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from unittest import mock import os import pytest import tempfile import unittest import time from mlagents.trainers.stats import ( StatsReporter, TensorboardWriter, StatsSummary, GaugeWriter, ConsoleWriter, StatsPropertyType, StatsAggregationMethod, ) from mlagents.trainers.env_manager i...
ml-agents/ml-agents/mlagents/trainers/tests/test_stats.py/0
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import pytest from mlagents.torch_utils import torch import numpy as np from mlagents.trainers.torch_entities.utils import ModelUtils from mlagents.trainers.torch_entities.layers import linear_layer, LinearEncoder from mlagents.trainers.torch_entities.attention import ( MultiHeadAttention, EntityEmbedding, ...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_attention.py/0
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import numpy as np import pytest from mlagents.torch_utils import torch from mlagents.trainers.torch_entities.components.reward_providers import ( RNDRewardProvider, create_reward_provider, ) from mlagents_envs.base_env import BehaviorSpec, ActionSpec from mlagents.trainers.settings import RNDSettings, RewardSi...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_reward_providers/test_rnd.py/0
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import numpy as np from mlagents.torch_utils import torch from abc import ABC, abstractmethod from typing import Dict from mlagents.trainers.buffer import AgentBuffer from mlagents.trainers.settings import RewardSignalSettings from mlagents_envs.base_env import BehaviorSpec class BaseRewardProvider(ABC): def __i...
ml-agents/ml-agents/mlagents/trainers/torch_entities/components/reward_providers/base_reward_provider.py/0
{ "file_path": "ml-agents/ml-agents/mlagents/trainers/torch_entities/components/reward_providers/base_reward_provider.py", "repo_id": "ml-agents", "token_count": 1046 }
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# # Unity ML-Agents Toolkit # ## ML-Agent Learning (PPO) # Contains an implementation of PPO as described in: https://arxiv.org/abs/1707.06347 from collections import defaultdict from typing import cast import numpy as np from mlagents_envs.logging_util import get_logger from mlagents.trainers.buffer import BufferKe...
ml-agents/ml-agents/mlagents/trainers/trainer/on_policy_trainer.py/0
{ "file_path": "ml-agents/ml-agents/mlagents/trainers/trainer/on_policy_trainer.py", "repo_id": "ml-agents", "token_count": 2381 }
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syntax = "proto3"; import "mlagents_envs/communicator_objects/space_type.proto"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; message ActionSpecProto { int32 num_continuous_actions = 1; int32 num_discrete_actions = 2; repeated int32 discrete_branch_sizes =...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/brain_parameters.proto/0
{ "file_path": "ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/brain_parameters.proto", "repo_id": "ml-agents", "token_count": 335 }
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syntax = "proto3"; import "mlagents_envs/communicator_objects/agent_info.proto"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; message UnityRLOutputProto { message ListAgentInfoProto { repeated AgentInfoProto value = 1; } reserved 1; // deprecated b...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/unity_rl_output.proto/0
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fileFormatVersion: 2 guid: 44928e4c9a6ef3542b8dc8f3fed4c9d8 timeCreated: 1489377018 licenseType: Pro TextScriptImporter: userData: assetBundleName: assetBundleVariant:
xLua/Assets/XLua/Examples/10_SignatureLoader/Resources/signatured1.lua.bytes.meta/0
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print('signatured2: this source was signatured!')
xLua/Assets/XLua/Examples/10_SignatureLoader/otherfiles/signatured2.lua/0
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using System; namespace XLua.LuaDLL { using System.Runtime.InteropServices; #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN || XLUA_GENERAL || (UNITY_WSA && !UNITY_EDITOR) [UnmanagedFunctionPointer(CallingConvention.Cdecl)] public delegate void TableSizeReport(IntPtr p, int size); [UnmanagedFunctionPoi...
