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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_Environment_hpp #define airsim_core_Environment_hpp #include "common/Common.hpp" #include "common/UpdatableObject.hpp" #include "common/CommonStructs.hpp" #include "common/EarthUtils.hpp" #include "comm...
AirSim/AirLib/include/physics/Environment.hpp/0
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#ifndef msr_airlib_SensorFactoryBase_hpp #define msr_airlib_SensorFactoryBase_hpp #include "SensorBase.hpp" #include "SensorCollection.hpp" #include <memory> //sensors #include "sensors/imu/ImuSimple.hpp" #include "sensors/magnetometer/MagnetometerSimple.hpp" #include "sensors/gps/GpsSimple.hpp" #include "sensors/bar...
AirSim/AirLib/include/sensors/SensorFactory.hpp/0
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11
// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_MagnetometerBase_hpp #define msr_airlib_MagnetometerBase_hpp #include "sensors/SensorBase.hpp" namespace msr { namespace airlib { class MagnetometerBase : public SensorBase { public: ...
AirSim/AirLib/include/sensors/magnetometer/MagnetometerBase.hpp/0
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#ifndef air_DroneCommon_hpp #define air_DroneCommon_hpp #include "common/Common.hpp" #include "common/CommonStructs.hpp" #include "physics/Kinematics.hpp" namespace msr { namespace airlib { enum class DrivetrainType { MaxDegreeOfFreedom = 0, ForwardOnly }; enum class LandedState : ui...
AirSim/AirLib/include/vehicles/multirotor/api/MultirotorCommon.hpp/0
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/* // This subroutine has been coded by: // Mr. C. Domann // Advanced Control Systems Lab // The University of Oklahoma // Advisor: Dr. A. L'Afflitto */ // -------------------------------------------------------------------------- // DEFINES (drone based defines for physical characteristics) // -----------------------...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/AdaptiveController.hpp/0
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#pragma once #include <exception> #include <string> namespace simple_flight { typedef float TReal; template <typename T> class Axis3 { public: Axis3(const T& x_val = T(), const T& y_val = T(), const T& z_val = T()) : vals_{ x_val, y_val, z_val } { } virtual ~Axis3() = default; //access...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/interfaces/CommonStructs.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //in header only mode, control library is not available #ifndef AIRLIB_HEADER_ONLY //RPC code requires C++14. If build system like Unreal doesn't support it then use compiled binaries #ifndef AIRLIB_NO_RPC //if using Unreal...
AirSim/AirLib/src/api/RpcLibServerBase.cpp/0
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#ifndef msr_AirLibUnitTests_SettingsTest_hpp #define msr_AirLibUnitTests_SettingsTest_hpp #include "TestBase.hpp" #include "common/Settings.hpp" namespace msr { namespace airlib { class SettingsTest : public TestBase { public: virtual void run() override { Settings& settings =...
AirSim/AirLibUnitTests/SettingsTest.hpp/0
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/* * linenoise.hpp -- Multi-platfrom C++ header-only linenoise library. * * All credits and commendations have to go to the authors of the * following excellent libraries. * * - linenoise.h and linenose.c (https://github.com/antirez/linenoise) * - ANSI.c (https://github.com/adoxa/ansicon) * - Win32_ANSI.h and Win...
AirSim/DroneShell/include/linenoise.hpp/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup> <Filter Include="Source Files"> <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier> <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx...
AirSim/Examples/Examples.vcxproj.filters/0
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<UserControl x:Class="LogViewer.Controls.ConnectorControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http:/...
AirSim/LogViewer/LogViewer/Controls/ConnectorControl.xaml/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft...
AirSim/LogViewer/LogViewer/LogViewer.csproj/0
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<?xml version='1.0' encoding='utf-8'?> <SettingsFile xmlns="uri:settings" CurrentProfile="(Default)"> <Profiles> <Profile Name="(Default)" /> </Profiles> <Settings /> </SettingsFile>
AirSim/LogViewer/LogViewer/Properties/Settings.settings/0
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<?xml version="1.0" encoding="utf-8"?> <packages> <package id="Microsoft.Maps.MapControl.WPF" version="1.0.0.3" targetFramework="net452" /> <package id="Newtonsoft.Json" version="13.0.1" targetFramework="net452" /> </packages>
AirSim/LogViewer/LogViewer/packages.config/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Security.Cryptography; using System.Text; using System.Threading.Tasks; namespace MavLinkComGenerator { class MavLinkGene...
