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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef mavlink_Logger_hpp #define mavlink_Logger_hpp #include <iostream> #include <string> namespace mavlinkcom { class MavLinkDebugLog { public: virtual void log(int level, const std::string& message) { ...
AirSim/MavLinkCom/include/MavLinkDebugLog.hpp/0
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#pragma once // clang-format off #ifndef MAVLINK_NO_CONVERSION_HELPERS /* enable math defines on Windows */ #ifdef _MSC_VER #ifndef _USE_MATH_DEFINES #define _USE_MATH_DEFINES #endif #endif #include <math.h> #ifndef M_PI_2 #define M_PI_2 ((float)asin(1)) #endif /** * @file mavlink_conversions.h * * These conv...
AirSim/MavLinkCom/mavlink/mavlink_conversions.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkVehicle.hpp" #include "impl/MavLinkVehicleImpl.hpp" #include <memory> using namespace mavlinkcom; using namespace mavlinkcom_impl; MavLinkVehicle::MavLinkVehicle(int localSystemId, int localComponentId) {...
AirSim/MavLinkCom/src/MavLinkVehicle.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkVideoStreamImpl.hpp" #include <chrono> #include "Utils.hpp" #include "MavLinkMessages.hpp" #define PACKET_PAYLOAD 253 //hard coded in MavLink code - do not change using namespace mavlink_utils; using nam...
AirSim/MavLinkCom/src/impl/MavLinkVideoStreamImpl.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #if defined(linux) | defined(__linux) #include <sys/types.h> #include <sys/socket.h> #include <sys/ioctl.h> #include <linux/wireless.h> #include <stdlib.h> #include <string.h> #include "common_utils/Utils.hpp" int getWifi...
AirSim/MavLinkCom/src/serial_com/wifi.cpp/0
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import setup_path import airsim import cv2 #conda install opencv import time # connect to the AirSim simulator client = airsim.CarClient() client.confirmConnection() car_controls = airsim.CarControls() start = time.time() print("Time,Speed,Gear,PX,PY,PZ,OW,OX,OY,OZ") # monitor car state while you drive it manual...
AirSim/PythonClient/car/car_monitor.py/0
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# In settings.json first activate computer vision mode: # https://github.com/Microsoft/AirSim/blob/main/docs/image_apis.md#computer-vision-mode import setup_path import airsim import numpy as np import time import os import pprint import tempfile import math from math import * from scipy.misc import imsave from a...
AirSim/PythonClient/computer_vision/cv_navigate.py/0
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import airsim c = airsim.MultirotorClient() c.confirmConnection() c.simSetObjectMaterialFromTexture("OrangeBall", "sample_texture.jpg")
AirSim/PythonClient/environment/change_texture_example.py/0
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import os os.environ['TF_CPP_MIN_LOG_LEVEL']='2' import tensorflow as tf from keras.preprocessing.image import ImageDataGenerator from keras.models import Sequential, Model from keras.layers.convolutional import Convolution2D from keras.layers import Conv2D, MaxPooling2D, Dropout, Flatten, Dense, Lambda, Input, concate...
AirSim/PythonClient/imitation_learning/train_model.py/0
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""" For connecting to the AirSim drone environment and testing API functionality """ import setup_path import airsim import os import tempfile import pprint # connect to the AirSim simulator client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) client.armDisarm(True) state = cl...
AirSim/PythonClient/multirotor/manual_mode_demo.py/0
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import os import setup_path import airsim import time import numpy as np import sys script_dir = os.path.dirname(__file__) client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) def play_sound(wavfile): import speaker import wav_reader reader = wav_reader.WavReader()...
AirSim/PythonClient/multirotor/stability_test.py/0
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import setuptools from airsim import __version__ with open("README.md", "r") as fh: long_description = fh.read() setuptools.setup( name="airsim", version=__version__, author="Shital Shah", author_email="shitals@microsoft.com", description="Open source simulator based on Unreal Engine for auton...
AirSim/PythonClient/setup.py/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), AirSim.props))\AirSim.props" /> <ItemGroup Label="ProjectConfigurations"> ...