xLua/General/LuaMemoryLeakChecker/LuaMemoryLeakChecker.cs/0
{ "file_path": "xLua/General/LuaMemoryLeakChecker/LuaMemoryLeakChecker.cs", "repo_id": "xLua", "token_count": 5340 }
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 2013 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XLuaTestGenCode", "XLuaTestGenCode.csproj", "{54C2A82C-C04D-16F1-C95E-99E5356972F1}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XLuaUnitTestGenCode", "XLuaUnitTest...
xLua/General/vs2013/XLuaGenTest.sln/0
{ "file_path": "xLua/General/vs2013/XLuaGenTest.sln", "repo_id": "xLua", "token_count": 620 }
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using UnityEngine; using System.Collections; using XLua; using System.IO; using System; [LuaCallCSharp] public static class TestUtils { public static bool IsAndroid() { #if UNITY_ANDROID return true; #else return false; #endif } } [CSharpCallLua] public delegate void PerfTest(int load); ...
xLua/Test/PrefTest/xLuaPerfTest/PerfMain.cs/0
{ "file_path": "xLua/Test/PrefTest/xLuaPerfTest/PerfMain.cs", "repo_id": "xLua", "token_count": 6806 }
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require("ltest.init") gTestNumber = 1 function islua53() return not not math.type end -- for test case CMyTestCaseLuaCallCS = TestCase:new() function CMyTestCaseLuaCallCS:new(oo) local o = oo or {} o.count = 1 setmetatable(o, self) self.__index = self return o end function CMyTestCaseLuaCa...
xLua/Test/UnitTest/StreamingAssets/luaCallCs.lua/0
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fileFormatVersion: 2 guid: acb0c591472f9cc45ba9c85e5c8253bc timeCreated: 1483528414 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/StreamingAssets/testxxx.tdr.meta/0
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fileFormatVersion: 2 guid: be8f8d969eceb234980e5b556c229e12 timeCreated: 1483527551 licenseType: Pro TextScriptImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/xLuaTest/CSharpCallLua/Resources/empty.lua.txt.meta/0
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using XLua; using System; #if !XLUA_GENERAL using UnityEngine; #endif public enum LuaTestTypeReflect { ABC = 0, DEF, GHI, JKL }; public enum FirstPushEnumReflect { E1 }; [CSharpCallLua] public delegate int TestDelegateReflect(int x); [CSharpCallLua] public delegate int TestEvtHandler1Reflect(float y); [CSharpCal...
xLua/Test/UnitTest/xLuaTest/LuaTestObjReflect.cs/0
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fileFormatVersion: 2 guid: abaec912059a37f4cb0397ad29113f61 timeCreated: 1483528414 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/xLuaTest/main.unity.meta/0
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/* *Tencent is pleased to support the open source community by making xLua available. *Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. *Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at ...
xLua/WebGLPlugins/perflib.c/0
{ "file_path": "xLua/WebGLPlugins/perflib.c", "repo_id": "xLua", "token_count": 3798 }
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/* * min.c -- a minimal Lua interpreter * loads stdin only with minimal error handling. * no interaction, and no standard library, only a "print" function. */ #include <stdio.h> #include "lua.h" #include "lauxlib.h" static int print(lua_State *L) { int n=lua_gettop(L); int i; for (i=1; i<=n; i++) { if (i>1) pr...
xLua/build/lua-5.1.5/etc/min.c/0
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/* ** $Id: ldump.c,v 2.8.1.1 2007/12/27 13:02:25 roberto Exp $ ** save precompiled Lua chunks ** See Copyright Notice in lua.h */ #include <stddef.h> #define ldump_c #define LUA_CORE #include "lua.h" #include "lobject.h" #include "lstate.h" #include "lundump.h" typedef struct { lua_State* L; lua_Writer writer; ...
xLua/build/lua-5.1.5/src/ldump.c/0
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/* ** $Id: lopcodes.c,v 1.37.1.1 2007/12/27 13:02:25 roberto Exp $ ** See Copyright Notice in lua.h */ #define lopcodes_c #define LUA_CORE #include "lopcodes.h" /* ORDER OP */ const char *const luaP_opnames[NUM_OPCODES+1] = { "MOVE", "LOADK", "LOADBOOL", "LOADNIL", "GETUPVAL", "GETGLOBAL", "GETTABL...
