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mamoniem/bellz
Source/Bellz/Gladiator.h
// All rights reserved, <NAME> 2016 http://www.mamoniem.com/ #pragma once #include "GameDataTables.h" #include "GameFramework/Character.h" #include "Gladiator.generated.h" UCLASS(config = Game) class AGladiator : public ACharacter { GENERATED_BODY() virtual void BeginPlay() override; //Camera boom positioning th...
mamoniem/bellz
Source/Bellz/BellzSaveGame.h
// All rights reserved, <NAME> 2016 http: #pragma once #include "GameFramework/SaveGame.h" #include "BellzSaveGame.generated.h" /** * */ UCLASS() class BELLZ_API UBellzSaveGame : public USaveGame { GENERATED_BODY() public: UPROPERTY(VisibleAnywhere, Category = SavedValues) FString SlotName; UPROPERTY(Visi...
brandondixon/uart-message
umsg.c
//***************************************************************************** // // umsg.c - Driver for the UMSG module. // // Copyright (c) 2015 Sevun Scientific, Inc.. All rights reserved. // Software License Agreement // // Redistribution and use in source and binary forms, with or without // modification, a...
Omicrxn/U.N.Squadron
PowerupOrange.h
<reponame>Omicrxn/U.N.Squadron<gh_stars>1-10 #ifndef __POWERUPORANGE_H__ #define __POWERUPORANGE_H__ #include "Weapon.h" #include "Path.h" class PowerupOrange : public Weapon { public: // Constructor (x y coordinates in the world) // Creates animation and movement data and the collider PowerupOrange(int x, int y);...
Omicrxn/U.N.Squadron
StealthBomber.h
<filename>StealthBomber.h<gh_stars>1-10 #pragma once #ifndef _STEALTHBOMBER_H__ #define _STEALTHBOMBER_H__ #include "Enemy.h" #include "Path.h" enum SBState { SPAWNING, IDLE,SHOOTING }; class StealthBomber : public Enemy { public: StealthBomber(int x, int y, bool spawnRight); void Update() override; void OnCollisio...
Omicrxn/U.N.Squadron
Globals.h
<filename>Globals.h #pragma once #ifndef __GLOBALS_H__ #define __GLOBALS_H__ #include <windows.h> #define LOG(format, ...) Log(__FILE__,__LINE__,format,__VA_ARGS__); void Log(const char file[], int line, const char* format, ...); #define EXIT_FAILURE 1 #define EXIT_SUCCESS 0 #define MIN( a, b ) ( ((a) < (b)) ? (a) :...
Omicrxn/U.N.Squadron
GreenFighterPlane.h
<reponame>Omicrxn/U.N.Squadron #pragma once #include "Enemy.h" #include "Path.h" enum GFState { gSPAWNING, gIDLE }; class GreenFighterPlane : public Enemy { public: // Constructor (x y coordinates in the world) // Creates animation and movement data and the collider GreenFighterPlane(int x, int y, bool spawnRight)...
Omicrxn/U.N.Squadron
ModulePlayer.h
<gh_stars>1-10 #pragma once #ifndef __MODULEPLAYER_H__ #define __MODULEPLAYER_H__ #include "Module.h" #include "p2Point.h" #include "SDL_rect.h" #include "Animation.h" struct SDL_Texture; class ModulePlayer : public Module { public: ModulePlayer(bool startEnabled); ~ModulePlayer(); bool Start(); bool Init(); up...
Omicrxn/U.N.Squadron
ModuleTextureManager.h
<reponame>Omicrxn/U.N.Squadron #pragma once #ifndef __ModuleTextures_H__ #define __ModuleTextures_H__ #include "Module.h" #include "Globals.h" #define MAX_TEXTURES 200 struct SDL_Texture; class ModuleTextureManager : public Module { public: ModuleTextureManager(bool startEnabled); ~ModuleTextureManager(); bool I...
Omicrxn/U.N.Squadron
ModuleStartScreen.h
#pragma once #ifndef __MODULESTARTSCREEN_H__ #define __MODULESTARTSCREEN_H__ #include "Module.h" #include "Animation.h" #include "p2Point.h" struct SDL_Texture; class ModuleStartScreen : public Module { public: ModuleStartScreen(bool startEnabled); ~ModuleStartScreen(); bool Start(); update_status Update(); upd...
Omicrxn/U.N.Squadron
SB_BombShrapnel.h
#pragma once #ifndef __SB_BOMBSHRAPNEL_H__ #define __SB_BOMBSHRAPNEL_H__ #include "Weapon.h" #include "Path.h" class SB_BombShrapnel : public Weapon { public: // Constructor (x y coordinates in the world) // Creates animation and movement data and the collider SB_BombShrapnel(int x, int y,unsigned int number); /...
