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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #pragma once #include "CoreMinimal.h" #include "sensors/SensorFactory.hpp" #include <memory> #include "NedTransform.h" #include "GameFramework/Actor.h" class UnrealSensorFactory : public msr::airlib::SensorFactory { publi...
AirSim/Unreal/Plugins/AirSim/Source/UnrealSensors/UnrealSensorFactory.h/0
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#pragma once #include "CoreMinimal.h" #include "ComputerVisionPawn.h" #include "common/Common.hpp" #include "api/VehicleSimApiBase.hpp" #include "SimMode/SimModeBase.h" #include "SimModeComputerVision.generated.h" UCLASS() class AIRSIM_API ASimModeComputerVision : public ASimModeBase { GENERATED_BODY() private...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/ComputerVision/SimModeComputerVision.h/0
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{ "recommendations": [ "ms-python.python", "ms-azuretools.vscode-docker", "ms-vscode.powershell" ] }
AirSim/azure/.vscode/extensions.json/0
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59
rd /s/q AirLib\lib rd /s/q AirLib\deps\MavLinkCom rd /s/q AirLib\deps\rpclib rd /s/q external\rpclib\build msbuild /p:Platform=x64 /p:Configuration=Debug AirSim.sln /t:Clean if ERRORLEVEL 1 goto :buildfailed msbuild /p:Platform=x64 /p:Configuration=Release AirSim.sln /t:Clean if ERRORLEVEL 1 goto :buildfailed goto :eo...
AirSim/clean.cmd/0
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ARG BASE_IMAGE=nvidia/cudagl:10.0-devel-ubuntu18.04 FROM $BASE_IMAGE RUN DEBIAN_FRONTEND=noninteractive apt-get update && apt-get install -y --no-install-recommends \ python3 \ python3-pip \ sudo \ libglu1-mesa-dev \ xdg-user-dirs \ pulseaudio \ x11-xserver-utils RUN python3 -m pip install --upgrade pip && \ ...
AirSim/docker/Dockerfile_binary/0
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## Distance Sensor By default, Distance Sensor points to the front of the vehicle. It can be pointed in any direction by modifying the settings Configurable Parameters - Parameter | Description --------------------|------------ X Y Z | Position of the sensor relative to the vehicle (in NED, i...
AirSim/docs/distance_sensor.md/0
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# Welcome to MavLinkCom MavLinkCom is a cross-platform C++ library that helps connect to and communicate with [MavLink](https://github.com/mavlink/mavlink) based vehicles. Specifically this library is designed to work well with [PX4](https://github.com/PX4/Firmware) based drones. ## Design You can view and edit the ...
AirSim/docs/mavlinkcom.md/0
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# An Orbit Trajectory Moved here from [https://github.com/microsoft/AirSim/wiki/An-Orbit-Trajectory](https://github.com/microsoft/AirSim/wiki/An-Orbit-Trajectory) Have you ever wanted to fly a nice smooth circular orbit? This can be handy for capturing 3D objects from all sides especially if you get multiple orbits a...
AirSim/docs/orbit.md/0
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# PX4/MavLink Logging Thanks to [Chris Lovett](https://github.com/clovett) for developing various tools for PX4/MavLink logging mentioned on this page! ## Logging MavLink Messages AirSim can capture mavlink log files if you add the following to the PX4 section of your `settings.json` file: ```json { "SettingsVe...
AirSim/docs/px4_logging.md/0
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# Unreal Environment ## Setting Up the Unreal Project ### Option 1: Built-in Blocks Environment To get up and running fast, you can use the Blocks project that already comes with AirSim. This is not very highly detailed environment to keep the repo size reasonable but we use it for various testing all the times and i...
AirSim/docs/unreal_proj.md/0
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#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 "airsim_settings_parser.h" #include "common/AirSimSettings.hpp" #include "common/common_u...
AirSim/ros/src/airsim_ros_pkgs/include/airsim_ros_wrapper.h/0
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std_msgs/Header header geometry_msgs/PoseWithCovariance pose geometry_msgs/TwistWithCovariance twist float32 speed int8 gear float32 rpm float32 maxrpm bool handbrake
AirSim/ros/src/airsim_ros_pkgs/msg/CarState.msg/0
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# string vehicle_name bool wait_on_last_task --- bool success
AirSim/ros2/src/airsim_interfaces/srv/Reset.srv/0
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import launch from launch_ros.actions import Node def generate_launch_description(): ld = launch.LaunchDescription([ Node( package='airsim_ros_pkgs', executable='pd_position_controller_simple_node', name='pid_position_node', output='scree...