AirSim/Unity/AirLibWrapper/AirsimWrapper/AirsimWrapper.vcxproj/0
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#include <exception> #include "SimModeWorldBase.h" #include "../PInvokeWrapper.h" SimModeWorldBase::SimModeWorldBase(int port_number) : SimModeBase(port_number) { } void SimModeWorldBase::BeginPlay() { SimModeBase::BeginPlay(); } void SimModeWorldBase::initializeForPlay() { std::vector<msr::airlib::Updat...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/SimMode/SimModeWorldBase.cpp/0
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#include <exception> #include "CarPawnSimApi.h" #include "vehicles/car/api/CarApiBase.hpp" #include "CarPawnApi.h" #include "../../PInvokeWrapper.h" #include "../../UnityUtilities.hpp" #include "../../UnitySensors/UnitySensorFactory.h" CarPawnSimApi::CarPawnSimApi(const Params& params, std::string car_name) : Pawn...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Car/CarPawnSimApi.cpp/0
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macro(BuildMavLink) include_directories( ${AIRSIM_ROOT}/MavLinkCom ${AIRSIM_ROOT}/MavLinkCom/common_utils ${AIRSIM_ROOT}/MavLinkCom/include ) LIST(APPEND MAVLINK_LIBRARY_SOURCE_FILES "${AIRSIM_ROOT}/MavLinkCom/common_utils/FileSystem.cpp") LIST(APPEND MAVLINK_LIBRARY_SOURCE_FILES "${AIRSIM_ROOT}/MavLinkCom/comm...
AirSim/Unity/AirLibWrapper/AirsimWrapper/cmake/mav-setup.cmake/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Prefabs/Car.prefab/0
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using UnityEditor; using UnityEngine; using UnityEngine.SceneManagement; namespace AirSimUnity { /* * HUD class responsible for all the UI related elements. The Settings initialization is also being done in this class. * To Enable UI in the simulation, make sure this class is attached to one of the game...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/HUD/AirSimHUDScript.cs/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Utilities/AirSimServer.cs.meta/0
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AirSim/Unity/UnityDemo/Assets/Scenes/DroneDemo.unity.meta/0
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AirSim/Unity/UnityDemo/ProjectSettings/NetworkManager.asset/0
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{ "FileVersion": 3, "EngineAssociation": "4.27", "Category": "", "Description": "", "Modules": [ { "Name": "Blocks", "Type": "Runtime", "LoadingPhase": "Default", "AdditionalDependencies": [ "AirSim" ] } ], "Plugins": [ { "Name": "AirSim", "Enabled": true }, { "Name": "Steam...
AirSim/Unreal/Environments/Blocks/Blocks.uproject/0
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; public class BlocksTarget : TargetRules { public BlocksTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; ExtraModuleNames.AddRange(new string[] { "Blocks" }); //bUseUnityBuil...
AirSim/Unreal/Environments/Blocks/Source/Blocks.Target.cs/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "AirBlueprintLib.h" #include "GameFramework/WorldSettings.h" #include "Components/SceneCaptureComponent2D.h" #include "Components/SkinnedMeshComponent.h" #include "GameFramework/RotatingMovementComponent.h" #includ...
AirSim/Unreal/Plugins/AirSim/Source/AirBlueprintLib.cpp/0
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// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include <Components/ActorComponent.h> #include <GameFramework/Actor.h> #include "ObjectFilter.generated.h" class UStaticMesh; class USkeletalMesh; USTRUCT(BlueprintType) struct AIRSIM_API FObjectFi...
AirSim/Unreal/Plugins/AirSim/Source/ObjectFilter.h/0
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#pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "PIPCamera.h" #include <functional> #include "SimHUDWidget.generated.h" UCLASS() class AIRSIM_API USimHUDWidget : public UUserWidget { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "Event handler") void on...
AirSim/Unreal/Plugins/AirSim/Source/SimHUD/SimHUDWidget.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "UnrealLidarSensor.h" #include "AirBlueprintLib.h" #include "common/Common.hpp" #include "NedTransform.h" #include "DrawDebugHelpers.h" // ctor UnrealLidarSensor::UnrealLidarSensor(const AirSimSettings::LidarSetti...