Omicrxn/U.N.Squadron
PowerupBlue.h
<gh_stars>1-10 #ifndef __POWERUPBLUE_H__ #define __POWERUPBLUE_H__ #include "Weapon.h" #include "Path.h" class PowerupBlue : public Weapon { public: // Constructor (x y coordinates in the world) // Creates animation and movement data and the collider PowerupBlue(int x, int y); void Update() override; void OnCo...
Omicrxn/U.N.Squadron
Application.h
<reponame>Omicrxn/U.N.Squadron #pragma once #ifndef __APPLICATION_H__ #define __APPLICATION_H__ #include "Globals.h" class Module; class ModuleWindow; class ModuleInput; class ModuleTextureManager; class ModuleWinScreen; class ModuleAudio; class ModulePlayer; class ModuleLevel1; class ModuleLevel2; class ModulePartic...
Omicrxn/U.N.Squadron
ModuleSelector.h
#pragma once #ifndef __MODULESELECTOR_H__ #define __MODULESELECTOR_H__ #include "Module.h" #include "Globals.h" #include "Animation.h" #include "p2Point.h" enum selection { LEVEL1, LEVEL2 }; struct SDL_Texture; class ModuleSelector : public Module { public: ModuleSelector(bool startEnabled); ~ModuleSelector(); ...
Omicrxn/U.N.Squadron
ModuleWindow.h
#pragma once #ifndef __ModuleWindow_H__ #define __ModuleWindow_H__ #include "Module.h" struct SDL_Window; struct SDL_Surface; class ModuleWindow : public Module { public: ModuleWindow(bool startEnabled); virtual ~ModuleWindow(); bool Init(); bool CleanUp(); SDL_Window* sdlWindow = nullptr; SDL_Surface* sc...
Omicrxn/U.N.Squadron
ModuleLevel1.h
#pragma once #ifndef __MODULELEVEL1_H__ #define __MODULELEVEL1_H__ #include "Module.h" #include "Globals.h" #include "SDL_rect.h" #include "p2Point.h" struct SDL_Texture; class ModuleLevel1 : public Module { public: ModuleLevel1(bool startEnabled); ~ModuleLevel1(); bool Start(); update_status Update(); update...
Omicrxn/U.N.Squadron
ModuleLoseScreen.h
<gh_stars>1-10 #pragma once #include "Module.h" #include "Globals.h" #include "SDL_timer.h" #include "SDL_rect.h" #include "Animation.h" struct SDL_Texture; class ModuleLoseScreen : public Module { public: ModuleLoseScreen(bool startEnabled); ~ModuleLoseScreen(); bool Start(); update_status Update(); update_stat...
Omicrxn/U.N.Squadron
Weapon.h
<gh_stars>1-10 #ifndef __WEAPON_H__ #define __WEAPON_H__ #include "p2Point.h" #include "Animation.h" struct SDL_Texture; struct Collider; class Weapon { public: // Constructor // Saves the spawn position for later movement calculations Weapon(int x, int y); // Destructor virtual ~Weapon(); // Returns the wea...
Omicrxn/U.N.Squadron
ModuleInput.h
#pragma once #ifndef __ModuleInput_H__ #define __ModuleInput_H__ #include "Module.h" #include "Globals.h" #include "SDL_scancode.h" #include "SDL.h" #define MAX_KEYS 300 #define MAX_PADS 4 struct _SDL_GameController; struct _SDL_Haptic; enum key_state { KEY_IDLE = 0, KEY_DOWN, KEY_REPEAT, KEY_UP }; struct Game...
Omicrxn/U.N.Squadron
ModuleStore.h
#pragma once #ifndef __MODULESTORE_H__ #define __MODULESTORE_H__ #include "Module.h" #include "Animation.h" #include "p2Point.h" struct SDL_Texture; class ModuleStore : public Module { public: ModuleStore(bool startEnabled); ~ModuleStore(); bool Start(); update_status Update(); update_status PostUpdate(); bool...
Omicrxn/U.N.Squadron
ModuleInitialScreen.h
#pragma once #ifndef __MODULEINITIALSCREEN_H__ #define __MODULEINITIALSCREEN_H__ #include "Module.h" #include "Globals.h" #include "SDL_timer.h" #include "SDL_rect.h" struct SDL_Texture; class ModuleInitialScreen : public Module { public: ModuleInitialScreen(bool startEnabled); ~ModuleInitialScreen(); bool Start(...
Omicrxn/U.N.Squadron
Module.h
#pragma once #ifndef __MODULE_H__ #define __MODULE_H__ #include "Globals.h" struct Collider; class Module { private: bool enabled = true; public: Module(bool startEnabled); //Called at the beginning of the application execution virtual bool Init(); //Called when the module is activated virtual bool Start(); ...
Omicrxn/U.N.Squadron
Bomb.h
<gh_stars>1-10 #ifndef __BOMB_H__ #define __BOMB_H__ #include "Weapon.h" #include "Path.h" class Bomb : public Weapon { public: // Constructor (x y coordinates in the world) // Creates animation and movement data and the collider Bomb(int x, int y); // The weapon is going to follow the different steps in the pat...