AirSim/ros2/src/airsim_ros_pkgs/launch/position_controller_simple.launch.py/0
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@echo off REM //---------- set up variable ---------- setlocal set ROOT_DIR=%~dp0 REM root folder for repos set RepoRoot=%1 set CommitMessage=%2 IF "%CommitMessage%"=="" ( echo "CommitMessage needs to be provided" goto :failed ) IF NOT EXIST %RepoRoot% ( echo "RepoRoot needs to be provided" goto :failed ) for %...
AirSim/tools/gitcommitall.bat/0
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// LzmaEncoder.cs using System; namespace SevenZip.Compression.LZMA { using RangeCoder; public class Encoder : ICoder, ISetCoderProperties, IWriteCoderProperties { enum EMatchFinderType { BT2, BT4, }; const UInt32 kIfinityPrice = 0xFFFFFFF; static Byte[] g_FastPos = new Byte[1 << 11]; static ...
AssetStudio/AssetStudio/7zip/Compress/LZMA/LzmaEncoder.cs/0
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72
/* Copyright 2017 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>Byte-to-int conversion magic.</summary> internal sealed class IntReader { private byte[] byteBuffer; private in...
AssetStudio/AssetStudio/Brotli/IntReader.cs/0
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73
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class AssetInfo { public int preloadIndex; public int preloadSize; public PPtr<Object> asset; public AssetInfo(ObjectReader reader) { preloa...
AssetStudio/AssetStudio/Classes/AssetBundle.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class NamedObject : EditorExtension { public string m_Name; protected NamedObject(ObjectReader reader) : base(reader) { m_Name = reader.ReadAlignedString();...
AssetStudio/AssetStudio/Classes/NamedObject.cs/0
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using System.IO; namespace AssetStudio { public class StreamedResource { public string m_Source; public long m_Offset; //ulong public long m_Size; //ulong public StreamedResource(BinaryReader reader) { m_Source = reader.ReadAlignedString(); m_Of...
AssetStudio/AssetStudio/Classes/VideoClip.cs/0
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using System; using System.Diagnostics; using System.Globalization; namespace AssetStudio { /// <summary> /// Represents a half-precision floating point number. /// </summary> /// <remarks> /// Note: /// Half is not fast enought and precision is also very bad, /// so is should no...
AssetStudio/AssetStudio/Math/Half.cs/0
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using System.IO; namespace AssetStudio { public class StreamFile { public string path; public string fileName; public Stream stream; } }
AssetStudio/AssetStudio/StreamFile.cs/0
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#include "asfbx_skin_context.h" #include "asfbx_context.h" AsFbxSkinContext::AsFbxSkinContext(AsFbxContext* pContext, FbxNode* pFrameNode) : pSkin(nullptr) { if (pContext != nullptr && pContext->pScene != nullptr) { pSkin = FbxSkin::Create(pContext->pScene, ""); } if (pFrameNode != nullptr) { lMeshMatrix =...
AssetStudio/AssetStudioFBXNative/asfbx_skin_context.cpp/0
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namespace AssetStudioGUI { partial class AssetStudioGUIForm { /// <summary> /// Required designer variable. /// </summary> private System.ComponentModel.IContainer components = null; /// <summary> /// Clean up any resources being used. /// </summary> ...
AssetStudio/AssetStudioGUI/AssetStudioGUIForm.Designer.cs/0
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using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Runtime.InteropServices; namespace SpirV { public class Module { [StructLayout(LayoutKind.Explicit)] private struct FloatUIntUnion { [FieldOffset(0)] public uint Int; [FieldOffset(0)] public floa...
AssetStudio/AssetStudioUtility/CSspv/Module.cs/0
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using System.Collections.Generic; namespace AssetStudio { public class SerializedTypeHelper { private readonly int[] version; public SerializedTypeHelper(int[] version) { this.version = version; } public void AddMonoBehaviour(List<TypeTreeNode> nodes, int ...