xLua/build/lua-5.1.5/src/lopcodes.c/0
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# LuaDist CMake utility library. # Provides sane project defaults and macros common to LuaDist CMake builds. # # Copyright (C) 2007-2012 LuaDist. # by David Manura, Peter Drahoš # Redistribution and use of this file is allowed according to the terms of the MIT license. # For details see the COPYRIGHT file distributed ...
xLua/build/lua-5.3.3/cmake/dist.cmake/0
{ "file_path": "xLua/build/lua-5.3.3/cmake/dist.cmake", "repo_id": "xLua", "token_count": 5200 }
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/* ** $Id: ldo.c $ ** Stack and Call structure of Lua ** See Copyright Notice in lua.h */ #define ldo_c #define LUA_CORE #include "lprefix.h" #include <setjmp.h> #include <stdlib.h> #include <string.h> #include "lua.h" #include "lapi.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "lgc.h" #inc...
xLua/build/lua-5.4.1/src/ldo.c/0
{ "file_path": "xLua/build/lua-5.4.1/src/ldo.c", "repo_id": "xLua", "token_count": 10935 }
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/* ** $Id: ltable.h $ ** Lua tables (hash) ** See Copyright Notice in lua.h */ #ifndef ltable_h #define ltable_h #include "lobject.h" #define gnode(t,i) (&(t)->node[i]) #define gval(n) (&(n)->i_val) #define gnext(n) ((n)->u.next) /* ** Clear all bits of fast-access metamethods, which means that the table ** may ...
xLua/build/lua-5.4.1/src/ltable.h/0
{ "file_path": "xLua/build/lua-5.4.1/src/ltable.h", "repo_id": "xLua", "token_count": 857 }
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/* ** Buffer handling. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #define lj_buf_c #define LUA_CORE #include "lj_obj.h" #include "lj_gc.h" #include "lj_err.h" #include "lj_buf.h" #include "lj_str.h" #include "lj_tab.h" #include "lj_strfmt.h" /* -- Buffer management --------------------...
xLua/build/luajit-2.1.0b2/src/lj_buf.c/0
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/* ** Common definitions for the JIT compiler. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_JIT_H #define _LJ_JIT_H #include "lj_obj.h" #include "lj_ir.h" /* JIT engine flags. */ #define JIT_F_ON 0x00000001 /* CPU-specific JIT engine flags. */ #if LJ_TARGET_X86ORX64 #define...
xLua/build/luajit-2.1.0b2/src/lj_jit.h/0
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/* ** Userdata handling. ** Copyright (C) 2005-2016 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); #endif
xLua/build/luajit-2.1.0b2/src/lj_udata.h/0
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<!DOCTYPE html> <html> <head> <title>Contact</title> <meta charset="utf-8"> <meta name="Copyright" content="Copyright (C) 2005-2021"> <meta name="Language" content="en"> <link rel="stylesheet" type="text/css" href="bluequad.css" media="screen"> <link rel="stylesheet" type="text/css" href="bluequad-print.css" media="pri...
xLua/build/luajit-2.1.0b3/doc/contact.html/0
{ "file_path": "xLua/build/luajit-2.1.0b3/doc/contact.html", "repo_id": "xLua", "token_count": 1187 }
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#!/bin/bash # set -x # run test lua ../dynasm.lua test_z_inst.c | gcc -DDASM_CHECKS -std=gnu99 -Wall -Werror -g -x c -o test_z_inst - ./test_z_inst ec=$? # cleanup rm -f ./test_z_inst # exit exit $ec
xLua/build/luajit-2.1.0b3/dynasm/Examples/run.sh/0
{ "file_path": "xLua/build/luajit-2.1.0b3/dynasm/Examples/run.sh", "repo_id": "xLua", "token_count": 97 }
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---------------------------------------------------------------------------- -- Lua script to dump the bytecode of the library functions written in Lua. -- The resulting 'buildvm_libbc.h' is used for the build process of LuaJIT. ---------------------------------------------------------------------------- -- Copyright (...