AirSim/Unreal/Plugins/AirSim/Source/UnrealSensors/UnrealLidarSensor.cpp/0
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#include "ComputerVisionPawn.h" #include "Engine/World.h" #include "ManualPoseController.h" AComputerVisionPawn::AComputerVisionPawn() { static ConstructorHelpers::FClassFinder<APIPCamera> pip_camera_class(TEXT("Blueprint'/AirSim/Blueprints/BP_PIPCamera'")); pip_camera_class_ = pip_camera_class.Succeeded() ? p...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/ComputerVision/ComputerVisionPawn.cpp/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="16.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup Label="ProjectConfigurations"> <ProjectConfiguration Include="Debug|Win32"> <Configuration>Debug</Configuration> <Platform>Win32</Platform...
AirSim/UnrealPluginFiles.vcxproj/0
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@echo off REM //---------- set up variable ---------- setlocal set ROOT_DIR=%~dp0 pushd %~dp0 set BUILD_DIR=%ROOT_DIR%temp\docs_build rem mdir /s /q %BUILD_DIR% robocopy "docs" "%BUILD_DIR%\doc_root\docs" /MIR /njh /njs /ndl /np /nfl /r:0 robocopy "." "%BUILD_DIR%\doc_root" *.md /njh /njs /ndl /np /nfl /r:0 robocopy "...
AirSim/build_docs.bat/0
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# Adding AirSim to Custom Unity Projects Before completing these steps, make sure you have properly [set up AirSim for Unity](Unity.md) 1. Open the Containing folder of your custom unity project 2. Copy and paste the following items from Unity demo into the main project folder of your custom environment: ``` Assets Pro...
AirSim/docs/custom_unity_environments.md/0
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# How to Use Lidar in AirSim AirSim supports Lidar for multirotors and cars. The enablement of lidar and the other lidar settings can be configured via AirSimSettings json. Please see [general sensors](sensors.md) for information on configruation of general/shared sensor settings. ## Enabling lidar on a vehicle * By...
AirSim/docs/lidar.md/0
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# Modifying Recording Data AirSim has a [Recording feature](settings.md#recording) to easily collect data and images. The [Recording APIs](apis.md#recording-apis) also allows starting and stopping the recording using API. However, the data recorded by default might not be sufficient for your use cases, and it might b...
AirSim/docs/modify_recording_data.md/0
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%% %% This is file `spbasic.bst', %% generated with the docstrip utility. %% %% The original source files were: %% %% merlin.mbs (with options: `ay,nat,seq-lab,vonx,nm-rvx,ed-rev,jnrlst,dt-beg,yr-par,yrp-x,yrpp-xsp,note-yr,jxper,jttl-rm,thtit-a,pgsep-c,num-xser,ser-vol,jnm-x,btit-rm,bt-rm,pre-pub,doi,edparxc,blk-tit,i...
AirSim/docs/paper/spbasic.bst/0
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# Point Clouds Moved here from [https://github.com/microsoft/AirSim/wiki/Point-Clouds](https://github.com/microsoft/AirSim/wiki/Point-Clouds) A Python script [point_cloud.py](https://github.com/Microsoft/AirSim/blob/main/PythonClient/multirotor/point_cloud.py) shows how to convert the depth image returned from AirSim...
AirSim/docs/point_clouds.md/0
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| **Api** | **Car** | **Multirotor** | |---|---|---| | reset | <span style="color:green">Supported</span> | <span style="color:green">Supported</span> | | ping | <span style="color:green">Supported</span> | <span style="color:green">Supported</span> | | getClientVersion | <span style="color:green">Supported</span> | <s...
AirSim/docs/unity_api_support.md/0
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variables: container_linux: airsimci.azurecr.io/ue4p25p1/ubuntu18:debugeditor_fulldebugoff ue4_root_linux: /home/ue4/ue-4.25.1-linux-debugeditor container_win: airsimci.azurecr.io/ue4p27p2/win1809:pipe ue4_root_win: C:\ue-4.27.2-win stages: - stage: AirSimCI jobs: - job: Ubuntu_1804 pool: ...
