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@import "_common" @import "_sidebar" @import "_markdown" nav height 5rem background-color $main-bg-color position absolute width 100% z-index 9999 img width 140px height 42px float left position absolute margin-top 1rem .nav-link li ...
xLua/docs/source/themes/catlib/source/css/page.styl/0
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<p align="center"> <img src="https://i.imgur.com/x8rtGr4.gif" alt="3D Game Shaders For Beginners" title="3D Game Shaders For Beginners"> </p> # 3D Game Shaders For Beginners Interested in adding textures, lighting, shadows, normal maps, glowing objects, ambient occlusion, reflections, refractions, and more to your 3D...
3d-game-shaders-for-beginners/README.md/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform vec2 gamma; uniform sampler2D colorTexture; out vec4 fragColor; void main() { vec2 texSize = textureSize(colorTexture, 0).xy; vec2 texCoord = gl_FragCoord.xy / texSize; fragColor = texture(colorTexture, texCoord); fragColor.rgb = pow(f...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/gamma-correction.frag/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform sampler2D colorTexture; uniform sampler2D colorBlurTexture; uniform sampler2D maskTexture; out vec4 fragColor; void main() { vec2 texSize = textureSize(colorTexture, 0).xy; vec2 texCoord = gl_FragCoord.xy / texSize; vec4 mask = texture(m...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/reflection.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/blinn-phong.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/glsl.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/sharpen.html/0
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[:arrow_backward:](deferred-rendering.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](blur.md) # 3D Game Shaders For Beginners ## Fog <p align="center"> <img src="https://i.imgur.com/uNRxZl4.gif" alt="Fog" title="Fog"> </p> Fog (or mist as it's called i...
3d-game-shaders-for-beginners/sections/fog.md/0
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[:arrow_backward:](screen-space-reflection.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](foam.md) # 3D Game Shaders For Beginners ## Screen Space Refraction (SSR) <p align="center"> <img src="https://i.imgur.com/8Mdcn4y.gif" alt="Screen Space Refractio...
3d-game-shaders-for-beginners/sections/screen-space-refraction.md/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/AirLib/AirLib.vcxproj.filters/0
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/* Adopted from SunCalc by Vladimir Agafonkin https://github.com/mourner/suncalc */ #ifndef airsim_core_EarthCelestial_hpp #define airsim_core_EarthCelestial_hpp #include "common/Common.hpp" #include "EarthUtils.hpp" #include <chrono> #include <ctime> namespace msr { namespace airlib { class EarthCelestial ...
AirSim/AirLib/include/common/EarthCelestial.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_VectorMath_hpp #define air_VectorMath_hpp #include <cmath> #include "common/common_utils/Utils.hpp" #include "common_utils/RandomGenerator.hpp" STRICT_MODE_OFF //if not using unaligned types then disable vecto...
AirSim/AirLib/include/common/VectorMath.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_FastPhysicsEngine_hpp #define airsim_core_FastPhysicsEngine_hpp #include "common/Common.hpp" #include "physics/PhysicsEngineBase.hpp" #include <iostream> #include <sstream> #include <fstream> #include <...
AirSim/AirLib/include/physics/FastPhysicsEngine.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_Barometer_hpp #define msr_airlib_Barometer_hpp #include <random> #include "common/Common.hpp" #include "common/EarthUtils.hpp" #include "BarometerSimpleParams.hpp" #include "BarometerBase.hpp" #include "...
AirSim/AirLib/include/sensors/barometer/BarometerSimple.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_MagnetometerSimpleParams_hpp #define msr_airlib_MagnetometerSimpleParams_hpp #include "common/Common.hpp" namespace msr { namespace airlib { struct MagnetometerSimpleParams { enum Refer...
AirSim/AirLib/include/sensors/magnetometer/MagnetometerSimpleParams.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_MultirotorRpcLibClient_hpp #define air_MultirotorRpcLibClient_hpp #include "common/Common.hpp" #include <functional> #include "common/CommonStructs.hpp" #include "common/ImageCaptureBase.hpp" #include "vehicles...