AirSim/MavLinkCom/MavLinkComGenerator/MavLinkGenerator.cs/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef COMMNADS_H #define COMMNADS_H #include "MavLinkVehicle.hpp" #include "MavLinkMessages.hpp" #include "MavLinkVideoStream.hpp" #include "MavLinkFtpClient.hpp" #include "Utils.hpp" #include <string> #include <vector> ...
AirSim/MavLinkCom/MavLinkTest/Commands.h/0
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#ifndef common_StrictMode_hpp #define common_StrictMode_hpp #if defined(_MSC_VER) //'=': conversion from 'double' to 'float', possible loss of data #define STRICT_MODE_OFF \ __pragma(warning(push)) \ __pragma(warning(disable : 4100 4189 4244 4245 4239 4464 4456 4505 4514 4571 4624 4626 4267 4710 4820 5...
AirSim/MavLinkCom/common_utils/StrictMode.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkMessages_hpp #define MavLinkCom_MavLinkMessages_hpp #include <stdint.h> #include <string> #include "MavLinkMessageBase.hpp" namespace mavlinkcom { enum class MavLinkMessageIds { MAVLINK_MSG_I...
AirSim/MavLinkCom/include/MavLinkMessages.hpp/0
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#pragma once // clang-format off // Visual Studio versions before 2010 don't have stdint.h, so we just error out. #if (defined _MSC_VER) && (_MSC_VER < 1600) #error "The C-MAVLink implementation requires Visual Studio 2010 or greater" #endif #include <stdbool.h> #include <stdint.h> #ifdef MAVLINK_USE_CXX_NAMESPACE na...
AirSim/MavLinkCom/mavlink/mavlink_types.h/0
{ "file_path": "AirSim/MavLinkCom/mavlink/mavlink_types.h", "repo_id": "AirSim", "token_count": 4730 }
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "AdHocConnectionImpl.hpp" #include "Utils.hpp" #include "ThreadUtils.hpp" #include "../serial_com/Port.h" #include "../serial_com/SerialPort.hpp" #include "../serial_com/UdpClientPort.hpp" #include "../serial_com/T...
AirSim/MavLinkCom/src/impl/AdHocConnectionImpl.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkConnection.hpp" #include "Utils.hpp" #include <cstdio> #include <iostream> #include <memory> #include <sstream> #include <locale> #include <codecvt> using namespace mavlinkcom; using namespace mavlinkcom_...
AirSim/MavLinkCom/src/impl/linux/MavLinkFindSerialPorts.cpp/0
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import setup_path import airsim #from keras.models import load_model import sys import numpy as np #if (len(sys.argv) != 2): # print('usage: python drive.py <modelName>') # sys.exit() #print('Loading model...') #model = load_model(sys.argv[1]) # connect to the AirSim simulator client = airsim.CarClient() cl...
AirSim/PythonClient/car/drive_straight.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 pprint import time import cv2 #conda install opencv client = airsim.VehicleClient() client.confirmConnection() print("Time,Speed,Ge...
AirSim/PythonClient/computer_vision/ground_truth.py/0
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import setup_path import airsim import sys import time client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) client.armDisarm(True) client.takeoffAsync().join() print("Flying a small square box using moveByVelocityZ") # AirSim uses NED coordinates so negative axis is up. # z of...
AirSim/PythonClient/multirotor/box.py/0
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import setup_path import airsim import os import sys import math import time import argparse class Position: def __init__(self, pos): self.x = pos.x_val self.y = pos.y_val self.z = pos.z_val # Make the drone fly in a circle. class OrbitNavigator: def __init__(self, radius = 2, altitud...
AirSim/PythonClient/multirotor/orbit.py/0
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import setup_path import airsim import time client = airsim.MultirotorClient() client.confirmConnection() pose = client.simGetVehiclePose() # teleport the drone + 10 meters in x-direction pose.position.x_val += 10 client.simSetVehiclePose(pose, True, "PX4") time.sleep(2) # teleport the drone back pose.position.x...
