter : ParameterOverride<VignetteMode> {} [Serializable] [PostProcess(typeof(VignetteRenderer), "Unity/Vignette")...
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openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class HistogramMonitor : Monitor { public enum Channel { Red, Green, Blue, Master } public int width = 512; public int height ...
100
orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class LightMeterMonitor : Monitor { public int width = 512; public int height = 256; // Note: only works with HDR grading, as this monitor only makes sense when working in HDR pub...
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orrb
openai
C#
namespace UnityEngine.Rendering.PostProcessing { public enum MonitorType { LightMeter, Histogram, Waveform, Vectorscope } public abstract class Monitor { public RenderTexture output { get; protected set; } internal bool requested = false; ...
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orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class VectorscopeMonitor : Monitor { public int size = 256; public float exposure = 0.12f; ComputeBuffer m_Data; int m_ThreadGroupSizeX; int m_ThreadGroupSizeY; ...
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orrb
openai
C#
using System; namespace UnityEngine.Rendering.PostProcessing { [Serializable] public sealed class WaveformMonitor : Monitor { public float exposure = 0.12f; public int height = 256; ComputeBuffer m_Data; int m_ThreadGroupSize; int m_ThreadGroupSizeX; int m_...
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orrb
openai
C#
namespace UnityEngine.Rendering.PostProcessing { public static class ColorUtilities { // An analytical model of chromaticity of the standard illuminant, by Judd et al. // http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D // Slightly modifed to adjust it with the D65 wh...
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openai
C#
namespace UnityEngine.Rendering.PostProcessing { // Raw, mostly unoptimized implementation of Hable's artist-friendly tonemapping curve // http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/ public class HableCurve { public class Segment { public floa...
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openai
C#
namespace UnityEngine.Rendering.PostProcessing { public static class HaltonSeq { public static float Get(int index, int radix) { float result = 0f; float fraction = 1f / (float)radix; while (index > 0) { result += (float)(index % r...
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orrb
openai
C#
namespace UnityEngine.Rendering.PostProcessing { public sealed class LogHistogram { public const int rangeMin = -9; // ev public const int rangeMax = 9; // ev // Don't forget to update 'ExposureHistogram.hlsl' if you change these values ! const int k_Bins = 128; ...
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orrb
openai
C#
using System; using System.Collections.Generic; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { static class MeshUtilities { static Dictionary<PrimitiveType, Mesh> s_Primitives; static Dictionary<Type, PrimitiveType> s_ColliderPrimitives; static MeshUtili...
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openai
C#
namespace UnityEngine.Rendering.PostProcessing { public sealed class PropertySheet { public MaterialPropertyBlock properties { get; private set; } internal Material material { get; private set; } internal PropertySheet(Material material) { this.material = material; ...
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openai
C#
using System; using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { public sealed class PropertySheetFactory { readonly Dictionary<Shader, PropertySheet> m_Sheets; public PropertySheetFactory() { m_Sheets = new Dictionary<Shader, PropertySheet>(...
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orrb
openai
C#
using System; using System.Collections.Generic; using System.Linq; using System.Linq.Expressions; using System.Reflection; using System.Text; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { using SceneManagement; using UnityObject = UnityEngine.Object; public static class Ru...
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openai
C#
namespace UnityEngine.Rendering.PostProcessing { // Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same // fields names as in the shaders for ease of use... Would be nice to clean this up at some // point. static class ShaderIDs { internal static readonly...
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openai
C#
using System; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { // Small wrapper on top of AnimationCurve to handle zero-key curves and keyframe looping [Serializable] public sealed class Spline { public const int k_Precision = 128; public const float k_Step...
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openai
C#
using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { class TargetPool { readonly List<int> m_Pool; int m_Current; internal TargetPool() { m_Pool = new List<int>(); Get(); // Pre-warm with a default target to avoid black fram...
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openai
C#
using System; using System.Collections.Generic; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { // Temporary code dump until the texture format refactor goes into trunk... public static class TextureFormatUtilities { static Dictionary<TextureFormat, RenderTextureForma...
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openai
C#
using System.Collections.Generic; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { class TextureLerper { static TextureLerper m_Instance; internal static TextureLerper instance { get { if (m_Instance == null) ...