Omicrxn/U.N.Squadron
p2Point.h
#pragma once #ifndef __PointOperations_h__ #define __PointOperations_h__ #include "Globals.h" #include <math.h> template<class TYPE> class PointOperations { public: TYPE x, y; PointOperations() {} PointOperations(const PointOperations& v) { this->x = v.x; this->y = v.y; } PointOperations(const TYPE& x...
Omicrxn/U.N.Squadron
SB_Bomb.h
<reponame>Omicrxn/U.N.Squadron<gh_stars>1-10 #pragma once #ifndef __SB_BOMB_H__ #define __SB_BOMB_H__ #include "Weapon.h" #include "Path.h" class SB_Bomb : public Weapon { public: // Constructor (x y coordinates in the world) // Creates animation and movement data and the collider SB_Bomb(int x, int y,unsigned int...
Omicrxn/U.N.Squadron
ModuleLevel2.h
<reponame>Omicrxn/U.N.Squadron<gh_stars>1-10 #pragma once #ifndef __MODULELEVEL2_H__ #define __MODULELEVEL2_H__ #include "Module.h" #include "Globals.h" #include "SDL_rect.h" #include "p2Point.h" struct SDL_Texture; class ModuleLevel2 : public Module { public: ModuleLevel2(bool startEnabled); ~ModuleLevel2(); bo...
Omicrxn/U.N.Squadron
ModuleWeapons.h
<gh_stars>1-10 #ifndef __MODULE_WEAPONS_H__ #define __MODULE_WEAPONS_H__ #include "Module.h" #define MAX_WEAPONS 100 // Create new weapon types: enum class WEAPON_TYPE { NO_TYPE, BOMB, SHELL, FALCON, CEILING, GF_HOOK, SB_BOMB, SB_SHRAPNEL, POWERUP_BLUE, POWERUP_ORANGE, LEVEL1GUN }; struct WeaponSpawnpoint { WEAPO...
Omicrxn/U.N.Squadron
ModuleWinScreen.h
<filename>ModuleWinScreen.h #pragma once #ifndef __MODULEWINSCREEN_H__ #define __MODULEWINSCREEN_H__ #include "Module.h" #include "Globals.h" #include "SDL_timer.h" #include "SDL_rect.h" struct SDL_Texture; class ModuleWinScreen : public Module { public: ModuleWinScreen(bool startEnabled); ~ModuleWinScreen(); boo...
Omicrxn/U.N.Squadron
ModuleParticles.h
#pragma once #ifndef __MODULEPARTICLES_H__ #define __MODULEPARTICLES_H__ #include "Application.h" #include "Animation.h" #include "p2Point.h" #include "Module.h" #include "SDL.h" #include "ModuleCollisions.h" #define MAX_ACTIVE_PARTICLES 200 struct SDL_Texture; struct Collider; struct Particle { public: // Constr...
Omicrxn/U.N.Squadron
SetBulletDirection.h
<filename>SetBulletDirection.h #include "Enemy.h" void SetBulletDirection(Enemy* enemy);
Omicrxn/U.N.Squadron
ModuleRenderer.h
#pragma once #ifndef __ModuleRenderer_H__ #define __ModuleRenderer_H__ #include "Module.h" #include "SDL_rect.h" struct SDL_Texture; struct SDL_Renderer; class ModuleRenderer : public Module { public: ModuleRenderer(bool startEnabled); ~ModuleRenderer(); bool Init(); update_status PreUpdate(); update_status ...
naudhizb/NumOperation
NumOperation.h
<gh_stars>0 /** * @file NumOperation.h * @author naudhizb (<EMAIL>) * @brief * @version 0.1 * @date 2021-01-27 * * @copyright Copyright (c) 2021 * */ #ifndef NUMOPERATION_H_ #define NUMOPERATION_H_ #if __cplusplus extern "C" { #endif #include <stdint.h> #define NumOp_Saturate(data, min, max) ((data) < ...
naudhizb/NumOperation
NumOperation.c
/** * @file NumOperation.c * @author naudhizb (<EMAIL>) * @brief * @version 0.1 * @date 2021-01-29 * * @copyright Copyright (c) 2021 * */ #include "NumOperation.h" #include <stdio.h> float NumOp_GetPercentage(float data, float min, float max){ float percent = (data - min) / (max - min); return pe...
CMTFrostyy/GTA127_PS4505-Native_Caller
gtaPayload/include/invoker.h
#pragma once #include "types.h" #include <utility> // struct Native_s { // struct Native_s *lastNativeTable; // u64 nativeFunctions[7]; // u64 nativeCount; // u64 nativeHashes[7]; // }; struct NativeArg_s { u64* returnValue; u32 argCount; u8 padding1[4]; u64* argValues; u32 vectorCount; u8 padding2[4]; Ve...