AirSim/AirLib/include/vehicles/multirotor/api/MultirotorRpcLibClient.hpp/0
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#pragma once #include "interfaces/CommonStructs.hpp" #include "interfaces/IBoardClock.hpp" #include "interfaces/IAxisController.hpp" #include "Params.hpp" #include "PidController.hpp" #include "common/common_utils/Utils.hpp" #include <memory> #include <string> #include <exception> namespace simple_flight { class An...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/AngleRateController.hpp/0
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#pragma once #include "IUpdatable.hpp" #include "IBoardClock.hpp" #include "IBoardInputPins.hpp" #include "IBoardOutputPins.hpp" #include "IBoardSensors.hpp" namespace simple_flight { class IBoard : public IUpdatable , public IBoardClock , public IBoardInputPins , public IBoardOutputPins , public IBo...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/interfaces/IBoard.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 #include <thread> #include "safety/ObstacleMap.hpp" #include "common/common_utils/Utils.hpp" namespace msr { namespace airlib { Obsta...
AirSim/AirLib/src/safety/ObstacleMap.cpp/0
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#ifndef msr_AirLibUnitTests_TestBase_hpp #define msr_AirLibUnitTests_TestBase_hpp #include <string> #include <exception> #include "common/common_utils/Utils.hpp" namespace msr { namespace airlib { class TestBase { public: virtual ~TestBase() = default; virtual void run() = 0; voi...
AirSim/AirLibUnitTests/TestBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #pragma once #include <iostream> #include <iomanip> #include "common/Common.hpp" #include "common/common_utils/ProsumerQueue.hpp" #include "common/common_utils/FileSystem.hpp" #include "common/ClockFactory.hpp" #include "v...
AirSim/Examples/DataCollection/DataCollectorSGM.h/0
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#pragma once #include <memory> #include "common/SteppableClock.hpp" #include "physics/FastPhysicsEngine.hpp" #include "physics/DebugPhysicsBody.hpp" class StandAlonePhysics { public: static void testCollision() { using namespace msr::airlib; std::shared_ptr<SteppableClock> clock = std::make_s...
AirSim/Examples/StandAlonePhysics.hpp/0
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<?xml version="1.0" encoding="utf-8"?> <configuration> <startup> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1"/> </startup> </configuration>
AirSim/LogViewer/LogViewer/App.config/0
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<UserControl x:Class="LogViewer.Controls.Console" 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://schemas....
AirSim/LogViewer/LogViewer/Controls/Console.xaml/0
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using LogViewer.Controls; using LogViewer.Model; using LogViewer.Model.ULog; using LogViewer.Utilities; using Microsoft.Maps.MapControl.WPF; using Microsoft.Networking.Mavlink; using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Diagnostics; using System.IO; using System....
AirSim/LogViewer/LogViewer/MainWindow.xaml.cs/0
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using System; using System.Windows.Media; namespace LogViewer.Utilities { /// <summary> /// Helper extensions for manipulating colors. /// </summary> public static class ColorExtensions { public static int GetBrightness(this Color color) { return ((color.R * 299) + (co...
AirSim/LogViewer/LogViewer/Utilities/ColorExtensions.cs/0
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using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace Microsoft.Networking.Mavlink { public class MavLinkMessage { public const byte Mavlink1Stx = 254; public const by...
AirSim/LogViewer/Networking/Mavlink/MavlinkChannel.cs/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.Text; using System.Threading.Tasks; using System.Xml.Linq; using System.Xml.Serialization; namespace MavLinkComGenerator { ...
AirSim/MavLinkCom/MavLinkComGenerator/MavlinkParser.cs/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 15 VisualStudioVersion = 15.0.26430.15 MinimumVisualStudioVersion = 10.0.40219.1 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "MavLinkTest", "MavLinkTest.vcxproj", "{25EB67BE-468A-4AA5-910F-07EFD58C5516}" EndProject Project("{8BC9CEB8-...
AirSim/MavLinkCom/MavLinkTest/MavLinkTest.sln/0
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#ifndef MavLinkCom_HighPriorityThread_hpp #define MavLinkCom_HighPriorityThread_hpp #include <thread> #include <string> namespace mavlink_utils { class CurrentThread { public: // make the current thread run with maximum priority. static bool setMaximumPriority(); // set a nice name on the current thread...