AirSim/pipelines/ci.yml/0
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<launch> <node pkg="tf" type="static_transform_publisher" name="ned_to_enu_pub" args="0 0 0 1.57 0 3.14 world_ned world_enu 100"/> </launch>
AirSim/ros/src/airsim_ros_pkgs/launch/static_transforms.launch/0
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#include "pd_position_controller_simple.h" bool PIDParams::load_from_rosparams(const ros::NodeHandle& nh) { bool found = true; found = found && nh.getParam("kp_x", kp_x); found = found && nh.getParam("kp_y", kp_y); found = found && nh.getParam("kp_z", kp_z); found = found && nh.getParam("kp_yaw", ...
AirSim/ros/src/airsim_ros_pkgs/src/pd_position_controller_simple.cpp/0
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<?xml version="1.0"?> <package format="2"> <name>airsim_tutorial_pkgs</name> <version>0.0.1</version> <description>AirSim ROS tutorials</description> <maintainer email="ratneshmadaan@gmail.com">Ratnesh Madaan</maintainer> <license>MIT</license> <buildtool_depend>catkin</buildtool_depend> <!-- <build_d...
AirSim/ros/src/airsim_tutorial_pkgs/package.xml/0
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<?xml version="1.0"?> <package format="3"> <name>airsim_interfaces</name> <version>0.1.0</version> <description>Contains message and service definitions used by the examples.</description> <maintainer email="a@a.com">AAA</maintainer> <license>Apache License 2.0</license> <author email="a@a.com">AAA</author...
AirSim/ros2/src/airsim_interfaces/package.xml/0
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import os from launch import LaunchDescription from launch.actions import DeclareLaunchArgument, IncludeLaunchDescription from launch.substitutions import LaunchConfiguration from launch_ros.actions import Node from launch.launch_description_sources import PythonLaunchDescriptionSource from ament_index_python.package...
AirSim/ros2/src/airsim_ros_pkgs/launch/airsim_node.launch.py/0
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FROM ros:foxy-ros-base RUN apt-get update &&\ apt-get install -y\ apt-utils \ gcc-8 g++-8 \ ros-$ROS_DISTRO-tf2-sensor-msgs ros-$ROS_DISTRO-tf2-geometry-msgs ros-$ROS_DISTRO-mavros* \ ros-$ROS_DISTRO-vision-opencv ros-$ROS_DISTRO-image-transport \ libyaml-cpp-dev &&\...
AirSim/tools/Dockerfile-ROS2/0
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// LzOutWindow.cs namespace SevenZip.Compression.LZ { public class OutWindow { byte[] _buffer = null; uint _pos; uint _windowSize = 0; uint _streamPos; System.IO.Stream _stream; public uint TrainSize = 0; public void Create(uint windowSize) { if (_windowSize != windowSize) { // System.GC....
AssetStudio/AssetStudio/7zip/Compress/LZ/LzOutWindow.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class Animator : Behaviour { public PPtr<Avatar> m_Avatar; public PPtr<RuntimeAnimatorController> m_Controller; public bool m_HasTransformHierarchy = true; ...
AssetStudio/AssetStudio/Classes/Animator.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class MonoBehaviour : Behaviour { public PPtr<MonoScript> m_Script; public string m_Name; public MonoBehaviour(ObjectReader reader) : base(reader) { ...
AssetStudio/AssetStudio/Classes/MonoBehaviour.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public abstract class Texture : NamedObject { protected Texture(ObjectReader reader) : base(reader) { if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3)) //20...
AssetStudio/AssetStudio/Classes/Texture.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class LocalSerializedObjectIdentifier { public int localSerializedFileIndex; public long localIdentifierInFile; } }
AssetStudio/AssetStudio/LocalSerializedObjectIdentifier.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class SerializedFileHeader { public uint m_MetadataSize; public long m_FileSize; public SerializedFileFormatVersion m_Version; public long m_DataOffset; ...