CMTFrostyy/GTA127_PS4505-Native_Caller
source/main.c
#include "ps4.h" #include "kern.h" #include "proc.h" #include "gta.h" extern char gtaPayload[]; extern int gtaPayloadSize; int gamePID; void* hookAddress; double(*ceil)(double x); int(*sceSysUtilSendSystemNotificationWithText)(int messageType, char* message); void sysNotify(char* msg) { sceSysUtilSendSystemNotific...
scveloso/Software
src/software/ai/intent/intent.h
#pragma once #include <string> #include <vector> #include "software/ai/intent/avoid_area.h" // We forward-declare the IntentVisitor interface (pure virtual class) because we need // to know about the existence of this class in order to accept visitors with the // accept() function. We cannot use an #include statemen...
scveloso/Software
src/software/ai/world/robot_capabilities.h
#pragma once #include <bitset> #include <initializer_list> #include <ostream> class RobotCapabilityFlags { public: typedef enum { Kick = 0, Chip = 1, Dribble = 2, MAX = 3 } RobotCapability; /** * returns a RobotCapabilityFlags object with all of the ca...
scveloso/Software
src/software/ai/hl/stp/tactic/crease_defender_tactic.h
<filename>src/software/ai/hl/stp/tactic/crease_defender_tactic.h #pragma once #include "software/ai/hl/stp/evaluation/enemy_threat.h" #include "software/ai/hl/stp/tactic/tactic.h" #include "software/geom/segment.h" /** * A crease defender moves around the exterior of our defense box to help shadow * shots against t...
scveloso/Software
src/software/util/time/timestamp.h
#pragma once #include "software/util/time/duration.h" #include "software/util/time/time.h" /** * A simple Timestamp class built around doubles. This Timestamp is intended to represent * the t_capture timestamps we receive from the SSL Vision system. These t_capture values * are monotonic (meaning they are always p...
scveloso/Software
src/software/ai/intent/direct_wheels_intent.h
<reponame>scveloso/Software #pragma once #include "software/ai/intent/intent.h" #include "software/ai/primitive/direct_wheels_primitive.h" class DirectWheelsIntent : public Intent, public DirectWheelsPrimitive { public: static const std::string INTENT_NAME; /** * Creates a new DirectWheels Intent ...
scveloso/Software
src/software/ai/hl/hl.h
#pragma once #include <memory> #include <vector> #include "software/ai/hl/stp/play_info.h" #include "software/ai/intent/intent.h" #include "software/ai/world/world.h" /** * An abstraction for the high-level logic of our AI. The high-level logic is responsible * for the major strategic gameplay decisions of the AI....
scveloso/Software
src/software/ai/navigator/path_planning_navigator/obstacle/obstacle.h
/** * An obstacle is an area to avoid based on the size of the robot and its velocity */ #pragma once #include "shared/constants.h" #include "software/ai/world/ball.h" #include "software/ai/world/robot.h" #include "software/geom/angle.h" #include "software/geom/circle.h" #include "software/geom/point.h" #include "s...
scveloso/Software
src/software/ai/hl/stp/play/corner_kick_play.h
<filename>src/software/ai/hl/stp/play/corner_kick_play.h #pragma once #include "software/ai/hl/stp/play/play.h" #include "software/ai/hl/stp/tactic/cherry_pick_tactic.h" #include "software/ai/hl/stp/tactic/move_tactic.h" /** * A Play for Corner Kicks */ class CornerKickPlay : public Play { public: static con...
scveloso/Software
src/software/ai/intent/pivot_intent.h
#pragma once #include "software/ai/intent/intent.h" #include "software/ai/primitive/pivot_primitive.h" #include "software/geom/angle.h" #include "software/geom/point.h" class PivotIntent : public Intent, public PivotPrimitive { public: static const std::string INTENT_NAME; /** * Creates a new Pivot In...
scveloso/Software
src/software/ai/hl/stp/tactic/cherry_pick_tactic.h
/** * Declaration for the CherryPickTactic class */ #pragma once #include "software/ai/hl/stp/tactic/tactic.h" #include "software/ai/passing/pass_generator.h" #include "software/ai/world/world.h" #include "software/geom/rectangle.h" /** * This tactic is intended to place a robot in a given region, and have the rob...
scveloso/Software
src/software/backend/output/radio/radio_output.h
#pragma once #include <limits> #include "software/ai/world/ball.h" #include "software/ai/world/team.h" #include "software/backend/output/radio/mrf/dongle.h" #include "software/backend/robot_status.h" class RadioOutput { public: /** * Creates a new RadioOutput. * Automatically connects to the dongle ...
