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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_PhysXCarController_hpp #define msr_airlib_PhysXCarController_hpp #include "vehicles/car/api/CarApiBase.hpp" namespace msr { namespace airlib { class PhysXCarApi : public CarApiBase { public...
AirSim/AirLib/include/vehicles/car/firmwares/physxcar/PhysXCarApi.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_vehicles_Px4MultiRotor_hpp #define msr_airlib_vehicles_Px4MultiRotor_hpp #include "vehicles/multirotor/firmwares/mavlink/MavLinkMultirotorApi.hpp" #include "common/AirSimSettings.hpp" #include "sensors/S...
AirSim/AirLib/include/vehicles/multirotor/firmwares/mavlink/Px4MultiRotorParams.hpp/0
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#pragma once #include "interfaces/CommonStructs.hpp" #include "interfaces/IBoardClock.hpp" #include "interfaces/IAxisController.hpp" #include "common/common_utils//Utils.hpp" #include "Params.hpp" #include <memory> namespace simple_flight { class PassthroughController : public IAxisController { public: virtual ...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/PassthroughController.hpp/0
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#pragma once #include "IUpdatable.hpp" #include "IOffboardApi.hpp" #include "IStateEstimator.hpp" namespace simple_flight { class IFirmware : public IUpdatable { public: virtual IOffboardApi& offboardApi() = 0; }; } //namespace
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/interfaces/IFirmware.hpp/0
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robocopy /MIR ..\MavLinkCom\SDK\Includes deps\MavLinkCom\include /XD temp *. /njh /njs /ndl /np robocopy /MIR ..\MavLinkCom\SDK\Libraries deps\MavLinkCom\lib /XD temp *. /njh /njs /ndl /np pause
AirSim/AirLib/update_mavlibkcom.bat/0
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# Contributing This page has moved [here](https://github.com/microsoft/AirSim/blob/main/docs/CONTRIBUTING.md).
AirSim/CONTRIBUTING.md/0
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/* Copyright (C) 2017 Milo Yip. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclai...
AirSim/Examples/DataCollection/writePNG.h/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/car/api/CarR...
AirSim/HelloCar/main.cpp/0
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<UserControl x:Class="LogViewer.Controls.ChannelSelector" 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/ChannelSelector.xaml/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LogViewer.Controls { class ScrollViewerModel { public double VerticalPosition { get; set; } public double HorizontalPosition { get; set; } } }
AirSim/LogViewer/LogViewer/Controls/ScrollViewerModel.cs/0
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using LogViewer.Utilities; using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; using System.Xml.Linq; using System.Reflection; using Microsoft.Networking.Mavlink; using LogVi...
AirSim/LogViewer/LogViewer/Model/MavlinkLog.cs/0
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using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Runtime.InteropServices; using uint8_t = System.Byte; using System.Diagnostics; using LogViewer.Utilities; using LogViewer.Model; namespace MissionPlanner.Log { public enum...
AirSim/LogViewer/LogViewer/Utilities/PX4BinaryLog.cs/0
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<?xml version="1.0" encoding="utf-8"?> <packages> <package id="Newtonsoft.Json" version="13.0.1" targetFramework="net452" /> </packages>
AirSim/LogViewer/Networking/packages.config/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // MavlinkMoCap.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <chrono> #include <thread> #include "NPTrackingTools.h" #include "MavLinkConnection.hpp" #include "MavLinkVehicle.h...
AirSim/MavLinkCom/MavLinkMoCap/MavlinkMoCap.cpp/0
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../../../build/AirSim/MavLinkTest/MavLinkTest -serial:/dev/ttyACM0,115200 -logdir:. -proxy:192.168.137.1:14550 -local:192.168.137.228
AirSim/MavLinkCom/MavLinkTest/run.sh/0
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#ifndef MavLinkCom_AdHocConnection_hpp #define MavLinkCom_AdHocConnection_hpp #include <functional> #include <memory> #include <string> #include <vector> #ifndef ONECORE #if defined(_WIN32) && defined(_MSC_VER) #pragma comment(lib, "Setupapi.lib") #pragma comment(lib, "Cfgmgr32.lib") #endif #endif class Port; names...