AssetStudio/AssetStudio/SerializedFileHeader.cs/0
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#pragma once #include <cstdint> #include <string> #include <unordered_set> struct AsFbxContext { fbxsdk::FbxManager* pSdkManager; fbxsdk::FbxScene* pScene; fbxsdk::FbxArray<fbxsdk::FbxFileTexture*>* pTextures; fbxsdk::FbxArray<fbxsdk::FbxSurfacePhong*>* pMaterials; fbxsdk::FbxExporter* pExporter; fbxsdk::FbxPo...
AssetStudio/AssetStudioFBXNative/asfbx_context.h/0
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using System; using System.Runtime.InteropServices; using AssetStudio.PInvoke; namespace AssetStudio.FbxInterop { partial class FbxExporterContext { [DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)] private static extern IntPtr AsFbxCreateContext(); private st...
AssetStudio/AssetStudioFBXWrapper/FbxExporterContext.PInvoke.cs/0
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using AssetStudio; using System; using System.Windows.Forms; namespace AssetStudioGUI { class GUILogger : ILogger { public bool ShowErrorMessage = true; private Action<string> action; public GUILogger(Action<string> action) { this.action = action; } ...
AssetStudio/AssetStudioGUI/GUILogger.cs/0
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#if NETSTANDARD1_0 || NETSTANDARD1_1 || NETSTANDARD1_2 || NETSTANDARD1_3 || NETSTANDARD1_4 || NETSTANDARD1_5 || NETSTANDARD1_6 using System; using System.Linq; using System.Reflection; namespace SpirV { public static class EnumValuesExtensions { public static Array GetEnumValues(this System.Type _this) { Type...
AssetStudio/AssetStudioUtility/CSspv/EnumValuesExtensions.cs/0
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namespace AssetStudio { public static class ModelExporter { public static void ExportFbx(string path, IImported imported, bool eulerFilter, float filterPrecision, bool allNodes, bool skins, bool animation, bool blendShape, bool castToBone, float boneSize, bool exportAllUvsAsDiffuseMaps, flo...
AssetStudio/AssetStudioUtility/ModelExporter.cs/0
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#pragma once #include <cstdint> typedef uint32_t bool32_t;
AssetStudio/Texture2DDecoderNative/bool32_t.h/0
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#ifndef PVRTC_H #define PVRTC_H #include <stdint.h> typedef struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; } PVRTCTexelColor; typedef struct { int r; int g; int b; int a; } PVRTCTexelColorInt; typedef struct { PVRTCTexelColor a; PVRTCTexelColor b; int8_t weight[32];...
AssetStudio/Texture2DDecoderNative/pvrtc.h/0
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# The powerful MongoBson library Back-end development, statistics about these scenarios need to use serialization: 1. 1. object clone by serialization deserialization 2. server-side database storage data, binary 3. distributed server-side, multi-process messages, binary 4. back-end logs, text format 5. various server-s...
ET/Book/3.2The powerful MongoBson library.md/0
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# AI框架介绍-行为机(Behavior Machine) ## 什么是行为机 顾名思义,类比状态机每个节点是一个状态,行为机每个节点是描述一种行为。行为机每个节点之间是互斥的,并且节点相互之间完全不用关心是怎么切换的。这里就不讲状态机跟行为树是怎么做ai的了,这里只讲用行为机怎么做一个ai。举个例子 mmo中的小怪策划案,大致会这么写: 小怪在出生点周围巡逻。发现周围有玩家则选择一个玩家做目标,追击该目标玩家,追到目标玩家则攻击目标玩家,发现距离出生点太远则返回,返回到出生点则继续巡逻 ### 1.定义ai的各种行为 我们首先定义好怪物有哪些行为。很简单,我们直接根据策划案中的字面意思,怪物大致有这么几种行为: a...