AirSim/MavLinkCom/common_utils/ThreadUtils.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkTcpServer_hpp #define MavLinkCom_MavLinkTcpServer_hpp #include <string> #include <memory> #include "MavLinkConnection.hpp" namespace mavlinkcom_impl { class MavLinkTcpServerImpl; } namespace mav...
AirSim/MavLinkCom/include/MavLinkTcpServer.hpp/0
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#pragma once // clang-format off #include "string.h" #include "mavlink_types.h" /* If you want MAVLink on a system that is native big-endian, you need to define NATIVE_BIG_ENDIAN */ #ifdef NATIVE_BIG_ENDIAN # define MAVLINK_NEED_BYTE_SWAP (MAVLINK_ENDIAN == MAVLINK_LITTLE_ENDIAN) #else # define MAVLINK_NEED_BYT...
AirSim/MavLinkCom/mavlink/protocol.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkMessages.hpp" #include "MavLinkConnectionImpl.hpp" #include "Utils.hpp" #include "ThreadUtils.hpp" #include "../serial_com/Port.h" #include "../serial_com/SerialPort.hpp" #include "../serial_com/UdpClientPo...
AirSim/MavLinkCom/src/impl/MavLinkConnectionImpl.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef ONECORE #include "MavLinkConnection.hpp" #include <Windows.h> #include <ObjIdl.h> #include <SetupAPI.h> #include <Cfgmgr32.h> #include <propkey.h> #include <string> using namespace mavlinkcom; using namespace mavlin...
AirSim/MavLinkCom/src/impl/windows/WindowsFindSerialPorts.cpp/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 15 VisualStudioVersion = 15.0.27428.2043 MinimumVisualStudioVersion = 10.0.40219.1 Project("{888888A0-9F3D-457C-B088-3A5042F75D52}") = "PythonClient", "PythonClient.pyproj", "{E2049E20-B6DD-474E-8BCA-1C8DC54725AA}" EndProject Global GlobalSe...
AirSim/PythonClient/PythonClient.sln/0
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import airsim import cv2 import numpy as np import os import setup_path import time # Use below in settings.json with blocks environment """ { "SettingsVersion": 1.2, "SimMode": "Car", "Vehicles": { "Car1": { "VehicleType": "PhysXCar", "X": 4, "Y": 0, "Z": -2 }, "Car2": { "VehicleType": "PhysXC...
AirSim/PythonClient/car/multi_agent_car.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 client = airsim.VehicleClient() client.confirmConnection() # objects can be named in two ways: # 1. In UE Editor, select and...
AirSim/PythonClient/computer_vision/objects.py/0
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import airsim import time def RunConsoleCmd(client, cmd): client.simRunConsoleCommand(cmd) print(f"Running Unreal Console cmd '{cmd}' and sleeping for 1 second") time.sleep(1.0) def RunCmdList(client): RunConsoleCmd(client, 'stat fps') RunConsoleCmd(client, 'stat unit') RunConsoleCmd(client, '...
AirSim/PythonClient/environment/unreal_console_commands.py/0
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import setup_path import airsim client = airsim.MultirotorClient() client.armDisarm(False)
AirSim/PythonClient/multirotor/disarm.py/0
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import setup_path import airsim import sys import time print("""This script is designed to fly on the streets of the Neighborhood environment and assumes the unreal position of the drone is [160, -1500, 120].""") client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) print("armi...
AirSim/PythonClient/multirotor/path.py/0
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################################################################################################### # # Project: Embedded Learning Library (ELL) # File: wav_reader.py # Authors: Chris Lovett # # Requires: Python 3.x # ############################################################################################...
AirSim/PythonClient/multirotor/wav_reader.py/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // by Sudipta Sinha // adapted for AirSim by Matthias Mueller #ifndef dsimage_h #define dsimage_h #include <stdio.h> #include <limits.h> #include <float.h> #include <stdlib.h> #include <stdint.h> #include <string.h> #inclu...