scveloso/Software
src/software/ai/navigator/path_planning_navigator/trespass.h
<reponame>scveloso/Software<filename>src/software/ai/navigator/path_planning_navigator/trespass.h #pragma once #include "software/geom/rectangle.h" namespace Navigator { namespace Trespass { /** * Returns a trespass score in the range [0, 1] for a rectangle * If the point is outside ...
scveloso/Software
src/software/backend/backend.h
#pragma once #include "software/ai/primitive/primitive.h" #include "software/ai/world/world.h" #include "software/backend/robot_status.h" #include "software/multithreading/subject.h" #include "software/multithreading/threaded_observer.h" #include "software/typedefs.h" /** * A Backend is an abstraction around all I/O...
scveloso/Software
src/firmware/main/primitives/move.c
#include "move.h" #include "control.h" #include "physics.h" #include "bangbang.h" #include "util/physbot.h" #include "shared_util/robot_constants.h" #include "shared_util/constants.h" #include "util/log.h" #include "util/util.h" #include <math.h> #include <stdio.h> #ifndef FWSIM #include "chicker.h" #include "dr.h" #i...
scveloso/Software
src/software/backend/output/grsim/grsim_output.h
<gh_stars>0 #pragma once #include <boost/asio.hpp> #include <string> #include "software/ai/primitive/primitive.h" #include "software/ai/world/ball.h" #include "software/ai/world/team.h" #include "software/geom/angle.h" #include "software/geom/point.h" #include "software/proto/grSim_Packet.pb.h" class GrSimOutput { ...
scveloso/Software
src/software/ai/hl/stp/tactic/receiver_tactic.h
<reponame>scveloso/Software<filename>src/software/ai/hl/stp/tactic/receiver_tactic.h /** * Interface of the ReceiverTactic */ #pragma once #include "software/ai/hl/stp/tactic/tactic.h" #include "software/ai/passing/pass.h" #include "software/geom/ray.h" /** * This tactic is for a robot receiving a pass. It should ...
scveloso/Software
src/software/gui/visualizer_wrapper.h
<reponame>scveloso/Software<gh_stars>0 #pragma once #include <QtCore/QGenericArgument> #include <QtWidgets/QApplication> #include <future> #include <mutex> #include <thread> #include "software/ai/hl/stp/play_info.h" #include "software/ai/world/world.h" #include "software/backend/robot_status.h" #include "software/gui...
scveloso/Software
src/software/backend/output/radio/mrf/usb/device.h
#pragma once #include <libusb/libusb.h> #include <cstddef> #include <cstdint> #include <string> #include "software/backend/output/radio/mrf/usb/devicehandle.h" #include "software/backend/output/radio/mrf/util/noncopyable.h" namespace USB { /* Forward declaration of the libusb context */ class Context; c...
scveloso/Software
src/software/ai/intent/avoid_area.h
<reponame>scveloso/Software<filename>src/software/ai/intent/avoid_area.h #pragma once #include <ostream> /** * This enum describes the areas that an intent can choose to avoid. They serve * as an indicator to the navigator when it interprets the intents */ enum class AvoidArea { // The enemy robots and their a...
scveloso/Software
src/software/gui/widgets/main_widget.h
#pragma once #include <QtWidgets/QGraphicsScene> #include <QtWidgets/QOpenGLWidget> #include <QtWidgets/QTableWidget> #include <QtWidgets/QWidget> // This include is autogenerated by the .ui file in the same folder // The generated version will be names 'ui_<filename>.h' #include "software/ai/hl/stp/play_info.h" #inc...
scveloso/Software
src/software/ai/hl/stp/action/stop_action.h
#pragma once #include "software/ai/hl/stp/action/action.h" #include "software/geom/angle.h" #include "software/geom/point.h" /** * The StopAction makes the robot stop with the option to coast */ class StopAction : public Action { public: // We consider the robot to be stopped when the magnitude of its veloci...
scveloso/Software
src/software/backend/output/radio/mrf/usb/devicehandle.h
<reponame>scveloso/Software<filename>src/software/backend/output/radio/mrf/usb/devicehandle.h #pragma once #include <libusb/libusb.h> #include <cassert> #include <cstddef> #include <cstdint> #include <memory> #include <string> #include <vector> #include "software/backend/output/radio/mrf/util/noncopyable.h" namespa...
scveloso/Software
src/software/ai/intent/stop_intent.h
#pragma once #include "software/ai/intent/intent.h" #include "software/ai/primitive/stop_primitive.h" class StopIntent : public Intent, public StopPrimitive { public: static const std::string INTENT_NAME; /** * Creates a new Stop Intent * * Stops the robot with the option to coast to a stop ...
scveloso/Software
src/software/typedefs.h
#pragma once /** * We use this typedef to pass lists of Primitives around * * Since `std::unique_ptr<Primitive>` does not have a copy constructor, we * need to pass a `shared_ptr` to the vector. To prevent people modifiying * the vector we declare it `const` */ using ConstPrimitiveVectorPtr = std::shared_ptr...