ET/Book/6.2AI框架-行为机.md/0
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<?xml version="1.0" encoding="utf-8"?> <xs:schema id="NLog" targetNamespace="http://www.nlog-project.org/schemas/NLog.xsd" elementFormDefault="qualified" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns="http://www.nlog-project.org/schemas/NLog.xsd"> <xs:element name="nlog" type="NLogConfiguration"/> <...
ET/Config/NLog/NLog.xsd/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFramework>net8.0</TargetFramework> <RootNamespace>ET</RootNamespace> <LangVersion>12</LangVersion> <AssemblyName>Model</AssemblyName> </PropertyGroup> <PropertyGroup> <AppendTargetFrameworkToOutputPath>false</A...
ET/DotNet/Model/DotNet.Model.csproj/0
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using System.Collections.Immutable; using System.Linq; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class ETTaskAnalyzer:Diagnos...
ET/Share/Analyzer/Analyzer/ETTaskAnalyzer.cs/0
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using System.IO; namespace ET.Analyzer { public static class AnalyzeAssembly { public const string DotNetCore = "Core"; public const string DotNetModel = "Model"; public const string DotNetHotfix = "Hotfix"; public const string UnityCore = "Unity.Core"; public const st...
ET/Share/Analyzer/Config/AnalyzeAssembly.cs/0
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mkdir -p build_ios && cd build_ios cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/iOS.cmake -GXcode ../ cd .. cmake --build build_ios --config Release mkdir -p Plugins/iOS/ exist_armv7=`lipo -info build_ios/Release-iphoneos/libRecastDll.a | grep armv7 | wc -l` exist_arm64=`lipo -info build_ios/Release-iphoneos/libRecastDll.a |...
ET/Share/Libs/RecastDll/make_ios.sh/0
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using System; using System.Collections.Generic; using System.Reflection; using System.Threading; using CommandLine; namespace ET.Server { internal static class Init { private static int Main(string[] args) { AppDomain.CurrentDomain.UnhandledException += (sender, e) => {...
ET/Share/Tool/Init.cs/0
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<?xml version="1.0" encoding="UTF-8"?> <FreeFileSync XmlType="BATCH"> <MainConfig> <Comparison> <Variant>ByTimeAndSize</Variant> <HandleSymlinks>Ignore</HandleSymlinks> </Comparison> <SyncConfig> <Variant>Mirror</Variant> <CustomDirections> ...
ET/Tools/Config/Egametang.ffs_batch/0
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ET/Tools/cwRsync/Config/rsync.secrets/0
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fileFormatVersion: 2 guid: 51f33a3e2065f5642bee2f96c2433544 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: aotdlls.unity3d assetBundleVariant:
ET/Unity/Assets/Bundles/AotDlls.meta/0
{ "file_path": "ET/Unity/Assets/Bundles/AotDlls.meta", "repo_id": "ET", "token_count": 76 }
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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!850595691 &4890085278179872738 LightingSettings: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Map2Settings serializedVersion: 3 m_GIWorkflowMode: 0 m_EnableBakedLightmaps: 1 ...
ET/Unity/Assets/Bundles/Scenes/Map2Settings.lighting/0
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fileFormatVersion: 2 guid: fcad5af85f5a54eb3884cdfb6efc7d27 PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Bundles/UI/LockStep/UILSRoom.prefab.meta/0
{ "file_path": "ET/Unity/Assets/Bundles/UI/LockStep/UILSRoom.prefab.meta", "repo_id": "ET", "token_count": 68 }
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syntax = "proto3"; package ET; // ResponseType NetClient2Main_Login message Main2NetClient_Login // IRequest { int32 RpcId = 1; int32 OwnerFiberId = 2; string Account = 3; // 账号 string Password = 4; // 密码 } message NetClient2Main_Login // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; i...