AirSim/SGM/src/sgmstereo/dsimage.h/0
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#include "NedTransform.h" NedTransform::NedTransform(const AirSimUnity::UnityTransform& global_transform) : global_transform_(global_transform) { local_ned_offset_ = AirSimUnity::AirSimVector(0.0f, 0.0f, 0.0f); } NedTransform::NedTransform(const NedTransform& global_transform) : global_transform_(global_t...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/NedTransform.cpp/0
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#pragma once #include "sensors/distance/DistanceSimple.hpp" #include "../NedTransform.h" class UnityDistanceSensor : public msr::airlib::DistanceSimple { private: using Vector3r = msr::airlib::Vector3r; using VectorMath = msr::airlib::VectorMath; private: std::string vehicle_name_; const NedTransform...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/UnitySensors/UnityDistanceSensor.h/0
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#include "MultirotorPawnEvents.h" MultirotorPawnEvents::ActuatorsSignal& MultirotorPawnEvents::getActuatorSignal() { return actuator_signal_; }
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Multirotor/MultirotorPawnEvents.cpp/0
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using UnityEngine; using UnityEngine.UI; namespace AirSimUnity { /// <summary> /// HUD class that manage weather-related UI elements. /// </summary> public class WeatherHUD : MonoBehaviour { [SerializeField] private RectTransform rootPanel = default; [SerializeField] private Toggle wea...
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[/Script/Engine.InputSettings] bAltEnterTogglesFullscreen=True bF11TogglesFullscreen=True bUseMouseForTouch=False bEnableMouseSmoothing=True bEnableFOVScaling=True FOVScale=0.011110 DoubleClickTime=0.200000 bCaptureMouseOnLaunch=False DefaultViewportMouseCaptureMode=NoCapture bDefaultViewportMouseLock=False DefaultView...
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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 # clean temporary unreal folders rm -rf Binaries rm -rf Intermediate rm -rf Saved rm -rf Plugins/AirSim/Binaries rm -rf Pl...
AirSim/Unreal/Environments/Blocks/clean.sh/0
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// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "GameFramework/GameUserSettings.h" #include "AirSimGameMode.generated.h" /** * */ UCLASS() class AIRSIM_API AAirSimGameMode : public AGameModeBase {...
AirSim/Unreal/Plugins/AirSim/Source/AirSimGameMode.h/0
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#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "Particles/ParticleSystemComponent.h" #include "UnrealImageCapture.h" #include <vector> #include <memory> #include "common/Common.hpp" #include "common/common_utils/Signal.hpp" #include "common/CommonStructs.hpp" #include "common/GeodeticC...
AirSim/Unreal/Plugins/AirSim/Source/PawnSimApi.h/0
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#include "SimModeBase.h" #include "Recording/RecordingThread.h" #include "Misc/MessageDialog.h" #include "Misc/EngineVersion.h" #include "Runtime/Launch/Resources/Version.h" #include "UObject/ConstructorHelpers.h" #include "Kismet/GameplayStatics.h" #include "Misc/OutputDeviceNull.h" #include "Engine/World.h" #include...
AirSim/Unreal/Plugins/AirSim/Source/SimMode/SimModeBase.cpp/0
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#include "CarPawnApi.h" #include "AirBlueprintLib.h" #include "PhysXVehicleManager.h" CarPawnApi::CarPawnApi(ACarPawn* pawn, const msr::airlib::Kinematics::State* pawn_kinematics, msr::airlib::CarApiBase* vehicle_api) : pawn_(pawn), pawn_kinematics_(pawn_kinematics), vehicle_api_(vehicle_ap...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarPawnApi.cpp/0
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import airsim import pprint def print_state(client): state = client.getMultirotorState() s = pprint.pformat(state) print("state: %s" % s) imu_data = client.getImuData() s = pprint.pformat(imu_data) print("imu_data: %s" % s) barometer_data = client.getBarometerData() s = pprint.pformat...
AirSim/azure/app/multirotor.py/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 -x git clean -ffdx git pull set -e ./setup.sh ./build.sh
AirSim/clean_rebuild.sh/0
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#!/bin/bash set -x if ! which unzip; then sudo apt-get install unzip fi wget -c https://github.com/microsoft/AirSim/releases/download/v1.6.0-linux/Blocks.zip unzip -q Blocks.zip rm Blocks.zip
AirSim/docker/download_blocks_env_binary.sh/0
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# FAQ --- ## Windows build * [How to force Unreal to use Visual Studio 2019?](#how-to-force-unreal-to-use-visual-studio-2019) * [I get error: 'where' is not recognized as an internal or external command](#i-get-error-where-is-not-recognized-as-an-internal-or-external-command) * [I'm getting error `<MyProject> could ...