scveloso/Software
src/firmware/freertos/source/port.c
<gh_stars>0 // Stack frame format, FPU not in use: // // Hardware: // xPSR // Return address // LR // R12 // R3 // R2 // R1 // R0 // // Software: // R11 // R10 // R9 ← Here and below may be covered by stack guard. // R8 // R7 // R6 // R5 // R4 // Exception return code // Stack guard RBAR // // // // Stack frame format,...
scveloso/Software
src/software/backend/output/radio/mrf/usb/transfer.h
#pragma once #include <libusb/libusb.h> #include "software/backend/output/radio/mrf/usb/devicehandle.h" #include "software/backend/output/radio/mrf/util/async_operation.h" #include "software/backend/output/radio/mrf/util/noncopyable.h" namespace USB { /* Forward declarations for C linkage */ extern "C" void ...
scveloso/Software
src/software/test_util/test_util.h
#pragma once #include "software/ai/world/ball.h" #include "software/ai/world/field.h" #include "software/ai/world/team.h" #include "software/ai/world/world.h" namespace Test { /** * This util class is to provide utility functions to our unit test suite, * primarily for assisting with test setup (such as...
scveloso/Software
src/software/ai/hl/stp/action/move_action.h
#pragma once #include "software/ai/hl/stp/action/action.h" #include "software/ai/primitive/move_primitive.h" #include "software/geom/angle.h" #include "software/geom/point.h" class MoveAction : public Action { public: // We consider the robot close to a destination when it is within 2 cm. // The robot shou...
scveloso/Software
src/software/ai/navigator/path_planning_navigator/obstacle/robot_obstacle.h
#pragma once #include "software/ai/world/world.h" #include "software/geom/util.h" #include "software/util/parameter/dynamic_parameters.h" class RobotObstacle { public: /** * Constructor. * * @param robot Robot to create obstacle from. * @param avoid_dist Distance to avoid obstacle by. ...
scveloso/Software
src/software/ai/hl/stp/tactic/block_shot_path_tactic.h
<reponame>scveloso/Software<filename>src/software/ai/hl/stp/tactic/block_shot_path_tactic.h #pragma once #include "software/ai/hl/stp/tactic/tactic.h" /** * The BlockShotPathTactic will move the robot to block the entire friendly net from * the shot */ class BlockShotPathTactic : public Tactic { public: /**...
scveloso/Software
src/software/ai/navigator/path_planning_navigator/path_planner/theta_star_path_planner.h
#pragma once #include <bits/stdc++.h> #include <unistd.h> #include "software/ai/navigator/path_planning_navigator/path_planner/path_planner.h" #include "software/ai/world/ball.h" #include "software/ai/world/field.h" /** * ThetaStarPathPlanner uses the theta * algorithm to implement * the PathPlanner interface. * h...
scveloso/Software
src/software/util/math/math_functions.h
<gh_stars>0 /* * This file contains declarations for math functions */ #pragma once #include "software/geom/circle.h" #include "software/geom/point.h" #include "software/geom/rectangle.h" namespace Util { /** * Linearly maps an input value to an output value in the range [0,1] * * @param value T...
scveloso/Software
src/software/ai/navigator/placeholder_navigator/placeholder_navigator.h
<reponame>scveloso/Software #pragma once #include "software/ai/intent/intent.h" #include "software/ai/intent/intent_visitor.h" #include "software/ai/navigator/navigator.h" #include "software/ai/primitive/primitive.h" /** * This PlaceholderNavigator is a simple navigator that will convert the given Intents * into th...
scveloso/Software
src/software/ai/hl/stp/evaluation/deflect_off_enemy_target.h
#pragma once #include "software/ai/world/world.h" namespace Evaluation { /* Returns the point at which the player should shoot to deflect the ball of an * enemy * to the outside of the field to get another kick/corner */ Point deflect_off_enemy_target(World world); } // namespace Evaluation
alicin/GDDropZone
GDDropZone/GDDropZone.h
// // GDDropZone.h // GDDropZone // // Created by <NAME> on 27/05/2017. // Copyright © 2017 Tavsanlar AS. All rights reserved. // #import <Cocoa/Cocoa.h> //! Project version number for GDDropZone. FOUNDATION_EXPORT double GDDropZoneVersionNumber; //! Project version string for GDDropZone. FOUNDATION_EXPORT const...
Bytan97/CpSpec
YelBelt/week 6/result/database.h
<filename>YelBelt/week 6/result/database.h #pragma once #include "date.h" #include <string> #include <map> #include <set> #include <unordered_set> #include <ostream> #include <functional> #include <vector> #include <algorithm> class Database { public: void Add(const Date &date, const std::string &event); void P...