AssetStudio/AssetStudioUtility/SerializedTypeHelper.cs/0
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#include "crunch.h" #include <stdint.h> #include <algorithm> #include "crunch/crn_decomp.h" bool crunch_unpack_level(const uint8_t* data, uint32_t data_size, uint32_t level_index, void** ret, uint32_t* ret_size) { crnd::crn_texture_info tex_info; if (!crnd::crnd_get_texture_info(data, data_size, &tex_info)) { ret...
AssetStudio/Texture2DDecoderNative/crunch.cpp/0
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83
#pragma once #include <stdint.h> bool unity_crunch_unpack_level(const uint8_t* data, uint32_t data_size, uint32_t level_index, void** ret, uint32_t* ret_size);
AssetStudio/Texture2DDecoderNative/unitycrunch.h/0
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84
# 一切皆实体 目前十分流行ECS设计,主要是守望先锋的成功,引爆了这种技术。守望先锋采用了状态帧这种网络技术,客户端会进行预测,预测不准需要进行回滚,由于组件式的设计,回滚可以只回滚某些组件即可。ECS最重要的设计是逻辑跟数据的完全分离。即EC是纯数据,System实际上就是逻辑,由数据驱动逻辑。数据驱动逻辑是什么意思呢?很简单通过Update检测数据变化,通过事件机制来订阅数据变化,这就是所谓的数据驱动了。其它的特点例如缓存命中,在编写逻辑上来说并不太重要,现代游戏都用脚本,连脚本的性能都能容忍怎么会在乎缓存命中那点性能提升?ET在设计的时候吸收了这些想法,但是并不完全照搬,目前的设计是我经过长期的思考跟重构得来的,还是有些自己...
ET/Book/3.3一切皆实体.md/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <OutputType>Exe</OutputType> <TargetFramework>net8.0</TargetFramework> <RootNamespace>ET</RootNamespace> <LangVersion>12</LangVersion> <AssemblyName>App</AssemblyName> </PropertyGroup> <PropertyGroup> <AppendTargetFrameworkToOutputPath>f...
ET/DotNet/App/DotNet.App.csproj/0
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86
namespace Unity.Mathematics.UnityEngine { public class PropertyAttribute { } }
ET/DotNet/ThirdParty/Unity.Mathematics/PropertyAttribute.cs/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 EntityFiledAccessAnaly...
ET/Share/Analyzer/Analyzer/EntityFiledAccessAnalyzer.cs/0
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namespace ET.Analyzer { public static class DiagnosticIds { public const string AddChildTypeAnalyzerRuleId = "ET0001"; public const string EntityFiledAccessAnalyzerRuleId = "ET0002"; public const string EntityClassDeclarationAnalyzerRuleId = "ET0003"; public const string Hotf...
ET/Share/Analyzer/Config/DiagnosticIds.cs/0
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mkdir -p build_osx && cd build_osx cmake -GXcode ../ cd .. cmake --build build_osx --config Release mkdir -p Plugins/RecastDll.bundle/Contents/MacOS/ cp build_osx/Release/RecastDll.bundle/Contents/MacOS/RecastDll Plugins/RecastDll.bundle/Contents/MacOS/RecastDll rm -rf build_osx
ET/Share/Libs/RecastDll/make_osx.sh/0
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ubuntu:1234567890
ET/Tools/cwRsync/Config/rsyncd.secrets/0
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using System; namespace ET { /// <summary> /// 对于特殊实体类 允许类内部声明方法的标签 /// </summary> [AttributeUsage(AttributeTargets.Class, Inherited = false)] public class EnableMethodAttribute : Attribute { } }
ET/Unity/Assets/Scripts/Core/Analyzer/EnableMethodAttribute.cs/0
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using System.Collections.Generic; namespace ET { public class Mailboxes { private readonly Dictionary<long, MailBoxComponent> mailboxes = new(); public void Add(MailBoxComponent mailBoxComponent) { this.mailboxes.Add(mailBoxComponent.Parent.InstanceId, mailBoxCompo...