AirSim/PythonClient/multirotor/teleport.py/0
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#include <time.h> #include <string> #include "Logger.h" #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN // combaseapi.h build break fix #include <Windows.h> std::ofstream Logger::fileStream; #elif defined(__linux__) || defined(__APPLE__) bfs::ofstream Logger::fileStream; #endif Logger* Logger::logger = nullptr; //** This i...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Logger.cpp/0
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#pragma once class UnityPawn { public: UnityPawn() { } };
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/UnityPawn.h/0
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#include "FlyingPawn.h" #include "../../UnityUtilities.hpp" #include "../../PInvokeWrapper.h" FlyingPawn::FlyingPawn(std::string multirotor_name) : multirotor_name_(multirotor_name) { pawn_events_.getActuatorSignal().connect_member(this, &FlyingPawn::setRotorSpeed); } void FlyingPawn::setRotorSpeed(const std:...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Multirotor/FlyingPawn.cpp/0
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using UnityEngine; /* * Used for getting the colors for segmentation camera effects * This Class is a part of Unity's Image synthesis project. */ public class ColorEncoding { public static byte ReverseBits(byte value) { return (byte)((value * 0x0202020202 & 0x010884422010) % 1023); } private...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/HUD/ColorEncoding.cs/0
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[/Script/EngineSettings.GeneralProjectSettings] ProjectID=367FFC384956CDC4377673B3217F380D ProjectName="Blocks" CompanyName=Microsoft Research Homepage="https://github.com/microsoft/airsim" SupportContact="https://github.com/microsoft/airsim/issues" LicensingTerms=MIT Licence ProjectDisplayedTitle=NSLOCTEXT("[/Script/E...
AirSim/Unreal/Environments/Blocks/Config/DefaultGame.ini/0
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; using System.Collections.Generic; public class BlocksEditorTarget : TargetRules { public BlocksEditorTarget(TargetInfo Target) : base(Target) { Type = TargetType.Editor; ExtraModuleNames.AddRange(new string[] { "Blocks" }); ...
AirSim/Unreal/Environments/Blocks/Source/BlocksEditor.Target.cs/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #pragma once #include "CoreMinimal.h"
AirSim/Unreal/Plugins/AirSim/Source/AirSim.h/0
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#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "common/common_utils/Signal.hpp" class PawnEvents { public: //types typedef common_utils::Signal<UPrimitiveComponent*, AActor*, UPrimitiveComponent*, bool, FVector, FVector, FVector, const FHitResult&>...
AirSim/Unreal/Plugins/AirSim/Source/PawnEvents.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #pragma once #include <cstdint> #include <memory> #include <string> #include "common/Common.hpp" class SimJoyStick { public: struct AxisMap { enum class AxisType : int { Auto = 0, ...
AirSim/Unreal/Plugins/AirSim/Source/SimJoyStick/SimJoyStick.h/0
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#include "CarPawn.h" #include "Engine/SkeletalMesh.h" #include "GameFramework/Controller.h" #include "Components/TextRenderComponent.h" #include "Components/AudioComponent.h" #include "Sound/SoundCue.h" #include "WheeledVehicleMovementComponent4W.h" #include "CarWheelFront.h" #include "CarWheelRear.h" #include "AirBlu...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarPawn.cpp/0
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#include "FlyingPawn.h" #include "Components/StaticMeshComponent.h" #include "AirBlueprintLib.h" #include "common/CommonStructs.hpp" #include "common/Common.hpp" AFlyingPawn::AFlyingPawn() { init_id_ = pawn_events_.getActuatorSignal().connect_member(this, &AFlyingPawn::initializeRotors); pawn_events_.getActuat...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Multirotor/FlyingPawn.cpp/0
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{ // Use IntelliSense to learn about possible attributes. // Hover to view descriptions of existing attributes. // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 "version": "0.2.0", "configurations": [ { "name": "Python: Current File", "ty...