Bytan97/CpSpec
YelBelt/week 3/decompose/bus_manager.h
<gh_stars>0 #pragma once #include <vector> #include <map> #include "responses.h" using namespace std; class BusManager { private: map<string, vector<string>> buses_to_stops, stops_to_buses; public: void AddBus(const string &bus, const vector<string> &stops); BusesForStopResponse GetBusesForStop(const string &st...
Bytan97/CpSpec
YelBelt/week 3/decompose/query.h
<gh_stars>0 #pragma once #include <string> #include <vector> #include <iostream> using namespace std; enum class QueryType { NewBus, BusesForStop, StopsForBus, AllBuses }; struct Query { QueryType type; string bus; string stop; vector<string> stops; }; //bool operator==(const Query &lhs, const Query &...
Bytan97/CpSpec
YelBelt/week 6/result/node.h
#pragma once #include "date.h" #include <string> #include <memory> enum class LogicalOperation { And, Or }; enum class Comparison { Less, LessOrEqual, Greater, GreaterOrEqual, Equal, NotEqual }; class Node { public: // Node() = default; virtual bool Evaluate(const Date &date, const std::string &e...
Bytan97/CpSpec
YelBelt/week 6/result/date.h
<filename>YelBelt/week 6/result/date.h #pragma once #include <stdexcept> #include <istream> #include <iomanip> #include <iostream> #include <string> #include <set> #include <tuple> class Date { public: Date(int n_year, int n_month, int n_day); int GetYear() const; int GetMonth() const; int GetDay()...
Bytan97/CpSpec
YelBelt/week 3/phone number/phone_number.h
#pragma once #include <string> #include <iostream> #include <sstream> using namespace std; class PhoneNumber { public: explicit PhoneNumber(const string &international_number); string GetCountryCode() const; string GetCityCode() const; string GetLocalNumber() const; string GetInternationalNumber() const;...
Bytan97/CpSpec
YelBelt/week 3/decompose/responses.h
<reponame>Bytan97/CpSpec #pragma once #include <string> #include <vector> #include <iostream> #include <map> using namespace std; struct BusesForStopResponse { string stop; vector<string> buses; }; ostream &operator<<(ostream &os, const BusesForStopResponse &r); struct StopsForBusResponse { string bus; vect...
UMM-CSci-3403-Fall-2017/lab-3-c-programming-arrays-doschicos
mergesort/mergesort.c
#include <stdlib.h> #include <stdio.h> #include <stdbool.h> #include "mergesort.h" void mergeRanges(int* values, int startIndex, int midPoint, int endIndex){ int rangeSize = endIndex - startIndex; int* temp = (int*) calloc(rangeSize+1, sizeof(int)); int firstIndex = startIndex; int seco...
UMM-CSci-3403-Fall-2017/lab-3-c-programming-arrays-doschicos
array_merge/array_merge.c
<reponame>UMM-CSci-3403-Fall-2017/lab-3-c-programming-arrays-doschicos #include "array_merge.h" #include <stdlib.h> #include "../mergesort/mergesort.c" #include <stdio.h> int* array_merge(int num_arrays, int* sizes, int** values) { //Check to see if there are arrays in values //If not then just return an empty ...
diegomacario/Quaternion-Experiments
inc/model.h
#ifndef MODEL_H #define MODEL_H #include "shader.h" #include "mesh.h" #include "resource_manager.h" class Model { public: Model(std::vector<Mesh>&& meshes, ResourceManager<Texture>&& texManager); Model(const Model&) = delete; Model& operator=(const Model&) = delete; Model(Model&& rhs) = default; Mod...
diegomacario/Quaternion-Experiments
inc/state.h
#ifndef STATE_H #define STATE_H class State { public: State() = default; virtual ~State() = default; State(const State&) = delete; State& operator=(const State&) = delete; State(State&&) = delete; State& operator=(State&&) = delete; virtual void enter() = 0; virtual void processInput(float ...
diegomacario/Quaternion-Experiments
inc/texture_loader.h
<filename>inc/texture_loader.h #ifndef TEXTURE_LOADER_H #define TEXTURE_LOADER_H #include <string> #include <memory> #include "texture.h" class TextureLoader { public: TextureLoader() = default; ~TextureLoader() = default; TextureLoader(const TextureLoader&) = default; TextureLoader& operator=(const Te...
diegomacario/Quaternion-Experiments
inc/model_loader.h
<gh_stars>10-100 #ifndef MODEL_LOADER_H #define MODEL_LOADER_H #include <unordered_map> #include "model.h" #include "resource_manager.h" class ModelLoader { public: ModelLoader() = default; ~ModelLoader() = default; ModelLoader(const ModelLoader&) = default; ModelLoader& operator=(const ModelLoader&) =...
diegomacario/Quaternion-Experiments
inc/camera.h
<filename>inc/camera.h #ifndef CAMERA_H #define CAMERA_H #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> class Camera { public: Camera(glm::vec3 position, glm::vec3 worldUp, float yawInDeg, float pitchInDeg, float fieldOfViewYInDeg, floa...
