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{!../ml-agents/README.md!}
ml-agents/docs/ml-agents.md/0
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# Unity ML-Agents Araç Seti Türkçe Dokümantasyon ## Kurulum & Düzenleme - [Kurulum](Installation.md) <!-- - [Using Virtual Environment](Using-Virtual-Environment.md)--> ## Başlangıç - [Başlangıç Rehberi](Getting-Started.md) <!-- Buradan devam et. - [ML-Agents Toolkit Overview](ML-Agents-Overview.md) - [Backgroun...
ml-agents/localized_docs/TR/docs/Readme.md/0
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# Unity ML-Agents 工具包文档 ## 入门 * [ML-Agents 概述*](ML-Agents-Overview.md) * [背景:Unity](/docs/Background-Unity.md) * [背景:机器学习](/docs/Background-Machine-Learning.md) * [背景:TensorFlow](/docs/Background-TensorFlow.md) * [安装和设置*](Installation.md) * [背景:Jupyter Notebooks](/docs/Background-Jupyter.md) * [D...
ml-agents/localized_docs/zh-CN/docs/Readme.md/0
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site_name: Unity ML-Agents Toolkit site_url: https://unity-technologies.github.io/ml-agents/ repo_url: https://github.com/Unity-Technologies/ml-agents edit_uri: edit/main/docs/ site_description: The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve a...
ml-agents/mkdocs.yml/0
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# @generated by generate_proto_mypy_stubs.py. Do not edit! import sys from google.protobuf.descriptor import ( Descriptor as google___protobuf___descriptor___Descriptor, ) from google.protobuf.message import ( Message as google___protobuf___message___Message, ) from typing import ( Optional as typing___O...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/capabilities_pb2.pyi/0
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# @generated by generate_proto_mypy_stubs.py. Do not edit! import sys from google.protobuf.descriptor import ( Descriptor as google___protobuf___descriptor___Descriptor, ) from google.protobuf.message import ( Message as google___protobuf___message___Message, ) from typing import ( Optional as typing___O...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/training_analytics_pb2.pyi/0
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# @generated by generate_proto_mypy_stubs.py. Do not edit! import sys from google.protobuf.message import ( Message as google___protobuf___message___Message, )
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/unity_to_external_pb2.pyi/0
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import urllib.request import tempfile import os import uuid import shutil import glob import yaml import hashlib from zipfile import ZipFile from sys import platform from typing import Tuple, Optional, Dict, Any from filelock import FileLock from mlagents_envs.env_utils import validate_environment_path from mlagen...
ml-agents/ml-agents-envs/mlagents_envs/registry/binary_utils.py/0
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""" Lightweight, hierarchical timers for profiling sections of code. Example: @timed def foo(t): time.sleep(t) def main(): for i in range(3): foo(i + 1) with hierarchical_timer("context"): foo(1) print(get_timer_tree()) This would produce a timer tree like (root) "foo" ...
ml-agents/ml-agents-envs/mlagents_envs/timers.py/0
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# ML-Agents Plugins See the [Plugins documentation](../docs/Training-Plugins.md) for more information.
ml-agents/ml-agents-plugin-examples/README.md/0
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# Unity ML-Agents Trainers The `mlagents` Python package is part of the [ML-Agents Toolkit](https://github.com/Unity-Technologies/ml-agents). `mlagents` provides a set of reinforcement and imitation learning algorithms designed to be used with Unity environments. The algorithms interface with the Python API provided b...
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import os from mlagents.trainers.exception import UnityTrainerException from mlagents.trainers.settings import TrainerSettings from mlagents.trainers.model_saver.torch_model_saver import DEFAULT_CHECKPOINT_NAME def validate_existing_directories( output_path: str, resume: bool, force: bool, init_path: str = None )...
ml-agents/ml-agents/mlagents/trainers/directory_utils.py/0
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# # Unity ML-Agents Toolkit # ## ML-Agents Learning (POCA) # Contains an implementation of MA-POCA. from collections import defaultdict from typing import cast, Dict, Union, Any, Type import numpy as np from mlagents_envs.side_channel.stats_side_channel import StatsAggregationMethod from mlagents_envs.logging_util i...