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openai
C#
// Small shim for VRSettings/XRSettings on XboxOne and Switch #if !UNITY_2018_2_OR_NEWER && (UNITY_XBOXONE || UNITY_SWITCH) && !UNITY_EDITOR using System; namespace UnityEngine.XR { #if UNITY_2017_2_OR_NEWER public static class XRSettings #elif UNITY_5_6_OR_NEWER public static class VRSettings #endif { ...
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orrb
openai
C#
using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEngine; // The ComponentManager is a instantiates, updates and runs the // RendererComponents. It is attached to the scene instance. It // can be configured with RendererComponentConfig p...
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openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RenderBatch { public class CameraBatch { public enum RenderType { RGB=0, DEPTH, NORMALS, SEGMENTATION } // mapping from render type to rendered camera images publi...
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orrb
openai
C#
using System.Collections; using System.Collections.Generic; using System.IO; using System.Threading; using System.Threading.Tasks; using UnityEngine; // ImageDumper consumes rendered batches and saves them to disk as // images. It uses Parallel.ForEach to speed up compute and I/O bound // operations. // // Configur...
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openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Threading; using System.IO; using UnityEngine.Rendering.PostProcessing; using UnityEngine.Rendering; // The Recorder works in server / offline mode. It is responsible for // preparing offscreen buffers that are used for batc...
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openai
C#
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; // The RendererComponent is a abstract base class for all the components // that modify, augment and randomize the scene and visual appearance // of the rendered image. public abstract class RendererComponent : MonoBehavio...
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openai
C#
using System.Collections.Generic; using System.Threading.Tasks; using Grpc.Core; using UnityEngine; using StreamEntry = Orrb.RenderBatchResponse.Types.StreamEntry; using BatchResponseEntry = Orrb.RenderBatchResponse.Types.StreamEntry.Types.BatchResponseEntry; using Google.Protobuf; using System.Threading; using Sys...
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openai
C#
using System.Collections.Generic; using UnityEngine; using System.Xml; using System.IO; using Parabox.STL; // This monstrosity loads a MuJoCo XML and rebuilds the robot. // It loads the required geoms from STL files and generates the // geometric primitives necessary. It recreates the joints, geometry, // cameras and ...
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openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // This utility aggregates everything on the scene that is needed for rendering. // It contains the RobotLoader, responsible for loading the MuJoCo XML and building // the robot representation. It has a StateLoader that is responsible fo...
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openai
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using System.Collections; using System.Collections.Generic; using UnityEngine; // The SceneManager knows how to create new instances of the prefabbed scene, and // keeps track of those instances. OTOH right now we use just one scene per server. public class SceneManager : MonoBehaviour { [SerializeField] ...
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orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; // The StateLoader is responsible for updating the joint positions. The state loader can // use a csv file with example states loaded from disk - this is used in interactive / debug // mode. The state loader can also acc...
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openai
C#
using System; using System.IO; using UnityEngine; // The CameraCalibrator is a interactive mode component used to match the parameters // of the virtual cameras with their real world counterparts. When turned on the // calibrator allows to locally translate (camera dolly), rotate (euler) and modify // the field of...
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; // This component allows manual modification of clipping planes and fov of a scene // camera. Attach it to a specific camera (by specyfing a hierarchy path in the config) // as it does not search recursively in children. //...
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openai
C#
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; // The Hide component allows to prevent some objects from being rendered. Three // types of entities are supported: bodies (with subobjects), geoms and sites. // For each entity type a list of prefixes can be provided, if an e...
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; // LookAt component aligns a given object so that forward arrow points toward the // specified point. Attach this to a single entity. // // Configurable properties: // vector3 target_offset - absolute position to look at....
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openai
C#
using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEngine; // The Tracker component produces auxiliary outputs that contain screen space positions of // scene objects. For each tracked object 'object' and each camera 'camera' this component // will emit a float o...
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; // TRS component performs manual translation, rotation and scaling of the subject. // Attach it to a specific object. // // Configurable properties: // vector3 translate - local translation, // quaternion rotate - local...
