repo_name stringlengths 1 52 | repo_creator stringclasses 6
values | programming_language stringclasses 4
values | code stringlengths 0 9.68M | num_lines int64 1 234k |
|---|---|---|---|---|
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... | 59 |
orrb | 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",
"... | 218 |
orrb | 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... | 46 |
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 |
orrb | 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;... | 282 |
orrb | 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... | 99 |
orrb | 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... | 39 |
orrb | 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... | 61 |
orrb | 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 |
orrb | 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 |
orrb | 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... | 126 |
orrb | openai | C# | using System;
using System.Collections.Generic;
namespace UnityEngine.Rendering.PostProcessing
{
public enum DebugOverlay
{
None,
Depth,
Normals,
MotionVectors,
NANTracker,
ColorBlindnessSimulation,
_,
AmbientOcclusion,
BloomBuffer,
... | 246 |
orrb | 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 ... | 80 |
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... | 948 |
orrb | 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... | 412 |
orrb | 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>();
... | 122 |
orrb | 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 |
orrb | 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... | 68 |
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... | 226 |
orrb | 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 |
orrb | 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 |
orrb | 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 |
orrb | 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 |
orrb | openai | C# | using System;
namespace UnityEngine.Rendering.PostProcessing
{
public enum AmbientOcclusionMode
{
ScalableAmbientObscurance,
MultiScaleVolumetricObscurance
}
public enum AmbientOcclusionQuality
{
Lowest,
Low,
Medium,
High,
Ultra
}
[S... | 157 |
orrb | 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/... | 144 |
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... | 219 |
orrb | 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,
... | 584 |
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 |
orrb | 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... | 135 |
orrb | 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 }
... | 527 |
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 |
orrb | 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... | 243 |
orrb | 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")... | 77 |
orrb | 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... | 64 |
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;
... | 55 |
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;
... | 91 |
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_... | 109 |
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... | 128 |
orrb | 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... | 337 |
orrb | 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... | 22 |
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;
... | 65 |
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... | 59 |
orrb | 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;
... | 36 |
orrb | 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>(... | 51 |
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... | 584 |
orrb | 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... | 151 |
orrb | 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... | 93 |
orrb | 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... | 49 |
orrb | 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... | 93 |
orrb | 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)
... | 154 |
orrb | 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
{
... | 32 |
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... | 239 |
orrb | 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... | 27 |
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... | 143 |
orrb | 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... | 405 |
orrb | 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... | 218 |
orrb | 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... | 509 |
orrb | 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 ... | 841 |
orrb | 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... | 108 |
orrb | openai | C# | 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]
... | 34 |
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... | 254 |
orrb | 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... | 216 |
orrb | openai | C# | 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.
//... | 58 |
orrb | 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... | 117 |
orrb | openai | C# | 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.... | 29 |
orrb | 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... | 221 |
orrb | openai | C# | 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... | 55 |
orrb | openai | C# | using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// A class representing MuJoCo bodies / worldbody elements.
public class BodyController : KineticHierarchyController { } | 7 |
orrb | 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.
... | 107 |
orrb | openai | C# | 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... | 89 |
orrb | openai | C# | 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... | 117 |
orrb | openai | C# | 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... | 19 |
orrb | 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;
... | 59 |
orrb | openai | C# | 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... | 138 |
orrb | openai | C# | // <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... | 1,533 |
orrb | openai | C# | // <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... | 1,878 |
orrb | openai | C# | // <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
{
... | 129 |
orrb | openai | C# | 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... | 282 |
orrb | openai | C# | 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
... | 192 |
orrb | openai | C# | 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(... | 98 |
orrb | openai | C# | #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;
... | 336 |
orrb | 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, ... | 97 |
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 ... | 66 |
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 = ... | 151 |
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... | 113 |
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