AirSim/docs/build_faq.md/0
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AirSim provides a Python-based event camera simulator, aimed at performance and ability to run in real-time along with the sim. #### Event cameras An event camera is a special vision sensor that measures changes in logarithmic brightness and only reports 'events'. Each event is a set of four values that gets generated...
AirSim/docs/event_sim.md/0
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# Setting up PX4 Software-in-Loop The [PX4](http://dev.px4.io) software provides a "software-in-loop" simulation (SITL) version of their stack that runs in Linux. If you are on Windows then you can use the [Cygwin Toolchain](https://dev.px4.io/master/en/setup/dev_env_windows_cygwin.html) or you can use the [Windows su...
AirSim/docs/px4_sitl.md/0
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# Upgrading Settings The settings schema in AirSim 1.2 is changed for more flexibility and cleaner interface. If you have older [settings.json](settings.md) file then you can either delete it and restart AirSim or use this guide to make manual upgrade. ## Quicker Way We recommend simply deleting the [settings.json](s...
AirSim/docs/upgrade_settings.md/0
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#ifndef _PID_POSITION_CONTROLLER_SIMPLE_H_ #define _PID_POSITION_CONTROLLER_SIMPLE_H_ #include "common/common_utils/StrictMode.hpp" STRICT_MODE_OFF //todo what does this do? #ifndef RPCLIB_MSGPACK #define RPCLIB_MSGPACK clmdep_msgpack #endif // !RPCLIB_MSGPACK #include "rpc/rpc_error.h" STRICT_MODE_ON #include "c...
AirSim/ros/src/airsim_ros_pkgs/include/pd_position_controller_simple.h/0
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bool wait_on_last_task --- bool success
AirSim/ros2/src/airsim_interfaces/srv/Takeoff.srv/0
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<?xml version='1.0' encoding='utf-8'?> <package format="3"> <name>airsim_ros_pkgs</name> <version>0.0.1</version> <description>ROS Wrapper over AirSim's C++ client library</description> <maintainer email="ratneshmadaan@gmail.com">Ratnesh Madaan</maintainer> <license>MIT</license> <buildtool_depend>ament_...
AirSim/ros2/src/airsim_ros_pkgs/package.xml/0
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@echo off REM //---------- set up variable ---------- setlocal set ROOT_DIR=%~dp0 pushd %~dp0 :success @echo "Task completed." goto end :failed @echo "Task has failed." goto end :end popd
AirSim/tools/template.bat/0
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using System; using System.ComponentModel; using System.Diagnostics; using System.IO; using System.Runtime.InteropServices; namespace AssetStudio.PInvoke { public static class DllLoader { public static void PreloadDll(string dllName) { var dllDir = GetDirectedDllDirectory(); ...
AssetStudio/AssetStudio.PInvoke/DllLoader.cs/0
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using System; namespace SevenZip.Compression.RangeCoder { struct BitTreeEncoder { BitEncoder[] Models; int NumBitLevels; public BitTreeEncoder(int numBitLevels) { NumBitLevels = numBitLevels; Models = new BitEncoder[1 << numBitLevels]; } public void Init() { for (uint i = 1; i < (1 << NumBit...
AssetStudio/AssetStudio/7zip/Compress/RangeCoder/RangeCoderBitTree.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 { internal sealed class State { internal int runningState = Org.Brotli.Dec.RunningState.Uninitialized; internal int nextRunning...
AssetStudio/AssetStudio/Brotli/State.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public abstract class Behaviour : Component { public byte m_Enabled; protected Behaviour(ObjectReader reader) : base(reader) { m_Enabled = reader.ReadByte(); ...
AssetStudio/AssetStudio/Classes/Behaviour.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class PlayerSettings : Object { public string companyName; public string productName; public PlayerSettings(ObjectReader reader) : base(reader) { ...
AssetStudio/AssetStudio/Classes/PlayerSettings.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 enum EndianType { LittleEndian, BigEndian } }
AssetStudio/AssetStudio/EndianType.cs/0
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using System; using System.Runtime.InteropServices; namespace AssetStudio { [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Quaternion : IEquatable<Quaternion> { public float X; public float Y; public float Z; public float W; public Quaternion(float x...