AirSim/MavLinkCom/include/AdHocConnection.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkMessages.hpp" #include <sstream> using namespace mavlinkcom; int MavLinkHeartbeat::pack(char* buffer) const { pack_uint32_t(buffer, reinterpret_cast<const uint32_t*>(&this->custom_mode), 0); pack_ui...
AirSim/MavLinkCom/src/MavLinkMessages.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkTcpServerImpl_hpp #define MavLinkCom_MavLinkTcpServerImpl_hpp #include <memory> #include <vector> #include <string> #include "MavLinkTcpServer.hpp" using namespace mavlinkcom; class TcpClientPor...
AirSim/MavLinkCom/src/impl/MavLinkTcpServerImpl.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef SERIAL_COM_TCPCLIENTPORT_HPP #define SERIAL_COM_TCPCLIENTPORT_HPP #include "Port.h" class TcpClientPort : public Port { public: TcpClientPort(); ~TcpClientPort(); // Connect can set you up two differe...
AirSim/MavLinkCom/src/serial_com/TcpClientPort.hpp/0
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#!/bin/sh cd docs make html
AirSim/PythonClient/build_api_docs.sh/0
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import numpy import cv2 import time import sys import os import random from airsim import * def radiance(absoluteTemperature, emissivity, dx=0.01, response=None): """ title:: radiance description:: Calculates radiance and integrated radiance over a bandpass of 8 to 14 microns, give...
AirSim/PythonClient/computer_vision/create_ir_segmentation_map.py/0
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# -*- coding: utf-8 -*- # # Configuration file for the Sphinx documentation builder. # # This file does only contain a selection of the most common options. For a # full list see the documentation: # http://www.sphinx-doc.org/en/master/config # -- Path setup ------------------------------------------------------------...
AirSim/PythonClient/docs/conf.py/0
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#%matplotlib inline import numpy as np import pandas as pd import h5py from matplotlib import use use("TkAgg") import matplotlib.pyplot as plt from PIL import Image, ImageDraw import os import Cooking # chunk size for training batches chunk_size = 32 # No test set needed, since testing in our case is running the mode...
AirSim/PythonClient/imitation_learning/cook_data.py/0
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import rospy from sensor_msgs.msg import Image,CameraInfo from tf2_msgs.msg import TFMessage from geometry_msgs.msg import TransformStamped from cv_bridge import CvBridge import airsim import cv2 import numpy as np CLAHE_ENABLED = False # when enabled, RGB image is enhanced using CLAHE CAMERA_FX = 320 CAMERA_FY = 32...
AirSim/PythonClient/multirotor/kinect_publisher.py/0
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import setup_path import airsim import time client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) client.armDisarm(True) print("Setting wind to 10m/s in forward direction") # NED wind = airsim.Vector3r(10, 0, 0) client.simSetWind(wind) # Takeoff or hover landed = client.getMult...
AirSim/PythonClient/multirotor/set_wind.py/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="16.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), AirSim.props))\AirSim.props" /> <ItemGroup Label="ProjectConfigurations"> ...