AirSim/azure/.vscode/launch.json/0
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#! /bin/bash # get path of current script: https://stackoverflow.com/a/39340259/207661 SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" pushd "$SCRIPT_DIR" >/dev/null set -e set +x rm -rf build_debug rm -rf build_release rm -rf cmake/output popd >/dev/null
AirSim/clean.sh/0
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ARG BASE_IMAGE=adamrehn/ue4-engine:4.19.2-cudagl10.0 FROM $BASE_IMAGE USER root RUN DEBIAN_FRONTEND=noninteractive apt-get update && apt-get install -y --no-install-recommends \ rsync \ sudo \ wget \ x11-xserver-utils RUN echo '%sudo ALL=(ALL) NOPASSWD:ALL' >> /etc/sudoers && \ adduser ue4 sudo USE...
AirSim/docker/Dockerfile_source/0
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# Using C++ APIs for AirSim Please read [general API doc](apis.md) first if you haven't already. This document describes C++ examples and other C++ specific details. ## Quick Start Fastest way to get started is to open AirSim.sln in Visual Studio 2019. You will see [Hello Car](https://github.com/Microsoft/AirSim/tre...
AirSim/docs/apis_cpp.md/0
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# AirSim on Docker in Linux We've two options for docker. You can either build an image for running [airsim linux binaries](#binaries), or for compiling Unreal Engine + AirSim [from source](#source) ## Binaries #### Requirements: - Install [nvidia-docker2](https://github.com/NVIDIA/nvidia-docker#quickstart) #### Buil...
AirSim/docs/docker_ubuntu.md/0
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# Setting up multi-vehicle PX4 simulation The [PX4 SITL stack](px4_sitl.md) comes with a `sitl_multiple_run.sh` shell script that runs multiple instances of the PX4 binary. This would allow the SITL stack to listen to connections from multiple AirSim vehicles on multiple TCP ports starting from 4560. However, the prov...
AirSim/docs/px4_multi_vehicle.md/0
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# Upgrading to Unreal Engine 4.27 These instructions apply if you are already using AirSim on Unreal Engine 4.25. If you have never installed AirSim, please see [How to get it](https://github.com/microsoft/airsim#how-to-get-it). **Caution:** The below steps will delete any of your unsaved work in AirSim or Unreal fol...
AirSim/docs/unreal_upgrade.md/0
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#include "common/common_utils/StrictMode.hpp" STRICT_MODE_OFF #ifndef RPCLIB_MSGPACK #define RPCLIB_MSGPACK clmdep_msgpack #endif // !RPCLIB_MSGPACK #include "rpc/rpc_error.h" STRICT_MODE_ON #include "vehicles/multirotor/api/MultirotorRpcLibClient.hpp" #include "common/common_utils/FileSystem.hpp" #include <iostream> ...
AirSim/ros/src/airsim_ros_pkgs/include/airsim_settings_parser.h/0
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Header header geometry_msgs/Vector3 position geographic_msgs/GeoPoint geo_point geometry_msgs/Vector3 gravity float32 air_pressure float32 temperature float32 air_density
AirSim/ros/src/airsim_ros_pkgs/msg/Environment.msg/0
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{ "ClockSpeed": 1, "SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings.md", "SettingsVersion": 1.2, "SimMode": "Multirotor", "Vehicles": { "Drone0": { "Pitch": 0, "Roll": 0, "VehicleType": "SimpleFlight", "X": 0.0, "Y": 0.0, "Yaw": 0, ...
AirSim/ros/src/airsim_tutorial_pkgs/settings/twenty_five_drones.json/0
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float64 latitude float64 longitude float64 altitude float64 yaw string vehicle_name --- #Response : return success=true, (if async=false && if setpoint reached before timeout = 30sec) || (if async=true && command sent to autopilot) bool success
AirSim/ros2/src/airsim_interfaces/srv/SetGPSPosition.srv/0
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import os import launch import launch_ros.actions from ament_index_python.packages import get_package_share_directory def generate_launch_description(): pkg_share = get_package_share_directory('airsim_ros_pkgs') default_rviz_path = os.path.join(pkg_share, 'rviz/default.rviz') ld = launch.LaunchDescript...
AirSim/ros2/src/airsim_ros_pkgs/launch/rviz.launch.py/0
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#!/usr/bin/env bash # This script is meant to be run for CI, otherwise it can break exisitng setups set -x DISTRO="$(lsb_release -sc)" if [[ "$DISTRO" == "focal" ]]; then ROS_DISTRO="galactic" else echo "ROS2 support only ubuntu focal" exit 1 fi sudo apt update && sudo apt install curl gnupg lsb-release...