xLua/build/luajit-2.1.0b3/src/host/genlibbc.lua/0
{ "file_path": "xLua/build/luajit-2.1.0b3/src/host/genlibbc.lua", "repo_id": "xLua", "token_count": 2133 }
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/* ** Math library. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #include <math.h> #define lib_math_c #define LUA_LIB #include "lua.h" #include "lauxlib.h" #include "lualib.h" #include "lj_obj.h" #include "lj_lib.h" #include "lj_vm.h" #include "lj_prng.h" /* ---------------------------...
xLua/build/luajit-2.1.0b3/src/lib_math.c/0
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/* ** x86/x64 IR assembler (SSA IR -> machine code). ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ /* -- Guard handling ------------------------------------------------------ */ /* Generate an exit stub group at the bottom of the reserved MCode memory. */ static MCode *asm_exitstub_gen(ASM...
xLua/build/luajit-2.1.0b3/src/lj_asm_x86.h/0
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/* ** Table handling. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h ** ** Major portions taken verbatim or adapted from the Lua interpreter. ** Copyright (C) 1994-2008 Lua.org, PUC-Rio. See Copyright Notice in lua.h */ #define lj_tab_c #define LUA_CORE #include "lj_obj.h" #include "lj_gc.h" #...
xLua/build/luajit-2.1.0b3/src/lj_tab.c/0
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/* ** VM event handling. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_VMEVENT_H #define _LJ_VMEVENT_H #include "lj_obj.h" /* Registry key for VM event handler table. */ #define LJ_VMEVENTS_REGKEY "_VMEVENTS" #define LJ_VMEVENTS_HSIZE 4 #define VMEVENT_MASK(ev) ((uint8_t)1 <<...
xLua/build/luajit-2.1.0b3/src/lj_vmevent.h/0
{ "file_path": "xLua/build/luajit-2.1.0b3/src/lj_vmevent.h", "repo_id": "xLua", "token_count": 821 }
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|// Low-level VM code for MIPS64 CPUs. |// Bytecode interpreter, fast functions and helper functions. |// 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. | |.arch mips64 |.section code_op, ...
xLua/build/luajit-2.1.0b3/src/vm_mips64.dasc/0
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local ffi = require "ffi" ffi.cdef[[ typedef struct { int a; char b; } __attribute__((packed)) myty1; typedef struct { int a; char b; } __attribute__((__packed__)) myty1_a; typedef struct { int a; char b; } __attribute__((aligned(16))) myty2_a; typedef struct { int a; char b; } __attribute__((__aligned__(16))) myty2;...
xLua/build/luajit-2.1.0b3/src/x64/test/unit/ffi/test_var_attribute.lua/0
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/* luasocket_scripts.c */ #include "lua.h" #include "lauxlib.h" #include "luasocket_scripts.h" /* ltn12 */ static const char *lua_m_ltn12 = "-----------------------------------------------------------------------------\n" "-- LTN12 - Filters, sources, sinks and pumps.\n" "-- LuaSocket toolkit.\n" "-- Author: Diego ...
xLua/build/luasocket/luasocket_scripts.c/0
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/*=========================================================================*\ * Unix domain socket * LuaSocket toolkit \*=========================================================================*/ #include <string.h> #include "lua.h" #include "lauxlib.h" #include "auxiliar.h" #include "socket.h" #include "options.h...