AssetStudio/AssetStudio/Math/Quaternion.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class TypeTreeNode { public string m_Type; public string m_Name; public int m_ByteSize; public int m_Index; public int m_TypeFlags; //m_IsArray p...
AssetStudio/AssetStudio/TypeTreeNode.cs/0
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#define AS_API(ret_type)
AssetStudio/AssetStudioFBXNative/cpp.hint/0
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using System.Windows.Forms; using AssetStudio; namespace AssetStudioGUI { internal class AssetItem : ListViewItem { public Object Asset; public SerializedFile SourceFile; public string Container = string.Empty; public string TypeString; public long m_PathID; pub...
AssetStudio/AssetStudioGUI/Components/AssetItem.cs/0
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using System; using System.IO; using System.Runtime.CompilerServices; namespace SpirV { internal sealed class Reader { public Reader(BinaryReader reader) { reader_ = reader; uint magicNumber = reader_.ReadUInt32(); if (magicNumber == Meta.MagicNumber) { littleEndian_ = true; } else if (Reve...
AssetStudio/AssetStudioUtility/CSspv/Reader.cs/0
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using System; using System.IO; using System.Text; namespace Smolv { public static class SmolvDecoder { public static int GetDecodedBufferSize(byte[] data) { if (data == null) { throw new ArgumentNullException(nameof(data)); } if (!CheckSmolHeader(data)) { return 0; } int size = Bit...
AssetStudio/AssetStudioUtility/Smolv/SmolvDecoder.cs/0
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# AssetStudio [![Build status](https://ci.appveyor.com/api/projects/status/rnu7l90422pdewx4?svg=true)](https://ci.appveyor.com/project/Perfare/assetstudio/branch/master/artifacts) **None of the repo, the tool, nor the repo owner is affiliated with, or sponsored or authorized by, Unity Technologies or its affiliates.**...
AssetStudio/README.md/0
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// File: crnlib.h - Advanced DXTn texture compression library. // Copyright (c) 2010-2016 Richard Geldreich, Jr. All rights reserved. // See copyright notice and license at the end of this file. // // This header file contains the public crnlib declarations for DXTn, // clustered DXTn, and CRN compression/decompression...
AssetStudio/Texture2DDecoderNative/crunch/crnlib.h/0
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<Project> <PropertyGroup> <LangVersion>11.0</LangVersion> <NoWarn>0169,0649,3021,8981</NoWarn> </PropertyGroup> </Project>
ET/DotNet/Directory.Build.props/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 EntityMethodDeclaratio...
ET/Share/Analyzer/Analyzer/EntityMethodDeclarationAnalyzer.cs/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFramework>netstandard2.0</TargetFramework> <IncludeBuildOutput>false</IncludeBuildOutput> <Nullable>enable</Nullable> <LangVersion>12</LangVersion> </PropertyGroup> <PropertyGroup> <AppendTargetFrameworkToOutp...
ET/Share/Analyzer/Share.Analyzer.csproj/0
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mkdir build64 & pushd build64 cmake -G "Visual Studio 16 2019" -A x64 .. popd cmake --build build64 --config Release md Plugins\x86_64 copy /Y build64\Release\RecastDll.dll Plugins\x86_64\RecastDll.dll rmdir /S /Q build64 pause
ET/Share/Libs/RecastDll/make_win64.bat/0
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# ET8-Luban 基于ET8.1集成了功能更完善的Luban(新版)配置工具,导出时支持自定义数据校验,为上线项目配置的数据安全提供了足够的保障。 **使用方式**:点击'ET-BuildTool-ExcelExporter',实际开发时建议自行扩展成按快捷键调用ToolsEditor.ExcelExporter() **项目链接**:[ET8-Luban](https://github.com/EP-Toushirou/ET8-Luban)
ET/Store/LubanExtension.md/0
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syntax = "proto3"; package ET; // ResponseType G2C_Match message C2G_Match // ISessionRequest { int32 RpcId = 1; } message G2C_Match // ISessionResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } /// 匹配成功,通知客户端切换场景 message Match2G_NotifyMatchSuccess // IMessage { int32 RpcId = 1; /// 房间的ActorId ...
ET/Unity/Assets/Config/Proto/LockStepOuter_C_11001.proto/0
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