AirSim/SGM/src/stereoPipeline/stereoPipeline.vcxproj/0
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#pragma once #include "../SimMode/SimModeBase.h" class SimHUD { public: typedef msr::airlib::ImageCaptureBase::ImageType ImageType; typedef msr::airlib::AirSimSettings AirSimSettings; private: void createSimMode(); void initializeSettings(); const std::vector<AirSimSettings::SubwindowSetting>& ge...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/SimHUD/SimHUD.h/0
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#pragma once #include "common/AirSimSettings.hpp" #include "vehicles/car/api/CarApiBase.hpp" #include "../../UnityPawn.h" class CarPawn : public UnityPawn { private: typedef msr::airlib::AirSimSettings AirSimSettings; private: bool is_low_friction_; msr::airlib::CarApiBase::CarControls keyboard_controls_...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Car/CarPawn.h/0
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#pragma once #include "api/WorldSimApiBase.hpp" #include "SimMode/SimModeBase.h" #include "AirSimStructs.hpp" class WorldSimApi : public msr::airlib::WorldSimApiBase { public: typedef msr::airlib::Pose Pose; typedef msr::airlib::Vector3r Vector3r; typedef msr::airlib::MeshPositionVertexBuffersResponse Mes...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/WorldSimApi.h/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Materials/RenderTexture.meta/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Prefabs/AirSimHUD.prefab.meta/0
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using UnityEngine; namespace AirSimUnity { /// <summary> /// Singleton that should be placed in the scene, providing a central point of access /// to global behaviors. /// </summary> public class AirSimGlobal : MonoBehaviour { public static AirSimGlobal Instance { get; private set; } ...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/AirSimGlobal.cs/0
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using System; using System.Runtime.InteropServices; namespace AirSimUnity { /* * class for all the PInvoke methods. */ public static class PInvokeWrapper { private const string DLL_NAME = "AirsimWrapper"; // Delegates initializer. All the delegate methods are registered through thi...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Utilities/PInvokeWrapper.cs/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Vehicles/Vehicle.cs.meta/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Weather/UI/WeatherHUD.prefab.meta/0
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AirSim/Unity/UnityDemo/Assets/Scenes/CarDemo.unity/0
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#! /bin/bash set -x set -e # check for rpclib RPC_VERSION_FOLDER="rpclib-2.3.0" if [ ! -f ../external/rpclib/$RPC_VERSION_FOLDER/rpclib.pc.in ]; then >&2 echo "error, rpc.pc.in not found, please run setup.sh first and then run build.sh again" fi cp ../external/rpclib/$RPC_VERSION_FOLDER/rpclib.pc.in AirLibWrappe...
AirSim/Unity/build.sh/0
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{ "FileVersion" : 3, "Version" : "1.8.1", "VersionName": "1.8.1", "FriendlyName": "AirSim", "Description": "AirSim - Autonomous Aerial Vehicles Simulator Plugin", "Category" : "Science", "CreatedBy": "Shital Shah", "CreatedByURL": "http://github.com/Microsoft/AirSim", "DocsURL" : "https://github.com/M...
AirSim/Unreal/Plugins/AirSim/AirSim.uplugin/0
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#include "NedTransform.h" #include "AirBlueprintLib.h" NedTransform::NedTransform(const FTransform& global_transform, float world_to_meters) : NedTransform(nullptr, global_transform, world_to_meters) { } NedTransform::NedTransform(const AActor* pivot, const NedTransform& global_transform) : NedTransform(pivot,...
AirSim/Unreal/Plugins/AirSim/Source/NedTransform.cpp/0
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#include "SimHUD.h" #include "UObject/ConstructorHelpers.h" #include "Kismet/KismetSystemLibrary.h" #include "Misc/FileHelper.h" #include "Vehicles/Multirotor/SimModeWorldMultiRotor.h" #include "Vehicles/Car/SimModeCar.h" #include "Vehicles/ComputerVision/SimModeComputerVision.h" #include "common/AirSimSettings.hpp" ...
AirSim/Unreal/Plugins/AirSim/Source/SimHUD/SimHUD.cpp/0
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#pragma once #include "CoreMinimal.h" #include "PIPCamera.h" #include "common/ImageCaptureBase.hpp" #include "common/common_utils/UniqueValueMap.hpp" class UnrealImageCapture : public msr::airlib::ImageCaptureBase { public: typedef msr::airlib::ImageCaptureBase::ImageType ImageType; UnrealImageCapture(const ...