ml-agents/ml-agents/mlagents/trainers/poca/trainer.py/0
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import os # Opt-in checking mode to ensure that we always create numpy arrays using float32 if os.getenv("TEST_ENFORCE_NUMPY_FLOAT32"): # This file is importer by pytest multiple times, but this breaks the patching # Removing the env variable seems the easiest way to prevent this. del os.environ["TEST_ENFO...
ml-agents/ml-agents/mlagents/trainers/tests/__init__.py/0
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import os import unittest from unittest import mock import pytest import mlagents.trainers.tests.mock_brain as mb from mlagents.trainers.policy.checkpoint_manager import ModelCheckpoint from mlagents.trainers.trainer.rl_trainer import RLTrainer from mlagents.trainers.tests.test_buffer import construct_fake_buffer from ...
ml-agents/ml-agents/mlagents/trainers/tests/test_rl_trainer.py/0
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import numpy as np import pytest from mlagents.torch_utils import torch from mlagents.trainers.buffer import BufferKey from mlagents.trainers.torch_entities.components.reward_providers import ( CuriosityRewardProvider, create_reward_provider, ) from mlagents_envs.base_env import BehaviorSpec, ActionSpec from ml...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_reward_providers/test_curiosity.py/0
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from typing import List, Optional, Tuple, Dict from mlagents.torch_utils import torch, nn from mlagents.trainers.torch_entities.layers import LinearEncoder, Initialization import numpy as np from mlagents.trainers.torch_entities.encoders import ( SimpleVisualEncoder, ResNetVisualEncoder, NatureVisualEncode...
ml-agents/ml-agents/mlagents/trainers/torch_entities/utils.py/0
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# config to specify which modules will be used to render api docs from ml-agents package folder: docs modules: - name: mlagents file_name: Python-On-Off-Policy-Trainer-Documentation.md submodules: - trainers.trainer.on_policy_trainer - trainers.trainer.off_policy_trainer - ...
ml-agents/ml-agents/pydoc-config.yaml/0
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syntax = "proto3"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; message AgentActionProto { repeated float vector_actions_deprecated = 1; // mark as deprecated in communicator v1.3.0 reserved 2; // deprecated string text_actions = 2; reserved 3; //deprecated...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/agent_action.proto/0
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syntax = "proto3"; import "mlagents_envs/communicator_objects/capabilities.proto"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; // The initializaiton message - this is typically sent from the Python trainer to the C# environment. message UnityRLInitializationInputProto...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/unity_rl_initialization_input.proto/0
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#!/usr/bin/env python3 import ast import sys import os import re import subprocess import tempfile from typing import List, Optional, Pattern RELEASE_PATTERN = re.compile(r"release_[0-9]+(_docs)*") # This matches the various ways to invoke pip: "pip", "pip3", "python -m pip" # It matches "mlagents" and "mlagents_envs...
ml-agents/utils/validate_release_links.py/0
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using UnityEngine; using XLua; namespace XLuaTest { public class RawObjectTest : MonoBehaviour { public static void PrintType(object o) { Debug.Log("type:" + o.GetType() + ", value:" + o); } // Use this for initialization void Start() { ...
xLua/Assets/XLua/Examples/11_RawObject/RawObjectTest.cs/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft...
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require "testlua.B" require "D" require "A"
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xLua/Test/UnitTest/xLuaTest/LuaTestCommon.cs.meta/0
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README for Lua 5.1 See INSTALL for installation instructions. See HISTORY for a summary of changes since the last released version. * What is Lua? ------------ Lua is a powerful, light-weight programming language designed for extending applications. Lua is also frequently used as a general-purpose, stand-alone ...