ET/Unity/Assets/Scripts/Core/Fiber/Mailboxes.cs/0
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using System.Collections.Generic; namespace ET { public enum TimerClass { None, OnceTimer, OnceWaitTimer, RepeatedTimer, } public struct TimerAction { public TimerAction(TimerClass timerClass, long startTime, long time, int type, object obj) { ...
ET/Unity/Assets/Scripts/Core/Fiber/Module/Timer/TimerComponent.cs/0
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ET/Unity/Assets/Scripts/Core/Helper/MD5Helper.cs.meta/0
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ET/Unity/Assets/Scripts/Core/Helper/ZipHelper.cs.meta/0
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namespace ET { public abstract class HandlerObject: Object { } }
ET/Unity/Assets/Scripts/Core/Object/HandlerObject.cs/0
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ET/Unity/Assets/Scripts/Core/Serialize/MongoHelper.cs.meta/0
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namespace ET { public interface ISingletonAwake { void Awake(); } public interface ISingletonAwake<A> { void Awake(A a); } public interface ISingletonAwake<A, B> { void Awake(A a, B b); } public interface ISingletonAwake<A, B, C> { ...
ET/Unity/Assets/Scripts/Core/World/ISingletonAwake.cs/0
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ET/Unity/Assets/Scripts/Core/World/Module/Code/CodeAttribute.cs.meta/0
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using System; namespace ET { public interface IScheduler: IDisposable { void Add(int fiberId); } }
ET/Unity/Assets/Scripts/Core/World/Module/Fiber/IScheduler.cs/0
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namespace ET { public class Logger: Singleton<Logger>, ISingletonAwake { private ILog log; public ILog Log { set { this.log = value; } get { return this.log; } } ...
ET/Unity/Assets/Scripts/Core/World/Module/Log/Logger.cs/0
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#if ENABLE_VIEW using System; using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEngine; namespace ET { [CustomEditor(typeof (ComponentView))] public class ComponentViewEditor: Editor { public override void OnInspectorGUI() { ComponentView ...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/ComponentViewEditor.cs/0
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using System; using System.IO; using System.Collections.Generic; using System.Text; using ET; using UnityEditor; using UnityEditor.UI; using UnityEngine; using UnityEngine.AI; using UnityEngine.Networking; using UnityEngine.SceneManagement; namespace ETEditor { /// <summary> /// 从Unity的NavMesh组件里导出地图数据,供服务器来使...
ET/Unity/Assets/Scripts/Editor/RecastNavDataExporter/NavMeshExporter.cs/0
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using Unity.Mathematics; namespace ET.Client { [MessageHandler(SceneType.Demo)] public class M2C_StopHandler : MessageHandler<Scene, M2C_Stop> { protected override async ETTask Run(Scene root, M2C_Stop message) { Unit unit = root.CurrentScene().GetComponent<UnitComponent>().Get(message.Id); if (unit == n...
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namespace ET.Client { [MessageHandler(SceneType.Demo)] public class M2C_CreateUnitsHandler: MessageHandler<Scene, M2C_CreateUnits> { protected override async ETTask Run(Scene root, M2C_CreateUnits message) { Scene currentScene = root.CurrentScene(); UnitComponent unitComponent = currentScene.GetComponent<...
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ET/Unity/Assets/Scripts/Hotfix/Client/Demo/NetClient/LoginHelper.cs.meta/0
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namespace ET.Client { [MessageHandler(SceneType.LockStep)] public class Room2C_AdjustUpdateTimeHandler: MessageHandler<Scene, Room2C_AdjustUpdateTime> { protected override async ETTask Run(Scene root, Room2C_AdjustUpdateTime message) { Room room = root.GetComponent<Room>(); ...
ET/Unity/Assets/Scripts/Hotfix/Client/LockStep/Room2C_AdjustUpdateTimeHandler.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Server.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Gate/GateSessionKeyComponentSystem.cs.meta/0
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using System; using System.Reflection; namespace ET.Server { [ConsoleHandler(ConsoleMode.Robot)] public class RobotConsoleHandler: IConsoleHandler { public async ETTask Run(Fiber fiber, ModeContex contex, string content) { string[] ss = content.Split(" "); switch (ss...
ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Robot/RobotConsoleHandler.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Server/LockStep/Match.meta/0
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using System.Collections.Generic; namespace ET.Server { [MessageHandler(SceneType.RoomRoot)] public class RoomManager2Room_InitHandler: MessageHandler<Scene, RoomManager2Room_Init, Room2RoomManager_Init> { protected override async ETTask Run(Scene root, RoomManager2Room_Init request, Room2RoomManag...
ET/Unity/Assets/Scripts/Hotfix/Server/LockStep/Room/RoomManager2Room_InitHandler.cs/0
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134
using System.Collections.Generic; namespace ET.Server { [MessageHandler(SceneType.NetInner)] public class A2NetInner_RequestHandler: MessageHandler<Scene, A2NetInner_Request, A2NetInner_Response> { protected override async ETTask Run(Scene root, A2NetInner_Request request, A2NetInner_Response resp...
ET/Unity/Assets/Scripts/Hotfix/Server/Module/Message/A2NetInner_RequestHandler.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Share/Demo/EntryEvent1_InitShare.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Share/Module/Actor/MailBoxType_OrderedMessageHandler.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Share/Module/Scene/CurrentScenesComponentSystem.cs.meta/0
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using UnityEngine; namespace ET.Client { [EntitySystemOf(typeof(LSCameraComponent))] [FriendOf(typeof(LSCameraComponent))] public static partial class LSCameraComponentSystem { [EntitySystem] private static void Awake(this LSCameraComponent self) { self.Camera = Camera.main; self.Camera.transform.rota...
ET/Unity/Assets/Scripts/HotfixView/Client/LockStep/Camera/LSCameraComponentSystem.cs/0
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ET/Unity/Assets/Scripts/HotfixView/Client/LockStep/Scene/AfterCreateClientScene_LSAddComponent.cs.meta/0
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using UnityEngine; using UnityEngine.UI; namespace ET.Client { [EntitySystemOf(typeof(UILSLoginComponent))] [FriendOf(typeof(UILoginComponent))] [FriendOfAttribute(typeof(ET.Client.UILSLoginComponent))] public static partial class UILSLoginComponentSystem { [EntitySystem] private s...
ET/Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLogin/UILoginComponentSystem.cs/0
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using System; using System.Collections.Generic; using System.IO; using UnityEngine; namespace ET { [Invoke] public class GetAllConfigBytes: AInvokeHandler<ConfigLoader.GetAllConfigBytes, ETTask<Dictionary<Type, byte[]>>> { public override async ETTask<Dictionary<Type, byte[]>> Handle(ConfigLoader.G...
ET/Unity/Assets/Scripts/Loader/ConfigLoaderInvoker.cs/0
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using System.Collections.Generic; using UnityEngine; namespace ET { public class GizmosDebug: MonoBehaviour { public static GizmosDebug Instance { get; private set; } public List<Vector3> Path; private void Awake() { Instance = this; } private void...
ET/Unity/Assets/Scripts/Loader/MonoBehaviour/GizmosDebug.cs/0
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using System.Collections.Generic; public class AOTGenericReferences : UnityEngine.MonoBehaviour { // {{ AOT assemblies public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string> { "MemoryPack.dll", "MongoDB.Bson.dll", "System.Core.dll", "System.Runtime.CompilerServices.Unsafe.dll...
ET/Unity/Assets/Scripts/Loader/Plugins/HybridCLR/Generated/AOTGenericReferences.cs/0
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{ "name": "Unity.Loader", "rootNamespace": "ET", "references": [ "Unity.ThirdParty", "Unity.Core", "HybridCLR.Runtime", "MemoryPack", "YooAsset", "YooAsset.Editor" ], "includePlatforms": [], "excludePlatforms": [], "allowUnsafeCode": true, ...
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namespace ET.Server { [ComponentOf(typeof(Player))] public class GateMapComponent: Entity, IAwake { private EntityRef<Scene> scene; public Scene Scene { get { return this.scene; } set { this...
ET/Unity/Assets/Scripts/Model/Server/Demo/Gate/GateMapComponent.cs/0
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namespace ET.Server { public struct RobotCase_SecondCaseWait: IWaitType { public int Error { get; set; } public M2C_TestRobotCase2 M2CTestRobotCase2; } }
ET/Unity/Assets/Scripts/Model/Server/Demo/Robot/Case/RobotCase_SecondCase.cs/0
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