AirSim/Unreal/Plugins/AirSim/Source/UnrealImageCapture.h/0
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "VehicleWheel.h" #include "CarWheelRear.generated.h" UCLASS() class UCarWheelRear : public UVehicleWheel { GENERATED_BODY() public: UCarWheelRear(); };
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarWheelRear.h/0
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// AirSim Weather API library #pragma once #include "CoreMinimal.h" #include "Runtime/Engine/Classes/Engine/ExponentialHeightFog.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "Materials/MaterialParameterCollectionInstance.h" #include "WeatherLib.generated.h" // NOTE: when adding new enums, you must add i...
AirSim/Unreal/Plugins/AirSim/Source/Weather/WeatherLib.h/0
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# Script parameters $airSimExecutable = "c:\AirSim\Blocks\blocks.exe" $airSimProcessName = "Blocks" # Ensure proper path $env:Path = [System.Environment]::GetEnvironmentVariable("Path","Machine") + ";" + [System.Environment]::GetEnvironmentVariable("Path","User") # Install python app requirements pip3 instal...
AirSim/azure/start-airsim.ps1/0
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This is a tutorial for generating simulated thermal infrared (IR) images using AirSim and the AirSim Africa environment. Pre-compiled Africa Environment can be downloaded from the Releases tab of this Github repo: [Windows Pre-compiled binary](https://github.com/Microsoft/AirSim/releases/tag/v1.2.1) To generate you...
AirSim/docs/InfraredCamera.md/0
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# Modern C++ Coding Guidelines We are using Modern C++11. Smart pointers, Lambdas, and C++11 multithreading primitives are your friend. ## Quick Note The great thing about "standards" is that there are many to chose from: [ISO](https://isocpp.org/wiki/faq/coding-standards), [Sutter &amp; Stroustrup](https://github.c...
AirSim/docs/coding_guidelines.md/0
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# How to Access Meshes in AIRSIM AirSim supports the ability to access the static meshes that make up the scene. ## Mesh structure Each mesh is represented with the below struct. ```cpp struct MeshPositionVertexBuffersResponse { Vector3r position; Quaternionr orientation; std::vector<float> vertices; std::vect...
AirSim/docs/meshes.md/0
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#! /bin/bash # get path of current script: https://stackoverflow.com/a/39340259/207661 SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" pushd "$SCRIPT_DIR" >/dev/null set -e set -x # Get Unreal install directory UnrealDir=$1 if [[ !(-z "UnrealDir") ]]; then UnrealDir="$SCRIPT_DIR/UnrealEngine" fi ...
AirSim/install_run_all.sh/0
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<launch> <!-- Vehicle limits (meters/second) --> <param name="max_vel_vert_abs" type="double" value="10.0" /> <param name="max_vel_vert_abs" type="double" value="2.0" /> <!-- <param name="max_vel_horz_abs" type="double" value="0.5" /> --> <!-- <param name="max_vel_horz_abs" type="double" value="0.5" /> ...
AirSim/ros/src/airsim_ros_pkgs/launch/dynamic_constraints.launch/0
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#include "ros/ros.h" #include "airsim_ros_wrapper.h" #include <ros/spinner.h> int main(int argc, char** argv) { ros::init(argc, argv, "airsim_node"); ros::NodeHandle nh; ros::NodeHandle nh_private("~"); std::string host_ip = "localhost"; nh_private.getParam("host_ip", host_ip); AirsimROSWrappe...
AirSim/ros/src/airsim_ros_pkgs/src/airsim_node.cpp/0
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<launch> <include file="$(find airsim_tutorial_pkgs)/launch/front_stereo_and_center_mono/depth_to_pointcloud.launch"/> <include file="$(find airsim_tutorial_pkgs)/launch/front_stereo_and_center_mono/rviz.launch"/> </launch>
AirSim/ros/src/airsim_tutorial_pkgs/launch/front_stereo_and_center_mono/front_stereo_and_center_mono.launch/0
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std_msgs/Header header string camera_name string vehicle_name geometry_msgs/Quaternion orientation
AirSim/ros2/src/airsim_interfaces/msg/GimbalAngleQuatCmd.msg/0
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namespace math_common { template <typename T> inline T rad2deg(const T radians) { return (radians / M_PI) * 180.0; } template <typename T> inline T deg2rad(const T degrees) { return (degrees / 180.0) * M_PI; } template <typename T> inline T wrap_to_pi(T radians) { int m = (int)(radians / (2 * M_PI)); ...