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/* ** $Id: ldebug.h,v 2.3.1.1 2007/12/27 13:02:25 roberto Exp $ ** Auxiliary functions from Debug Interface module ** See Copyright Notice in lua.h */ #ifndef ldebug_h #define ldebug_h #include "lstate.h" #define pcRel(pc, p) (cast(int, (pc) - (p)->code) - 1) #define getline(f,pc) (((f)->lineinfo) ? (f)->lineinfo...
xLua/build/lua-5.1.5/src/ldebug.h/0
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/* ** $Id: loadlib.c,v 1.52.1.4 2009/09/09 13:17:16 roberto Exp $ ** Dynamic library loader for Lua ** See Copyright Notice in lua.h ** ** This module contains an implementation of loadlib for Unix systems ** that have dlfcn, an implementation for Darwin (Mac OS X), an ** implementation for Windows, and a stub for othe...
xLua/build/lua-5.1.5/src/loadlib.c/0
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/* ** $Id: ltm.c,v 2.8.1.1 2007/12/27 13:02:25 roberto Exp $ ** Tag methods ** See Copyright Notice in lua.h */ #include <string.h> #define ltm_c #define LUA_CORE #include "lua.h" #include "lobject.h" #include "lstate.h" #include "lstring.h" #include "ltable.h" #include "ltm.h" const char *const luaT_typenames[...
xLua/build/lua-5.1.5/src/ltm.c/0
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This is Lua 5.3.3, released on 30 May 2016. For installation instructions, license details, and further information about Lua, see doc/readme.html.
xLua/build/lua-5.3.3/README/0
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This is Lua 5.3.5, released on 26 Jun 2018. For installation instructions, license details, and further information about Lua, see doc/readme.html.
xLua/build/lua-5.3.5/README/0
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/* ** $Id: lmathlib.c $ ** Standard mathematical library ** See Copyright Notice in lua.h */ #define lmathlib_c #define LUA_LIB #include "lprefix.h" #include <float.h> #include <limits.h> #include <math.h> #include <stdlib.h> #include <time.h> #include "lua.h" #include "lauxlib.h" #include "lualib.h" #undef PI ...
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/* ** $Id: lvm.c $ ** Lua virtual machine ** See Copyright Notice in lua.h */ #define lvm_c #define LUA_CORE #include "lprefix.h" #include <float.h> #include <limits.h> #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lfunc...
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>FFI Library</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta name="Author" content="Mike Pall"> <meta name="Copyright" content="Copyright (C) 2005-2016, Mike Pall"> <meta...
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---------------------------------------------------------------------------- -- LuaJIT x86/x64 disassembler module. -- -- Copyright (C) 2005-2016 Mike Pall. All rights reserved. -- Released under the MIT license. See Copyright Notice in luajit.h --------------------------------------------------------------------------...
xLua/build/luajit-2.1.0b2/src/jit/dis_x86.lua/0
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/* ** Package library. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h ** ** Major portions taken verbatim or adapted from the Lua interpreter. ** Copyright (C) 1994-2012 Lua.org, PUC-Rio. See Copyright Notice in lua.h */ #define lib_package_c #define LUA_LIB #include "lua.h" #include "lauxlib....
xLua/build/luajit-2.1.0b2/src/lib_package.c/0
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/* ** String handling. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #define lj_str_c #define LUA_CORE #include "lj_obj.h" #include "lj_gc.h" #include "lj_err.h" #include "lj_str.h" #include "lj_char.h" /* -- String helpers ------------------------------------------------------ */ /* Ord...
xLua/build/luajit-2.1.0b2/src/lj_str.c/0
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------------------------------------------------------------------------------ -- DynASM s390x module. -- -- Copyright (C) 2005-2017 Mike Pall. All rights reserved. -- See dynasm.lua for full copyright notice. ------------------------------------------------------------------------------ -- Module information: local _...
xLua/build/luajit-2.1.0b3/dynasm/dasm_s390x.lua/0
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/* ** LuaJIT VM builder: library definition compiler. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #include "buildvm.h" #include "lj_obj.h" #include "lj_bc.h" #include "lj_lib.h" #include "buildvm_libbc.h" /* Context for library definitions. */ static uint8_t obuf[8192]; static uint8_t *o...
xLua/build/luajit-2.1.0b3/src/host/buildvm_lib.c/0
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/* ** ARM64 IR assembler (SSA IR -> machine code). ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h ** ** Contributed by Djordje Kovacevic and Stefan Pejic from RT-RK.com. ** Sponsored by Cisco Systems, Inc. */ /* -- Register allocator extensions --------------------------------------- */ /* All...
xLua/build/luajit-2.1.0b3/src/lj_asm_arm64.h/0
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/* ** Pseudo-random number generation. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #define lj_prng_c #define LUA_CORE /* To get the syscall prototype. */ #if defined(__linux__) && !defined(_GNU_SOURCE) #define _GNU_SOURCE #endif #include "lj_def.h" #include "lj_arch.h" #include "lj_prng...