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using System.Collections; using System.Collections.Generic; using UnityEngine; // A class representing MuJoCo bodies / worldbody elements. public class BodyController : KineticHierarchyController { }
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openai
C#
using System.Collections; using System.Collections.Generic; using System.Xml; using UnityEngine; // A class representing MuJoCo geom elements. public class GeomController : GeometricPrimitiveController { public int category_id_ = 0; // Static counters used to generate names for anonymous primitive objects. ...
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using System.Collections; using System.Collections.Generic; using UnityEngine; // A base class for sites and geoms that can contain primitive shapes // like: boxes, spheres, etc. public class GeometricPrimitiveController : KineticHierarchyController { protected void InitializeBox(KineticHierarchyController pa...
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using System.Collections; using System.Collections.Generic; using UnityEngine; // A class representing MuJoCo joint elements. public class JointController : KineticHierarchyController { public enum JointType { Hinge, Slide, Ball, Free }; // Static counter used when gen...
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using System.Collections; using System.Collections.Generic; using UnityEngine; // Base class for scene elements that have the parent-child hierarchy, // e.g.: bodies in bodies, geoms, sites, joints in bodies. public class KineticHierarchyController : MonoBehaviour { public void Initialize(KineticHierarchyCont...
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openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // Similar to geoms, sites also can contain primitive geometry. public class SiteController : GeometricPrimitiveController { // Static counter used to generate names for anonymous sites. private static int site_count_ = 0; ...
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openai
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using System.IO; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; public class BuildUtils : EditorWindow { public enum SupportedTarget { Linux64 = BuildTarget.StandaloneLinux64, MacOS64 = BuildTarget.StandaloneOSX, All }; private string name_ = ""; p...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: orrb/protos/RendererConfig.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobuf.Collections; using pb...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: orrb/protos/RenderService.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobuf.Collections; using pbr...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: orrb/protos/RenderService.proto // </auto-generated> #pragma warning disable 0414, 1591 #region Designer generated code using grpc = global::Grpc.Core; namespace Orrb { public static partial class RenderService { ...
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using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Text; using Google.Protobuf; using UnityEngine; // This is the main part of the standalone renderer. This script loads // the scene, sets up the server or the interactive mode. public clas...
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using System.Text; using System.Collections.Generic; using System.IO; using UnityEngine; using System.Linq; namespace Parabox.STL { /** * Describes the file format of an STL file. */ public enum FileType { Ascii, Binary }; /** * Export STL files from Unity mesh assets. */ public static class pb_Stl ...
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using UnityEngine; using System.Linq; using System.Collections.Generic; namespace Parabox.STL { /** * Provides menu items for writing STL files from a scene selection. */ public static class pb_Stl_Exporter { /** * Export a hierarchy of GameObjects to path with file type. */ public static bool Export(...
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#pragma warning disable 0219 using UnityEngine; using System.Text; using System.Collections; using System.Collections.Generic; using System.IO; namespace Parabox.STL { /** * Import methods for STL files. */ public static class pb_Stl_Importer { const int MAX_FACETS_PER_MESH = 65535 / 3; ...
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openai
C#
using UnityEngine; using UnityEditor; using System.Linq; using System.Collections; using System.IO; using System.Collections.Generic; namespace Parabox.STL { public class pb_Stl_AssetPostProcessor : AssetPostprocessor { private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, ...
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orrb
openai
C#
using UnityEngine; using UnityEditor; using System.Collections; using System.Linq; namespace Parabox.STL { /** * Menu items for STL import/export. */ public class pb_Stl_Menu : Editor { [MenuItem("Assets/Export Model/STL (Ascii)", true)] [MenuItem("Assets/Export Model/STL (Binary)", true)] static bool ...
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orrb
openai
C#
#if !UNITY_4_7 using UnityEngine; using UnityEditor; using NUnit.Framework; using System.Collections.Generic; using Parabox.STL; using System.IO; /** * Editor tests for pb_Stl lib. */ public class pb_Stl_Tests { const string TEMP_FILE_DIR = "Assets/pb_Stl/Editor/Test/Temp"; const string TEST_MODELS = ...
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orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // The CameraRandomizer modifies the position, rotation and field of view // of the scene cameras. There are three modes of operation: 'Jitter', 'Orbit' // and 'Both'. 'Jitter' adds random local perturabtions. 'Orbit' randomly orbits // the...
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