AirSim/ros2/src/airsim_ros_pkgs/include/math_common.h/0
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#include <rclcpp/rclcpp.hpp> #include "pd_position_controller_simple.h" int main(int argc, char** argv) { rclcpp::init(argc, argv); rclcpp::NodeOptions node_options; node_options.automatically_declare_parameters_from_overrides(true); std::shared_ptr<rclcpp::Node> nh = rclcpp::Node::make_shared("pid_pos...
AirSim/ros2/src/airsim_ros_pkgs/src/pd_position_controller_simple_node.cpp/0
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// IMatchFinder.cs using System; namespace SevenZip.Compression.LZ { interface IInWindowStream { void SetStream(System.IO.Stream inStream); void Init(); void ReleaseStream(); Byte GetIndexByte(Int32 index); UInt32 GetMatchLen(Int32 index, UInt32 distance, UInt32 limit); UInt32 GetNumAvailableBytes(); }...
AssetStudio/AssetStudio/7zip/Compress/LZ/IMatchFinder.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>Unchecked exception used internally.</summary> [System.Serializable] internal class BrotliRuntimeException : System....
AssetStudio/AssetStudio/Brotli/BrotliRuntimeException.cs/0
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69
// official Class ID Reference: https://docs.unity3d.com/Manual/ClassIDReference.html namespace AssetStudio { public enum ClassIDType { UnknownType = -1, Object = 0, GameObject = 1, Component = 2, LevelGameManager = 3, Transform = 4, TimeManager = 5, ...
AssetStudio/AssetStudio/ClassIDType.cs/0
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using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; namespace AssetStudio { public class MinMaxAABB { public Vector3 m_Min; public Vector3 m_Max; public MinMaxAABB(BinaryReader reader) { m_Min = reader.ReadV...
AssetStudio/AssetStudio/Classes/Mesh.cs/0
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71
using System; using System.Collections.Generic; using System.IO; namespace AssetStudio { public class SecondarySpriteTexture { public PPtr<Texture2D> texture; public string name; public SecondarySpriteTexture(ObjectReader reader) { texture = new PPtr<Texture2D>(rea...
AssetStudio/AssetStudio/Classes/Sprite.cs/0
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using System; using System.Collections.Generic; using System.IO; namespace AssetStudio { public interface IImported { ImportedFrame RootFrame { get; } List<ImportedMesh> MeshList { get; } List<ImportedMaterial> MaterialList { get; } List<ImportedTexture> TextureList { get; } ...
AssetStudio/AssetStudio/IImported.cs/0
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using System.IO; namespace AssetStudio { public class ResourceReader { private bool needSearch; private string path; private SerializedFile assetsFile; private long offset; private long size; private BinaryReader reader; public int Size { get => (int)si...
AssetStudio/AssetStudio/ResourceReader.cs/0
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#include "asfbx_anim_context.h" AsFbxAnimContext::AsFbxAnimContext(bool32_t eulerFilter) : lFilter(nullptr) { if (eulerFilter) { lFilter = new FbxAnimCurveFilterUnroll(); } lAnimStack = nullptr; lAnimLayer = nullptr; lCurveSX = nullptr; lCurveSY = nullptr; lCurveSZ = nullptr; lCurveRX = nullptr; lCurveR...
AssetStudio/AssetStudioFBXNative/asfbx_anim_context.cpp/0
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using AssetStudio.FbxInterop; using AssetStudio.PInvoke; using System.IO; namespace AssetStudio { public static partial class Fbx { static Fbx() { DllLoader.PreloadDll(FbxDll.DllName); } public static Vector3 QuaternionToEuler(Quaternion q) { A...