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/* ** String formatting for floating-point numbers. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h ** Contributed by Peter Cawley. */ #include <stdio.h> #define lj_strfmt_num_c #define LUA_CORE #include "lj_obj.h" #include "lj_buf.h" #include "lj_str.h" #include "lj_strfmt.h" /* -- Precomput...
xLua/build/luajit-2.1.0b3/src/lj_strfmt_num.c/0
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/* ** Userdata handling. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_UDATA_H #define _LJ_UDATA_H #include "lj_obj.h" LJ_FUNC GCudata *lj_udata_new(lua_State *L, MSize sz, GCtab *env); LJ_FUNC void LJ_FASTCALL lj_udata_free(global_State *g, GCudata *ud); #if LJ_64 LJ_FUNC voi...
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|// Low-level VM code for ARM CPUs. |// Bytecode interpreter, fast functions and helper functions. |// Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h | |.arch arm |.section code_op, code_sub | |.actionlist build_actionlist |.globals GLOB_ |.globalnames globnames |.externnames extnames | |// Note: T...
xLua/build/luajit-2.1.0b3/src/vm_arm.dasc/0
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local ffi = require "ffi" -- TODO: test "gc64" and "win" parameters assert((ffi.abi("32bit") or ffi.abi("64bit")) and ffi.abi("le") and not ffi.abi("be") and ffi.abi("fpu") and not ffi.abi("softfp") and ffi.abi("hardfp") and not ffi.abi("eabi"))
xLua/build/luajit-2.1.0b3/src/x64/test/unit/ffi/test_abi.lua/0
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#ifndef IO_H #define IO_H /*=========================================================================*\ * Input/Output abstraction * LuaSocket toolkit * * This module defines the interface that LuaSocket expects from the * transport layer for streamed input/output. The idea is that if any * transport implements this in...
xLua/build/luasocket/io.h/0
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#ifndef TIMEOUT_H #define TIMEOUT_H /*=========================================================================*\ * Timeout management functions * LuaSocket toolkit \*=========================================================================*/ #include "lua.h" /* timeout control structure */ typedef struct t_timeout_ {...
xLua/build/luasocket/timeout.h/0
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cd "$( dirname "${BASH_SOURCE[0]}" )" LIPO="xcrun -sdk iphoneos lipo" STRIP="xcrun -sdk iphoneos strip" IXCODE=`xcode-select -print-path` ISDK=$IXCODE/Platforms/iPhoneOS.platform/Developer ISDKVER=iPhoneOS.sdk ISDKP=$IXCODE/usr/bin/ if [ ! -e $ISDKP/ar ]; then sudo cp /usr/bin/ar $ISDKP fi if [ ! -e $ISDKP/ranlib...
xLua/build/make_ios_luajit.sh/0
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@echo off call "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars32.bat" echo Swtich to x86 build env cd %~dp0\luajit-2.1.0b3\src call msvcbuild_mt.bat static cd ..\.. mkdir build_lj32 & pushd build_lj32 cmake -DUSING_LUAJIT=ON -G "Visual Studio 16 2019" -A Win32 .. IF %ERRORLEV...
xLua/build/make_win32_luajit.bat/0
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<!DOCTYPE html> <html lang="zh"> <head> <title>XLua</title> <meta charset="utf-8"> <meta name="description" content="XLua"> <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no"> </head> <body> <script>window.location.hr...