AirSim/tools/install_ros2_deps.sh/0
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using System; namespace SevenZip.Compression.RangeCoder { class Encoder { public const uint kTopValue = (1 << 24); System.IO.Stream Stream; public UInt64 Low; public uint Range; uint _cacheSize; byte _cache; long StartPosition; public void SetStream(System.IO.Stream stream) { Stream = stream...
AssetStudio/AssetStudio/7zip/Compress/RangeCoder/RangeCoder.cs/0
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/* Copyright 2015 Google Inc. All Rights Reserved. Distributed under MIT license. See file LICENSE for detail or copy at https://opensource.org/licenses/MIT */ namespace Org.Brotli.Dec { /// <summary>Lookup tables to map prefix codes to value ranges.</summary> /// <remarks> /// Lookup tables to map prefix codes to ...
AssetStudio/AssetStudio/Brotli/Prefix.cs/0
{ "file_path": "AssetStudio/AssetStudio/Brotli/Prefix.cs", "repo_id": "AssetStudio", "token_count": 652 }
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using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; namespace AssetStudio { public sealed class AudioClip : NamedObject { public int m_Format; public FMODSoundType m_Type; public bool m_3D; public bool m_UseHardware; /...
AssetStudio/AssetStudio/Classes/AudioClip.cs/0
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using System.Collections.Specialized; namespace AssetStudio { public class Object { public SerializedFile assetsFile; public ObjectReader reader; public long m_PathID; public int[] version; protected BuildType buildType; public BuildTarget platform; publ...
AssetStudio/AssetStudio/Classes/Object.cs/0
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using System.Collections.Generic; namespace AssetStudio { public static class CommonString { public static readonly Dictionary<uint, string> StringBuffer = new Dictionary<uint, string> { {0, "AABB"}, {5, "AnimationClip"}, {19, "AnimationCurve"}, ...
AssetStudio/AssetStudio/CommonString.cs/0
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using System; using System.Runtime.InteropServices; namespace AssetStudio { /// <summary> /// Helper class for Half conversions and some low level operations. /// This class is internally used in the Half class. /// </summary> /// <remarks> /// References: /// - Fast Half Float Convers...
AssetStudio/AssetStudio/Math/HalfHelper.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace AssetStudio { public class TypeTree { public List<TypeTreeNode> m_Nodes; public byte[] m_StringBuffer; } }
AssetStudio/AssetStudio/TypeTree.cs/0
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#pragma once #include <fbxsdk.h> struct AsFbxContext; struct AsFbxSkinContext { FbxSkin* pSkin; FbxAMatrix lMeshMatrix; AsFbxSkinContext(AsFbxContext* pContext, FbxNode* pFrameNode); ~AsFbxSkinContext() = default; };
AssetStudio/AssetStudioFBXNative/asfbx_skin_context.h/0
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using AssetStudio; using Newtonsoft.Json; using OpenTK; using OpenTK.Graphics.OpenGL; using System; using System.Collections.Generic; using System.Diagnostics; using System.Drawing; using System.Drawing.Text; using System.Globalization; using System.IO; using System.Linq; using System.Runtime.InteropServices; using Sy...
AssetStudio/AssetStudioGUI/AssetStudioGUIForm.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using System.Windows.Forms; namespace AssetStudioGUI { static class Program { /// <summary> /// The main entry point for the application. /// </summary> [STAThread] static v...
AssetStudio/AssetStudioGUI/Program.cs/0
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using System; using System.Collections.Generic; using System.Text; using System.Linq; using System.Reflection; namespace SpirV { public class OperandType { public virtual bool ReadValue(IReadOnlyList<uint> words, int index, out object value, out int wordsUsed) { // This returns the dynamic type value = Get...
AssetStudio/AssetStudioUtility/CSspv/OperandType.cs/0
{ "file_path": "AssetStudio/AssetStudioUtility/CSspv/OperandType.cs", "repo_id": "AssetStudio", "token_count": 2830 }
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using K4os.Compression.LZ4; using System; using System.Globalization; using System.IO; using System.Linq; using System.Text; using System.Text.RegularExpressions; namespace AssetStudio { public static class ShaderConverter { public static string Convert(this Shader shader) { if (sh...