AssetStudio/AssetStudioFBXWrapper/Fbx.cs/0
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using AssetStudio; using System; using System.Windows.Forms; namespace AssetStudioGUI { public partial class ExportOptions : Form { public ExportOptions() { InitializeComponent(); assetGroupOptions.SelectedIndex = Properties.Settings.Default.assetGroupOption; ...
AssetStudio/AssetStudioGUI/ExportOptions.cs/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFrameworks>net472;netstandard2.0;net5.0;net6.0</TargetFrameworks> <Version>0.16.0.0</Version> <AssemblyVersion>0.16.0.0</AssemblyVersion> <FileVersion>0.16.0.0</FileVersion> <Copyright>Copyright © Perfare 2018-2022</Copyright> <DebugTyp...
AssetStudio/AssetStudioUtility/AssetStudioUtility.csproj/0
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using SixLabors.ImageSharp; using SixLabors.ImageSharp.Formats.Bmp; using SixLabors.ImageSharp.Formats.Tga; using SixLabors.ImageSharp.PixelFormats; using System.IO; using System.Runtime.InteropServices; namespace AssetStudio { public static class ImageExtensions { public static void WriteToStream(thi...
AssetStudio/AssetStudioUtility/ImageExtensions.cs/0
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// Unity C# reference source // Copyright (c) Unity Technologies. For terms of use, see // https://unity3d.com/legal/licenses/Unity_Reference_Only_License using System; using System.Collections.Generic; using System.Linq; using Mono.Cecil; using Unity.CecilTools.Extensions; namespace Unity.CecilTools { public sta...
AssetStudio/AssetStudioUtility/Unity.CecilTools/CecilUtils.cs/0
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#pragma once #include <stdint.h> int decode_atc_rgb4(const uint8_t* data, uint32_t m_width, uint32_t m_height, uint32_t* image); int decode_atc_rgba8(const uint8_t* data, uint32_t m_width, uint32_t m_height, uint32_t* image);
AssetStudio/Texture2DDecoderNative/atc.h/0
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81
#pragma once #ifndef FP16_BITCASTS_H #define FP16_BITCASTS_H #if defined(__cplusplus) && (__cplusplus >= 201103L) #include <cstdint> #elif !defined(__OPENCL_VERSION__) #include <stdint.h> #endif static inline float fp32_from_bits(uint32_t w) { #if defined(__OPENCL_VERSION__) return as_float(w); #elif defined(__CU...
AssetStudio/Texture2DDecoderNative/fp16/bitcasts.h/0
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# 更好的协程 上文讲了一串回调就是协程,显然这样写代码,增加逻辑,插入逻辑非常容易出错。我们需要利用异步语法把这个异步回调的形式改成同步的形式,幸好C#已经帮我们设计好了,看代码 ```csharp // example2_2 class Program { private static int loopCount = 0; static void Main(string[] args) { OneThreadSynchronizationContext _ = OneThreadSynchronizationCont...
ET/Book/2.2更好的协程.md/0
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类似魔兽世界,moba这种技能极其复杂,灵活性要求极高的技能系统,必须需要一套及其灵活的数值结构来搭配。数值结构设计好了,实现技能系统就会非常简单,否则就是一场灾难。比如魔兽世界,一个人物的数值属性非常之多,移动速度,力量,怒气,能量,集中值,魔法值,血量,最大血量,物理攻击,物理防御,法术攻击,法术防御,等等多达几十种之多。属性跟属性之间又相互影响,buff又会给属性增加绝对值,增加百分比,或者某种buff又会在算完所有的增加值之后再来给你翻个倍。 ## 普通的做法: 一般就是写个数值类: ```c# class Numeric { public int Hp; public int MaxHp; pub...
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFramework>net8.0</TargetFramework> <RootNamespace>ET</RootNamespace> <LangVersion>12</LangVersion> <AssemblyName>Loader</AssemblyName> </PropertyGroup> <PropertyGroup> <AppendTargetFrameworkToOutputPath>false</...