xLua/docs/index.html/0
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{ "name": "hexo-site", "version": "0.0.0", "private": true, "hexo": { "version": "3.3.7" }, "dependencies": { "hexo": "^3.3.7", "hexo-cli": "^1.0.3", "hexo-generator-archive": "^0.1.4", "hexo-generator-category": "^0.1.3", "hexo-generator-index": "^0.2.0", "hexo-generator-tag": "...
xLua/docs/source/package.json/0
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--- title: 商业案例 type: guide order: 2 --- ## 商业案例 > 这份文档等待您进行完善
xLua/docs/source/src/v1/guide/use.md/0
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/* (C) 2020 David Lettier lettier.com */ #version 150 void main() { discard; }
3d-game-shaders-for-beginners/demonstration/shaders/fragment/discard.frag/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform vec2 gamma; uniform sampler2D positionTexture; uniform sampler2D colorTexture; uniform sampler2D noiseTexture; uniform sampler2D depthOfFieldTexture; uniform sampler2D fogTexture; uniform vec2 nearFar; uniform vec2 enabled; out vec4 fragColor; void...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/outline.frag/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/flow-mapping.html/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/rim-lighting.html/0
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[:arrow_backward:](outlining.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](posterization.md) # 3D Game Shaders For Beginners ## Depth Of Field <p align="center"> <img src="https://i.imgur.com/DEa77Bh.gif" alt="Depth Of Field" title="Depth Of Field"> </...
3d-game-shaders-for-beginners/sections/depth-of-field.md/0
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[:arrow_backward:](running-the-demo.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](glsl.md) # 3D Game Shaders For Beginners ## Reference Frames Before you write any shaders, you should be familiar with the following frames of reference or coordinate sys...
3d-game-shaders-for-beginners/sections/reference-frames.md/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_ClockBase_hpp #define airsim_core_ClockBase_hpp #include <thread> #include <chrono> #include "Common.hpp" namespace msr { namespace airlib { class ClockBase { public: //returns val...
AirSim/AirLib/include/common/ClockBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_StateReporter_hpp #define airsim_core_StateReporter_hpp #include <sstream> #include <string> #include <iomanip> #include "common/Common.hpp" namespace msr { namespace airlib { /* This class is...
AirSim/AirLib/include/common/StateReporter.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef commn_utils_ProsumerQueue_hpp #define commn_utils_ProsumerQueue_hpp #include <queue> #include <thread> #include <atomic> #include <mutex> #include <condition_variable> namespace common_utils { /* This queue c...
AirSim/AirLib/include/common/common_utils/ProsumerQueue.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_SphereGeoFence_hpp #define air_SphereGeoFence_hpp #include "common/Common.hpp" namespace msr { namespace airlib { class SphereGeoFence : public IGeoFence { private: Vector3r center_; ...
AirSim/AirLib/include/safety/SphereGeoFence.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_LidarBase_hpp #define msr_airlib_LidarBase_hpp #include "sensors/SensorBase.hpp" namespace msr { namespace airlib { class LidarBase : public SensorBase { public: LidarBase(const std...
AirSim/AirLib/include/sensors/lidar/LidarBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef rotor_actuator_hpp #define rotor_actuator_hpp #include <limits> #include "common/Common.hpp" #include "physics/Environment.hpp" #include "common/FirstOrderFilter.hpp" #include "physics/PhysicsBodyVertex.hpp" #inclu...
AirSim/AirLib/include/vehicles/multirotor/RotorActuator.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_AirSimSimpleFlightEstimator_hpp #define msr_airlib_AirSimSimpleFlightEstimator_hpp #include "firmware/interfaces/CommonStructs.hpp" #include "AirSimSimpleFlightCommon.hpp" #include "physics/Kinematics.hp...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/AirSimSimpleFlightEstimator.hpp/0
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#pragma once #include "interfaces/CommonStructs.hpp" namespace simple_flight { template <typename T> class RungKuttaPidIntegrator : public IPidIntegrator<T> { public: RungKuttaPidIntegrator(const PidConfig<T>& config) : config_(config) { } virtual ~RungKuttaPidIntegrator() {} virtual vo...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/RungKuttaPidIntegrator.hpp/0
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#pragma once #include "CommonStructs.hpp" namespace simple_flight { class IStateEstimator { public: virtual Axis3r getAngles() const = 0; virtual Axis3r getAngularVelocity() const = 0; virtual Axis3r getPosition() const = 0; virtual Axis3r getLinearVelocity() const = 0; virtual Axis4r getOrientat...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/interfaces/IStateEstimator.hpp/0
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#ifndef msr_AirLibUnitTests_PixhawkTest_hpp #define msr_AirLibUnitTests_PixhawkTest_hpp #include "vehicles/multirotor/MultiRotorParamsFactory.hpp" #include "TestBase.hpp" namespace msr { namespace airlib { class PixhawkTest : public TestBase { public: virtual void run() override { ...