AssetStudio/AssetStudioUtility/ShaderConverter.cs/0
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#pragma once #include <stdint.h> bool crunch_unpack_level(const uint8_t* data, uint32_t data_size, uint32_t level_index, void** ret, uint32_t* ret_size);
AssetStudio/Texture2DDecoderNative/crunch.h/0
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// File: crn_decomp.h - Fast CRN->DXTc texture transcoder header file library // Copyright (c) 2010-2016 Richard Geldreich, Jr. and Binomial LLC // See Copyright Notice and license at the end of this file. // // This single header file contains *all* of the code necessary to unpack .CRN files to raw DXTn bits. // It do...
AssetStudio/Texture2DDecoderNative/unitycrunch/crn_decomp.h/0
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# EventSystem One of the most important features of ECS is the separation of data and logic, and the second is data-driven logic. What is data-driven logic? Not very well understood, let's take an example A moba game, the heroes have blood bars, which are displayed on the character's head, and also on the top left av...
ET/Book/3.4EventSystem.md/0
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using System; using System.Threading; namespace ET { public static class Program { public static void Main() { //这里大家看着可能比较困惑,为什么要绕一大圈呢,之前这里直接调用Model层,现在却要在CoderLoader中获取Model的程序集找到Entry入口再调用 //原因是,之前DotNet.App直接依赖Model,但是在客户端,之前的Mono却不依赖Model。这导致前端跟后端程序集依赖不太一样 ...
ET/DotNet/App/Program.cs/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.0.31903.59 MinimumVisualStudioVersion = 10.0.40219.1 Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Unity", "Unity", "{914C77C9-212A-4DD0-8D9A-074620E77FAA}" EndProject Project("{2150E333-8FDC-42A3-94...
ET/ET.sln/0
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using System; using System.Collections.Concurrent; 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(LanguageName...
ET/Share/Analyzer/Analyzer/EntityHashCodeAnalyzer.cs/0
{ "file_path": "ET/Share/Analyzer/Analyzer/EntityHashCodeAnalyzer.cs", "repo_id": "ET", "token_count": 1555 }
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using Microsoft.CodeAnalysis; namespace ET.Analyzer { public static class ETTaskInSyncMethodAnalyzerRule { private const string Title = "ETTask方法调用在非异步方法体内使用错误"; private const string MessageFormat = "方法: {0} 在非异步方法体内使用时需要添加.Coroutine()后缀"; private const string Description = "ETTask方法...
ET/Share/Analyzer/Config/DiagnosticRules.cs/0
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mkdir build_uwp & pushd build_uwp cmake -G "Visual Studio 16 2019" -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0 .. popd cmake --build build_uwp --config Release md Plugins\WSA\x86 copy /Y build_uwp\Release\RecastDll.dll Plugins\WSA\x86\RecastDll.dll rmdir /S /Q build_uwp mkdir build_uwp64 & pushd build...
ET/Share/Libs/RecastDll/make_uwp.bat/0
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# BundleMaster <br/> Unity资源加载大师(纯代码ET框架集成用)</br> <br/>Github下载地址: https://github.com/mister91jiao/BundleMaster</br> <br/>网站地址: https://www.unitybundlemaster.com</br> <br/>视频教程: https://www.bilibili.com/video/BV19341177Ek</br> <br/>QQ讨论群: 787652036</br>
ET/Store/BundleMaster.md/0
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@ECHO OFF REM ***************************************************************** REM REM CWRSYNC.CMD - Batch file template to start your rsync command (s). REM REM By Tevfik K. (http://itefix.no) REM ***************************************************************** REM Make environment variable changes local to this ba...