xLua/build/luasocket/unix.c/0
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mkdir -p build_linux64 && cd build_linux64 cmake ../ cd .. cmake --build build_linux64 --config Release mkdir -p plugin_lua53/Plugins/x86_64/ cp build_linux64/libxlua.so plugin_lua53/Plugins/x86_64/libxlua.so
xLua/build/make_linux64_lua53.sh/0
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@echo off call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" echo Swtich to x64 build env cd %~dp0\luajit-2.1.0b3\src call msvcbuild_mt.bat gc64 static cd ..\.. mkdir build_lj64 & pushd build_lj64 cmake -DUSING_LUAJIT=ON -DGC64=ON -G "Visual Studio 15 2017 Win64" .. I...
xLua/build/make_win64_luajit_gc64.bat/0
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<!DOCTYPE html> <html lang="en"> <head> <title>特性 — 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"> <link rel="stylesheet" href="/xLua/public/css/page.css"> ...
xLua/docs/public/v1/guide/features.html/0
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--- title: XLua type: index order: 0 ---
xLua/docs/source/src/index.md/0
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<div id="mobile-header"> <a id="mobile-nav-toggle" href="#"> <span class="mobile-nav-toggle-bar"></span> <span class="mobile-nav-toggle-bar"></span> <span class="mobile-nav-toggle-bar"></span> </a> <a id="github" href="<%- theme.github %>"> <img src="<%- url_for("/images/github.png")...
xLua/docs/source/themes/catlib/layout/index.ejs/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform float osg_FrameTime; uniform sampler2D foamPatternTexture; uniform sampler2D flowTexture; uniform vec2 flowMapsEnabled; in vec2 diffuseCoord; out vec4 fragColor; void main() { vec2 flow = texture(flowTexture, diffuseCoord).xy; flow = ...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/foam-mask.frag/0
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0
/* (C) 2019 David Lettier lettier.com */ #version 150 in vec4 vertexPosition; out vec4 fragColor; void main() { // To convert Panda3D z-up to OpenGL y-up. /* fragColor = vertexPosition.xzyw; */ fragColor = vertexPosition; }
3d-game-shaders-for-beginners/demonstration/shaders/fragment/position.frag/0
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1
/* (C) 2019 David Lettier lettier.com */ #include <thread> #include <unistd.h> #include <random> #include <string> #include <chrono> #include <thread> #include <algorithm> #include "pandaFramework.h" // Panda3D 1.10.9 #include "renderBuffer.h" #include "load_prc_file.h" #include "pStatClient.h" #include "pandaSys...
3d-game-shaders-for-beginners/demonstration/src/main.cxx/0
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2
<!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/fog.html/0
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[:arrow_backward:](dilation.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](lookup-table.md) # 3D Game Shaders For Beginners ## Film Grain <p align="center"> <img src="https://i.imgur.com/ct7mTv5.gif" alt="Film Grain" title="Film Grain"> </p> Film grain...
3d-game-shaders-for-beginners/sections/film-grain.md/0
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[:arrow_backward:](fresnel-factor.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](cel-shading.md) # 3D Game Shaders For Beginners ## Rim Lighting <p align="center"> <img src="https://i.imgur.com/3erauzN.gif" alt="Rim Lighting" title="Rim Lighting"> </p> ...
3d-game-shaders-for-beginners/sections/rim-lighting.md/0
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# Authors AirSim was originally created by [Shital Shah](https://github.com/sytelus) during late 2016. Shital authored physics engine, multirotor model, car model, environment models, sensor models, all Unreal Engine related code, APIs, SimpleFlight firmware, computer vision components, documentation etc. [Chris Love...
AirSim/AUTHORS.md/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_Common_hpp #define msr_airlib_Common_hpp #include <string> #include <memory> #include <vector> #include <unordered_map> #include <unordered_set> #include <iostream> #include <cstdint> #include "common/co...
AirSim/AirLib/include/common/Common.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_SteppableClock_hpp #define airsim_core_SteppableClock_hpp #include "ClockBase.hpp" #include "Common.hpp" #include <atomic> namespace msr { namespace airlib { class SteppableClock : public ClockBas...
AirSim/AirLib/include/common/SteppableClock.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef commn_utils_ScheduledExecutor_hpp #define commn_utils_ScheduledExecutor_hpp #include <thread> #include <chrono> #include <functional> #include <atomic> #include <system_error> #include <mutex> #include <cstdint> n...