AirSim/AirLibUnitTests/PixhawkTest.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #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/...
AirSim/HelloSpawnedDrones/HelloSpawnedDrones.cpp/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging;...
AirSim/LogViewer/LogViewer/Controls/ChartStack.xaml.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Media.Media3D; namespace LogViewer.Gestures { interface IMouseGesture { /// <summary> /// Gesture has moved the model. /// </summary> event EventHandler Changed; ...
AirSim/LogViewer/LogViewer/Gestures/IMouseGesture.cs/0
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//------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:4.0.30319.42000 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //--...
AirSim/LogViewer/LogViewer/Properties/Resources.Designer.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Threading; namespace LogViewer.Utilities { /// <summary> /// A simple helper class that gives a way to run things on the UI thread. The app must call Initialize once during...
AirSim/LogViewer/LogViewer/Utilities/UiDispatcher.cs/0
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<?xml version="1.0" encoding="utf-8" ?> <configuration> <startup> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" /> </startup> </configuration>
AirSim/MavLinkCom/MavLinkComGenerator/App.config/0
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// stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #pragma once #include "targetver.h" #include <stdio.h> #include <tchar.h> // TODO: reference additional headers your program requires here
AirSim/MavLinkCom/MavLinkMoCap/stdafx.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkFtpClient_hpp #define MavLinkCom_MavLinkFtpClient_hpp #include <memory> #include <string> #include <vector> #include "MavLinkNode.hpp" namespace mavlinkcom_impl { class MavLinkFtpClientImpl; } n...
AirSim/MavLinkCom/include/MavLinkFtpClient.hpp/0
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#pragma once // clang-format off #ifdef MAVLINK_USE_MESSAGE_INFO #define MAVLINK_HAVE_GET_MESSAGE_INFO /* return the message_info struct for a message */ MAVLINK_HELPER const mavlink_message_info_t *mavlink_get_message_info_by_id(uint32_t msgid) { static const mavlink_message_info_t mavlink_message_info[] = MAVLINK...
AirSim/MavLinkCom/mavlink/mavlink_get_info.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkVideoStream.hpp" #include "impl/MavLinkVideoStreamImpl.hpp" using namespace mavlinkcom; using namespace mavlinkcom_impl; // ============================== CLIENT ==========================================...
AirSim/MavLinkCom/src/MavLinkVideoStream.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkVideoStreamImpl_hpp #define MavLinkCom_MavLinkVideoStreamImpl_hpp #include "MavLinkVideoStream.hpp" #include "MavLinkNodeImpl.hpp" using namespace mavlinkcom; namespace mavlinkcom_impl { class M...
AirSim/MavLinkCom/src/impl/MavLinkVideoStreamImpl.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef WIFI_H #define WIFI_H int getWifiRssi(int socket, const char* ifaceName); #endif
AirSim/MavLinkCom/src/serial_com/wifi.h/0
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import setup_path import airsim import time # connect to the AirSim simulator client = airsim.CarClient() client.confirmConnection() client.enableApiControl(True) car_controls = airsim.CarControls() for idx in range(3000): # get state of the car car_state = client.getCarState() print("Speed %d, Gear %d...
AirSim/PythonClient/car/car_stress_test.py/0
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import setup_path import airsim import os import tempfile """ A simple script to test all the camera APIs. Change the camera name and whether it's an external camera Example Settings for external camera - { "SettingsVersion": 1.2, "SimMode": "Car", "ExternalCameras": { "fixed1": { "X"...