ET/Tools/cwRsync/cwrsync.cmd/0
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fileFormatVersion: 2 guid: 277d58db3067742a7b32f9994984b3bc TextScriptImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Bundles/Config/AIConfigCategory.bytes.meta/0
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fileFormatVersion: 2 guid: 4836a445dcf1a044d90ff116828a0704 NativeFormatImporter: externalObjects: {} mainObjectFileID: 4890085278179872738 userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Bundles/Scenes/Map1Settings.lighting.meta/0
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ET/Unity/Assets/Bundles/UI/Demo/UIHelp.prefab/0
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fileFormatVersion: 2 guid: 6d7328f5c684291468b52548a8c44c46 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Config.meta/0
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ET/Unity/Assets/Config/Excel/StartConfig/Localhost/StartMachineConfig@s.xlsx.meta/0
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ET/Unity/Assets/Config/Excel/StartConfig/RouterTest.meta/0
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syntax = "proto3"; package ET; /// 请求匹配 // ResponseType Match2G_Match message G2Match_Match // IRequest { int32 RpcId = 1; int64 Id = 2; } message Match2G_Match // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } // ResponseType Map2Match_GetRoom message Match2Map_GetRoom // IRequest { int...
ET/Unity/Assets/Config/Proto/LockStepInner_S_21001.proto/0
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ET/Unity/Assets/Plugins/MongoDB/runtimes/linux/native.meta/0
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ET/Unity/Assets/Plugins/MongoDB/runtimes/win/native.meta/0
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ET/Unity/Assets/Res/Mat/Urp.mat.meta/0
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ET/Unity/Assets/Res/Unit/Skeleton/Skeleton.prefab.meta/0
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99
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ET/Unity/Assets/Scenes/Init.unity/0
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100
namespace ET { public static class EntityHelper { public static int Zone(this Entity entity) { return entity.IScene.Fiber.Zone; } public static Scene Scene(this Entity entity) { return entity.IScene as Scene; } public stat...
ET/Unity/Assets/Scripts/Core/Entity/EntityHelper.cs/0
{ "file_path": "ET/Unity/Assets/Scripts/Core/Entity/EntityHelper.cs", "repo_id": "ET", "token_count": 351 }
101
using System; namespace ET { // GetComponentSystem有巨大作用,比如每次保存Unit的数据不需要所有组件都保存,只需要保存Unit变化过的组件 // 是否变化可以通过判断该组件是否GetComponent,Get了就记录该组件 // 这样可以只保存Unit变化过的组件 // 再比如传送也可以做此类优化 public interface IGetComponentSys { } public interface IGetComponentSysSystem: ISystemType { void Run(Entity o, Type type); } ...
ET/Unity/Assets/Scripts/Core/Entity/IGetComponentSysSystem.cs/0
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102
namespace ET { public static class InstanceQueueIndex { public const int None = -1; public const int Update = 0; public const int LateUpdate = 1; public const int Load = 2; public const int Max = 3; } }
ET/Unity/Assets/Scripts/Core/Entity/InstanceQueueIndex.cs/0
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103
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ET/Unity/Assets/Scripts/Core/Fiber/Mailboxes.cs.meta/0
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104
using System; using System.Collections.Generic; namespace ET { [EntitySystemOf(typeof(CoroutineLockQueue))] public static partial class CoroutineLockQueueSystem { [EntitySystem] private static void Awake(this CoroutineLockQueue self, int type) { self.type = type; ...
ET/Unity/Assets/Scripts/Core/Fiber/Module/CoroutineLock/CoroutineLockQueue.cs/0
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105
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ET/Unity/Assets/Scripts/Core/Fiber/Module/Timer/TimerComponent.cs.meta/0
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106
using System; using System.Collections.Generic; using System.Net; using System.Net.NetworkInformation; using System.Net.Sockets; using System.Runtime.InteropServices; namespace ET { public static class NetworkHelper { public static string[] GetAddressIPs() { List<string> list = new List<string>(); foreach...
ET/Unity/Assets/Scripts/Core/Helper/NetworkHelper.cs/0
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107
using System; using System.Collections.Generic; namespace ET { public class ListComponent<T>: List<T>, IDisposable { public ListComponent() { } public static ListComponent<T> Create() { return ObjectPool.Instance.Fetch(typeof (ListComponent<T>)) as L...
ET/Unity/Assets/Scripts/Core/ListComponent.cs/0
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108
using System; using System.Collections.Generic; using System.IO; using System.Net; namespace ET { public abstract class AService: IDisposable { public Action<long, IPEndPoint> AcceptCallback; public Action<long, MemoryBuffer> ReadCallback; public Action<long, int> ErrorCallback; ...
ET/Unity/Assets/Scripts/Core/Network/AService.cs/0
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109