AirSim/AirLib/include/common/common_utils/ScheduledExecutor.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_DebugPhysicsBody_hpp #define airsim_core_DebugPhysicsBody_hpp #include "PhysicsBody.hpp" #include <exception> #include <iostream> namespace msr { namespace airlib { class DebugPhysicsBody : public...
AirSim/AirLib/include/physics/DebugPhysicsBody.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_SensorCollection_hpp #define msr_airlib_SensorCollection_hpp #include <unordered_map> #include "sensors/SensorBase.hpp" #include "common/UpdatableContainer.hpp" #include "common/Common.hpp" namespace ms...
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_LidarSimpleParams_hpp #define msr_airlib_LidarSimpleParams_hpp #include "common/Common.hpp" #include "common/AirSimSettings.hpp" namespace msr { namespace airlib { struct LidarSimpleParams { ...
AirSim/AirLib/include/sensors/lidar/LidarSimpleParams.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_DroneControlServer_hpp #define air_DroneControlServer_hpp #include "common/Common.hpp" #include "MultirotorCommon.hpp" #include "safety/SafetyEval.hpp" #include "physics/Kinematics.hpp" #include "physics/Enviro...
AirSim/AirLib/include/vehicles/multirotor/api/MultirotorApiBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_vehicles_SimpleFlightQuadX_hpp #define msr_airlib_vehicles_SimpleFlightQuadX_hpp #include "vehicles/multirotor/firmwares/simple_flight/SimpleFlightApi.hpp" #include "vehicles/multirotor/MultiRotorParams....
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#pragma once #include "interfaces/IUpdatable.hpp" #include "interfaces/IGoal.hpp" #include "interfaces/IBoardClock.hpp" #include "interfaces/CommonStructs.hpp" #include "interfaces/IAxisController.hpp" #include "AngleLevelController.hpp" #include "Params.hpp" #include "PidController.hpp" #include "common/common_utils...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/VelocityController.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //in header only mode, control library is not available #ifndef AIRLIB_HEADER_ONLY //RPC code requires C++14. If build system like Unreal doesn't support it then use compiled binaries #ifndef AIRLIB_NO_RPC //if using Unreal...
AirSim/AirLib/src/api/RpcLibClientBase.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_SimpleShell_hpp #define air_SimpleShell_hpp #include "common/common_utils/StrictMode.hpp" STRICT_MODE_OFF #ifndef RPCLIB_MSGPACK #define RPCLIB_MSGPACK clmdep_msgpack #endif // !RPCLIB_MSGPACK #include "rpc/rpc...
AirSim/DroneShell/include/SimpleShell.hpp/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" /> <PropertyGroup> <ShowAllFiles>true</Show...
AirSim/Examples/Examples.vcxproj/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="HelloSpawnedDrones.cpp" /> </ItemGroup> </Project>
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using System; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using System.Windows.Shapes; namespace LogViewer.Controls { /// <summary> /// Interaction logic for CloseBox.xaml /// </summary> public partial class CloseBox : CustomizableButton { Brush normal...
AirSim/LogViewer/LogViewer/Controls/CloseBox.xaml.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/Settings.Designer.cs/0
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/* * * An XmlReader implementation for loading comma delimited files (.csv files) * * Copyright (c) 2001-2005 Microsoft Corporation. All rights reserved. * * Chris Lovett * */ using System; using System.Xml; using System.IO; using System.Collections; using System.Text; using System.Net; namespace Microsoft.Xml { ...
AirSim/LogViewer/LogViewer/Utilities/XmlCsvReader.cs/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 16 VisualStudioVersion = 16.0.29430.225 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MavLinkComGenerator", "MavLinkComGenerator.csproj", "{7F5D2A5F-60CC-4C88-8D43-B8B1573D6398}" EndPro...