AirSim/PythonClient/computer_vision/external_camera.py/0
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import setup_path import airsim import random import time client = airsim.VehicleClient() client.confirmConnection() assets = client.simListAssets() print(f"Assets: {assets}") scale = airsim.Vector3r(1.0, 1.0, 1.0) # asset_name = random.choice(assets) asset_name = '1M_Cube_Chamfer' desired_name = f"{asset_name}_sp...
AirSim/PythonClient/environment/create_objects.py/0
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import airsim import cv2 import numpy as np import os import pprint import setup_path import tempfile # Use below in settings.json with Blocks environment """ { "SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings.md", "SettingsVersion": 1.2, "SimMode": "Multirotor", "ClockSpeed": 1, "Vehi...
AirSim/PythonClient/multirotor/multi_agent_drone.py/0
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import setup_path import airsim import pprint def print_state(): print("===============================================================") state = client.getMultirotorState() print("state: %s" % pprint.pformat(state)) return state client = airsim.MultirotorClient() state = print_state() if state.read...
AirSim/PythonClient/multirotor/state.py/0
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PAUSE Make sure to increment version in setup.py. Continue? python setup.py sdist twine upload --repository-url https://upload.pypi.org/legacy/ dist/* REM pip install airsim --upgrade REM pip show airsim REM pip install yolk3k REM yolk -V airsim
AirSim/PythonClient/update_package.bat/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> <ClCompile Include="Source\SimHUD\SimHUD.cpp"> <Filter>SimHUD</Filter> </ClCompile> <ClCompile Include="Source\SimMode\SimModeBase.cpp"> <Filter>SimMode<...
AirSim/Unity/AirLibWrapper/AirsimWrapper/AirsimWrapper.vcxproj.filters/0
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#pragma once #include "SimModeBase.h" #include "physics/ExternalPhysicsEngine.hpp" #include "physics/FastPhysicsEngine.hpp" #include "physics/PhysicsWorld.hpp" class SimModeWorldBase : public SimModeBase { private: typedef msr::airlib::UpdatableObject UpdatableObject; typedef msr::airlib::PhysicsEngineBase Ph...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/SimMode/SimModeWorldBase.h/0
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#pragma once #include "CarPawnApi.h" #include "../../PawnSimApi.h" #include "vehicles/car/api/CarApiBase.hpp" #include "vehicles/car/CarApiFactory.hpp" class CarPawnSimApi : public PawnSimApi { public: typedef msr::airlib::Utils Utils; typedef msr::airlib::StateReporter StateReporter; typedef msr::airlib:...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Car/CarPawnSimApi.h/0
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macro(BuildRpc) set(RPC_SOURCE_DIR ${AIRSIM_ROOT}/external/rpclib/rpclib-2.3.0) include(${RPC_SOURCE_DIR}/cmake/policies.cmake) include(${RPC_SOURCE_DIR}/cmake/msvc_support.cmake) include(${RPC_SOURCE_DIR}/cmake/coverage.cmake) include(${RPC_SOURCE_DIR}/cmake/check_warning_flag.cmake) # # Options # option(RPCLIB_BUIL...
AirSim/Unity/AirLibWrapper/AirsimWrapper/cmake/rpc-setup.cmake/0
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fileFormatVersion: 2 guid: b1339334589473548b8a4359d6e72454 NativeFormatImporter: externalObjects: {} mainObjectFileID: 8400000 userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Materials/RenderTexture/Window2RenderTexture.renderTexture.meta/0
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fileFormatVersion: 2 guid: 20a8ea8f047df2a47baacf48fc9d6598 NativeFormatImporter: externalObjects: {} mainObjectFileID: 100100000 userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Prefabs/Car.prefab.meta/0
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using System; using UnityEngine; using System.IO; using System.Text; using System.Collections.Generic; using System.Linq.Expressions; using UnityEditor; namespace AirSimUnity { /* * Container class for settings.json file. This class utilizes JSONUtility in Unity for parsing the json file. * A new file w...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Utilities/AirSimSettings.cs/0
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