ET/DotNet/Loader/DotNet.Loader.csproj/0
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using System.Collections.Immutable; using System.Linq; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class DiableNewAnalyzer : Dia...
ET/Share/Analyzer/Analyzer/DiableNewAnalyzer.cs/0
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namespace ET.Analyzer { public static class AnalyzerGlobalSetting { /// <summary> /// 是否开启项目的所有分析器 /// </summary> public static bool EnableAnalyzer = true; } }
ET/Share/Analyzer/AnalyzerGlobalSetting.cs/0
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# Copyright (c) 2010-2011, Ethan Rublee # Copyright (c) 2011-2014, Andrey Kamaev # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # 1. Redistributions of source code must retain the above copyri...
ET/Share/Libs/RecastDll/cmake/android.toolchain.cmake/0
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using System; using System.Collections.Generic; using ET.Analyzer; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp.Syntax; namespace ET.Generator; [Generator(LanguageNames.CSharp)] public class ETSystemGenerator: ISourceGenerator { private AttributeTemplate? templates; public void Initializ...
ET/Share/Share.SourceGenerator/Generator/ETSystemGenerator/ETSystemGenerator.cs/0
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using System; namespace ET { /// <summary> /// 添加该标记的类或结构体禁止使用new关键字构造对象 /// </summary> [AttributeUsage(AttributeTargets.Class|AttributeTargets.Struct,Inherited = true)] public class DisableNewAttribute : Attribute { } }
ET/Unity/Assets/Scripts/Core/Analyzer/DisableNewAttribute.cs/0
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using System; using System.Collections.Generic; namespace ET { public class DoubleMap<K, V> { private readonly Dictionary<K, V> kv = new(); private readonly Dictionary<V, K> vk = new(); public DoubleMap() { } public DoubleMap(int capacity) { kv = new Dictionary<K, V>(capacity); vk = new Dictio...
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ET/Unity/Assets/Scripts/Core/Entity/EntitySystemSingleton.cs.meta/0
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using System; using System.Collections.Generic; using System.Threading; namespace ET { public static class FiberHelper { public static ActorId GetActorId(this Entity self) { Fiber root = self.Fiber(); return new ActorId(root.Process, root.Id, self.InstanceId); }...
ET/Unity/Assets/Scripts/Core/Fiber/Fiber.cs/0
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using System; using System.Collections.Generic; using System.IO; namespace ET { [EntitySystemOf(typeof(ProcessInnerSender))] [FriendOf(typeof(ProcessInnerSender))] public static partial class ProcessInnerSenderSystem { [EntitySystem] private static void Destroy(this ProcessInnerSender ...
ET/Unity/Assets/Scripts/Core/Fiber/Module/Actor/ProcessInnerSenderSystem.cs/0
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using System; using System.Collections.Generic; namespace ET { public class NavmeshComponent: Singleton<NavmeshComponent>, ISingletonAwake { public struct RecastFileLoader { public string Name { get; set; } } private readonly Dictionary<string, byte[]> navmeshs = n...
ET/Unity/Assets/Scripts/Core/Fiber/Module/Navmesh/NavmeshComponent.cs/0
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using System; using System.Collections.Generic; namespace ET { public class MultiMap<T, K>: SortedDictionary<T, List<K>> { private readonly List<K> Empty = new(); private readonly int maxPoolCount; private readonly Queue<List<K>> pool; public MultiMap(int maxPoolCount = 0) ...
ET/Unity/Assets/Scripts/Core/MultiMap.cs/0
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using System; namespace ET { public class MessageLocationHandlerAttribute: MessageHandlerAttribute { public MessageLocationHandlerAttribute(SceneType sceneType): base(sceneType) { } } }
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namespace ET { public interface IMerge { void Merge(object o); } }
ET/Unity/Assets/Scripts/Core/World/Module/Config/IMerge.cs/0
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