AirSim/MavLinkCom/MavLinkComGenerator/MavLinkComGenerator.sln/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "Commands.h" #include <chrono> #include <math.h> #include <iostream> #include <string.h> #include <thread> #include <string> #include "FileSystem.hpp" #include "Utils.hpp" #include <filesystem> using namespace std...
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef common_utils_FileSystem_hpp #define common_utils_FileSystem_hpp #include <codecvt> #include <fstream> #include <string> #include "Utils.hpp" // This defines a default folder name for all the files created by AirLi...
AirSim/MavLinkCom/common_utils/FileSystem.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkMessageBase_hpp #define MavLinkCom_MavLinkMessageBase_hpp #include <stdint.h> #include <string> #include <sstream> #include <memory> namespace mavlinkcom_impl { class MavLinkConnectionImpl; class ...
AirSim/MavLinkCom/include/MavLinkMessageBase.hpp/0
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#pragma once // clang-format off /* sha-256 implementation for MAVLink based on Heimdal sources, with modifications to suit mavlink headers */ /* * Copyright (c) 1995 - 2001 Kungliga Tekniska H�gskolan * (Royal Institute of Technology, Stockholm, Sweden). * All rights reserved. * * Redistribution and use in ...
AirSim/MavLinkCom/mavlink/mavlink_sha256.h/0
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#include "UdpSocket.hpp" #include "impl/UdpSocketImpl.hpp" using namespace mavlinkcom; using namespace mavlinkcom_impl; UdpSocket::UdpSocket() { pImpl.reset(new UdpSocketImpl()); } int UdpSocket::connect(const std::string& addr, int port) { return pImpl->connect(addr, port); } int UdpSocket::bind(const std:...
AirSim/MavLinkCom/src/UdpSocket.cpp/0
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#ifndef MavLinkCom_UdpSocketImpl_hpp #define MavLinkCom_UdpSocketImpl_hpp #include "Utils.hpp" #include "UdpSocket.hpp" #ifdef _WIN32 // windows #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include <windows.h> #include <winsock2.h> #include <ws2tcpip.h> // Need to link with Ws2_32.lib #pragma commen...
AirSim/MavLinkCom/src/impl/UdpSocketImpl.hpp/0
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pkill -x px4 || true
AirSim/PX4Scripts/sitl_kill.sh/0
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import airsim import time ''' An example script showing usage of Distance sensor to measure distance between 2 Car vehicles Settings - { "SettingsVersion": 1.2, "SimMode": "Car", "Vehicles": { "Car1": { "VehicleType": "PhysXCar", "AutoCreate": true, "Sensors": { "Distance": { ...
AirSim/PythonClient/car/distance_sensor_multi.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 client = airsim.VehicleClient() client.confirmConnection() pose = client.simGetVehiclePose() print("x={}, y={}, z={}".format(pose.position....
AirSim/PythonClient/computer_vision/getpos.py/0
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import setup_path import airsim from airsim import Vector3r, Quaternionr, Pose from airsim.utils import to_quaternion import numpy as np import time client = airsim.VehicleClient() client.confirmConnection() # plot red arrows for 30 seconds client.simPlotArrows(points_start = [Vector3r(x,y,0) for x, y in zip(np.lins...
AirSim/PythonClient/environment/plot_markers.py/0
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import setup_path import airsim client = airsim.MultirotorClient() client.confirmConnection() client.armDisarm(True)
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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 # requires Python 3.5.3 :: Anaconda 4.4.0 # pip install opencv-python import cv2 import time import sys def printUsage(): print("Usage: py...
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import setup_path import airsim import sys import time # For high speed ascent and descent on PX4 you may need to set these properties: # param set MPC_Z_VEL_MAX_UP 5 # param set MPC_Z_VEL_MAX_DN 5 z = 5 if len(sys.argv) > 1: z = float(sys.argv[1]) client = airsim.MultirotorClient() client.confirmConnection() cl...