ET/Unity/Assets/Config/Proto/ClientMessage_C_1000.proto/0
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fileFormatVersion: 2 guid: ed14df0368fe53543907335c0e3902c6 timeCreated: 18446744011573954816 NativeFormatImporter: mainObjectFileID: 0 userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Res/Unit/Skeleton/Character/Materials/skeleton_D.mat.meta/0
{ "file_path": "ET/Unity/Assets/Res/Unit/Skeleton/Character/Materials/skeleton_D.mat.meta", "repo_id": "ET", "token_count": 78 }
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fileFormatVersion: 2 guid: a60778dce43da574aa447ab3fcf5d9f7 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Resources/GlobalConfig.asset.meta/0
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fileFormatVersion: 2 guid: 5b4d17f76cb73474e94eb82e30be2560 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/Analyzer/EnableAccessEntiyChildAttribute.cs.meta/0
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#if ENABLE_VIEW && UNITY_EDITOR using UnityEngine; namespace ET { public class ComponentView: MonoBehaviour { public Entity Component { get; set; } } } #endif
ET/Unity/Assets/Scripts/Core/Entity/ComponentView.cs/0
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using System; namespace ET { public interface IDeserialize { } public interface IDeserializeSystem: ISystemType { void Run(Entity o); } /// <summary> /// 反序列化后执行的System /// </summary> /// <typeparam name="T"></typeparam> [EntitySystem] public abstract class DeserializeSystem<T> : SystemObject, IDeser...
ET/Unity/Assets/Scripts/Core/Entity/IDeserializeSystem.cs/0
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namespace ET { // Unit的组件有这个接口说明需要传送 public interface ITransfer { } }
ET/Unity/Assets/Scripts/Core/Entity/ITransfer.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Entity/ITransfer.cs", "repo_id": "ET", "token_count": 73 }
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using System; namespace ET { [EntitySystemOf(typeof(CoroutineLock))] public static partial class CoroutineLockSystem { [EntitySystem] private static void Awake(this CoroutineLock self, int type, long k, int count) { self.type = type; self.key = k; ...
ET/Unity/Assets/Scripts/Core/Fiber/Module/CoroutineLock/CoroutineLock.cs/0
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fileFormatVersion: 2 guid: 3daeaaf059f885443a3575415c6b1ec8 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/Fiber/Module/Timer.meta/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Fiber/Module/Timer.meta", "repo_id": "ET", "token_count": 68 }
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using System; using System.Collections.Generic; using System.IO; namespace ET { public static class FileHelper { public static List<string> GetAllFiles(string dir, string searchPattern = "*") { List<string> list = new List<string>(); GetAllFiles(list, dir, searchPattern); return list; } public s...
ET/Unity/Assets/Scripts/Core/Helper/FileHelper.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Helper/FileHelper.cs", "repo_id": "ET", "token_count": 1015 }
109
using System.Runtime.InteropServices; namespace ET { public static class WinPeriod { // 一般默认的精度不止1毫秒(不同操作系统有所不同),需要调用timeBeginPeriod与timeEndPeriod来设置精度 [DllImport("winmm")] private static extern void timeBeginPeriod(int t); //[DllImport("winmm")] //static extern void ti...
ET/Unity/Assets/Scripts/Core/Helper/WinPeriod.cs/0
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110
fileFormatVersion: 2 guid: 1750c211e8e68d342aade9e95b607640 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/MultiMapSet.cs.meta/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/MultiMapSet.cs.meta", "repo_id": "ET", "token_count": 94 }
111
using System; using System.Net; using System.Net.Sockets; namespace ET { public static class EndPointHelper { public static IPEndPoint Clone(this EndPoint endPoint) { IPEndPoint ip = (IPEndPoint)endPoint; ip = new IPEndPoint(ip.Address, ip.Port); return ip; ...
ET/Unity/Assets/Scripts/Core/Network/IPEndPointNonAlloc.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Network/IPEndPointNonAlloc.cs", "repo_id": "ET", "token_count": 153 }
112
using System; using System.IO; namespace ET { public enum ParserState { PacketSize, PacketBody } public class PacketParser { private readonly CircularBuffer buffer; private int packetSize; private ParserState state; private readonly AService service; private readonly byte[] cache = new byte[8]; ...