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<!-- BEGIN MICROSOFT SECURITY.MD V0.0.6 BLOCK --> ## Security Microsoft takes the security of our software products and services seriously, which includes all source code repositories managed through our GitHub organizations, which include [Microsoft](https://github.com/Microsoft), [Azure](https://github.com/Azure), ...
AirSim/SECURITY.md/0
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#pragma once #include "common/CommonStructs.hpp" #include "physics/Kinematics.hpp" #include "common/ImageCaptureBase.hpp" /* * This file contains structures that facilitates the data transfer between * the C++(AirLib) layer and the C#(Unity) layer. * Equivalent C# structures are maintained in Unity and these two must...
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#pragma once #include "common/ImageCaptureBase.hpp" #include "AirSimStructs.hpp" using namespace AirSimUnity; /* * Implementation of ImageCaptureBase(defined in AirLib) that is used by vehicles to capture images. */ namespace AirSimUnity { class UnityImageCapture : public msr::airlib::ImageCaptureBase { public: ...
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#pragma once #include "CarPawn.h" #include "../../SimMode/SimModeBase.h" #include "../../UnityPawn.h" class SimModeCar : public SimModeBase { private: typedef msr::airlib::ClockFactory ClockFactory; typedef common_utils::Utils Utils; typedef msr::airlib::TTimePoint TTimePoint; typedef msr::airlib::TTi...
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using System; using System.Runtime.InteropServices; using System.Collections.Generic; using System.Text; /* * Structs used in the simulation are defined here. * Majority of them are the mapping from AirLib */ namespace AirSimUnity { namespace CarStructs { [StructLayout(LayoutKind.Sequential)] ...
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using AirSimUnity.CarStructs; using UnityEngine; namespace AirSimUnity { /* * Car component that is used to control the car object in the scene. A sub class of Vehicle that is communicating with AirLib. * This class depends on the AirSimController component to move the car based on Unity physics. *...
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using UnityEngine; namespace AirSimUnity { /// <summary> /// Renders an instance of weather visual effects. /// </summary> public class WeatherFX : MonoBehaviour { [SerializeField] private ParticleSystem snowParticleSystem = default; private float snowParticleSystemMaximumRate; ...
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[/Script/EngineSettings.GameMapsSettings] EditorStartupMap=/Game/FlyingCPP/Maps/FlyingExampleMap LocalMapOptions= TransitionMap= bUseSplitscreen=True TwoPlayerSplitscreenLayout=Horizontal ThreePlayerSplitscreenLayout=FavorTop GameInstanceClass=/Script/Engine.GameInstance GameDefaultMap=/Game/FlyingCPP/Maps/FlyingExampl...
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h"
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "AirSim.h" #include "Misc/Paths.h" #include "Modules/ModuleManager.h" #include "Modules/ModuleInterface.h" class FAirSim : public IModuleInterface { virtual void StartupModule() override; virtual void Shut...
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#include "PawnEvents.h" PawnEvents::CollisionSignal& PawnEvents::getCollisionSignal() { return collision_signal_; } PawnEvents::PawnTickSignal& PawnEvents::getPawnTickSignal() { return pawn_tick_signal_; }
AirSim/Unreal/Plugins/AirSim/Source/PawnEvents.cpp/0
{ "file_path": "AirSim/Unreal/Plugins/AirSim/Source/PawnEvents.cpp", "repo_id": "AirSim", "token_count": 87 }
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#include "SimJoyStick.h" #if defined _WIN32 || defined _WIN64 #include "DirectInputJoystick.h" struct SimJoyStick::impl { public: void getJoyStickState(int index, SimJoyStick::State& state, const AxisMaps& maps) { if (index >= kMaxControllers) { state.is_initialized = false; r...
AirSim/Unreal/Plugins/AirSim/Source/SimJoyStick/SimJoyStick.cpp/0
{ "file_path": "AirSim/Unreal/Plugins/AirSim/Source/SimJoyStick/SimJoyStick.cpp", "repo_id": "AirSim", "token_count": 8297 }
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