ET/Unity/Assets/Scripts/Core/Network/PacketParser.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Network/PacketParser.cs", "repo_id": "ET", "token_count": 1052 }
113
fileFormatVersion: 2 guid: 9e2fbcdb11d7c2144a9c1632f489cf9a folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/Object.meta/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Object.meta", "repo_id": "ET", "token_count": 72 }
114
using System; using System.ComponentModel; using MemoryPack; namespace ET { public static class MemoryPackHelper { public static byte[] Serialize(object message) { if (message is ISupportInitialize supportInitialize) { supportInitialize.BeginInit(); ...
ET/Unity/Assets/Scripts/Core/Serialize/MemoryPackHelper.cs/0
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115
fileFormatVersion: 2 guid: 9a0977baeb1c8c843b9f3bff411488ab folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/World.meta/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/World.meta", "repo_id": "ET", "token_count": 71 }
116
fileFormatVersion: 2 guid: 80c9b52af8d0e17439e39a3b28d32094 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/World/Module/Actor/MessageQueue.cs.meta/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/World/Module/Actor/MessageQueue.cs.meta", "repo_id": "ET", "token_count": 96 }
117
using System; namespace ET { [AttributeUsage(AttributeTargets.Class)] [EnableClass] public class BaseAttribute: Attribute { } }
ET/Unity/Assets/Scripts/Core/World/Module/EventSystem/BaseAttribute.cs/0
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118
fileFormatVersion: 2 guid: 63e88312339ec39479bf5054c7f5698b MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs.meta/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs.meta", "repo_id": "ET", "token_count": 92 }
119
namespace ET { public interface ISingletonReverseDispose { } public abstract class ASingleton: DisposeObject { internal abstract void Register(); } public abstract class Singleton<T>: ASingleton where T: Singleton<T> { private bool isDisposed; ...
ET/Unity/Assets/Scripts/Core/World/Singleton.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/World/Singleton.cs", "repo_id": "ET", "token_count": 662 }
120
using System.Linq; using UnityEditor; using UnityEditor.Build.Reporting; using UnityEngine; namespace ET { public static class BuildHelper { private const string relativeDirPrefix = "../Release"; public static string BuildFolder = "../Release/{0}/StreamingAssets/"; [InitializeOnLoadMe...
ET/Unity/Assets/Scripts/Editor/BuildEditor/BuildHelper.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Editor/BuildEditor/BuildHelper.cs", "repo_id": "ET", "token_count": 1785 }
121
using System; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class ColorTypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (Color); } public object DrawAndGetNewValue(Type memberType, string memberName,...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/ColorTypeDrawer.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/ColorTypeDrawer.cs", "repo_id": "ET", "token_count": 189 }
122
using System; using Unity.Mathematics; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class Float4TypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (float4); } public object DrawAndGetNewValue(Type mem...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/Float4TypeDrawer.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/Float4TypeDrawer.cs", "repo_id": "ET", "token_count": 223 }
123
using System; using UnityEditor; namespace ET { [TypeDrawer] public class UnityObjectTypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (UnityEngine.Object) || type.IsSubclassOf(typeof (UnityEngine.Object)); } ...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/UnityObjectTypeDrawer.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/UnityObjectTypeDrawer.cs", "repo_id": "ET", "token_count": 232 }
124
using UnityEditor; namespace ET { [InitializeOnLoad] public class EditorLogHelper { static EditorLogHelper() { EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; EditorApplication.playModeStateChanged += OnPlayModeStateChanged; EditorAppli...
ET/Unity/Assets/Scripts/Editor/Helper/EditorLogHelper.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Editor/Helper/EditorLogHelper.cs", "repo_id": "ET", "token_count": 808 }
125
using System.Collections.Generic; using System.IO; using HybridCLR.Editor; using HybridCLR.Editor.Settings; using UnityEditor; namespace ET { public static class HybridCLREditor { [MenuItem("HybridCLR/CopyAotDlls")] public static void CopyAotDll() { BuildTarget target = Edit...
ET/Unity/Assets/Scripts/Editor/Plugins/HybridCLR/HybridCLREditor.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Editor/Plugins/HybridCLR/HybridCLREditor.cs", "repo_id": "ET", "token_count": 503 }
126