diegomacario/Quaternion-Experiments
inc/line.h
<gh_stars>0 #ifndef LINE_H #define LINE_H #include <glm/glm.hpp> #include "shader.h" #include "quat.h" class Line { public: Line(glm::vec3 startPoint, glm::vec3 endPoint, const glm::vec3& position, float angleOfRotInDeg, const glm::vec3& axisOfRot, ...
diegomacario/Quaternion-Experiments
inc/quat.h
<reponame>diegomacario/Quaternion-Experiments<gh_stars>0 #ifndef QUAT_H #define QUAT_H #include <glm/glm.hpp> #define QUAT_EPSILON 0.000001f struct quat { union { struct { float x; float y; float z; float w; }; struct { glm::vec3 vector; float scalar; }; float v[4]; }; inline quat() :...
diegomacario/Quaternion-Experiments
inc/window.h
#ifndef WINDOW_H #define WINDOW_H #include <glad/glad.h> #include <GLFW/glfw3.h> #include <bitset> // TODO: Take advantage of inlining in this class. class Window { public: Window(const std::string& title); ~Window(); Window(const Window&) = delete; Window& operator=(const Window&) = delete; Window...
diegomacario/Quaternion-Experiments
inc/texture.h
#ifndef TEXTURE_H #define TEXTURE_H #include <glad/glad.h> class Texture { public: explicit Texture(unsigned int texID); ~Texture(); Texture(const Texture&) = delete; Texture& operator=(const Texture&) = delete; Texture(Texture&& rhs) noexcept; Texture& operator=(Texture&& rhs) noexcept; void...
diegomacario/Quaternion-Experiments
inc/game_object_3D.h
#ifndef GAME_OBJECT_3D_H #define GAME_OBJECT_3D_H #include <glm/glm.hpp> #include <memory> #include "model.h" #include "quat.h" class GameObject3D { public: GameObject3D(const std::shared_ptr<Model>& model, const glm::vec3& position, float ang...
diegomacario/Quaternion-Experiments
inc/play_state.h
#ifndef PLAY_STATE_H #define PLAY_STATE_H #include <array> #include "game.h" #include "line.h" class PlayState : public State { public: PlayState(const std::shared_ptr<FiniteStateMachine>& finiteStateMachine, const std::shared_ptr<Window>& window, const std::shared_p...
diegomacario/Quaternion-Experiments
inc/mesh.h
<reponame>diegomacario/Quaternion-Experiments #ifndef MESH_H #define MESH_H #include <assimp/scene.h> #include <memory> #include <vector> #include <bitset> #include "shader.h" #include "texture.h" struct Vertex { Vertex(const glm::vec3& position, const glm::vec3& normal, const glm::vec2& texC...
diegomacario/Quaternion-Experiments
inc/game.h
#ifndef GAME_H #define GAME_H #include "model.h" #include "game_object_3D.h" #include "camera.h" #include "window.h" #include "state.h" #include "finite_state_machine.h" class Game { public: Game(); ~Game(); Game(const Game&) = delete; Game& operator=(const Game&) = delete; Game(Game&&) = delete; ...
diegomacario/Quaternion-Experiments
inc/shader_loader.h
<filename>inc/shader_loader.h #ifndef SHADER_LOADER_H #define SHADER_LOADER_H #include <memory> #include "shader.h" class ShaderLoader { public: ShaderLoader() = default; ~ShaderLoader() = default; ShaderLoader(const ShaderLoader&) = default; ShaderLoader& operator=(const ShaderLoader&) = default; ...
diegomacario/Quaternion-Experiments
inc/resource_manager.h
#ifndef RESOURCE_MANAGER_H #define RESOURCE_MANAGER_H #include <memory> #include <unordered_map> #include <iostream> template<typename TResource> class ResourceManager { public: ResourceManager() = default; ~ResourceManager() = default; ResourceManager(const ResourceManager&) = delete; ResourceManager& ...
diegomacario/Quaternion-Experiments
inc/shader.h
<reponame>diegomacario/Quaternion-Experiments<filename>inc/shader.h<gh_stars>100-1000 #ifndef SHADER_H #define SHADER_H #include <glad/glad.h> #include <glm/glm.hpp> #include <string> class Shader { public: explicit Shader(unsigned int shaderProgID); ~Shader(); Shader(const Shader&) = delete; Shader& o...
diegomacario/Quaternion-Experiments
inc/finite_state_machine.h
<reponame>diegomacario/Quaternion-Experiments #ifndef FINITE_STATE_MACHINE_H #define FINITE_STATE_MACHINE_H #include <unordered_map> #include <memory> #include "state.h" class FiniteStateMachine { public: FiniteStateMachine() = default; ~FiniteStateMachine() = default; FiniteStateMachine(const FiniteState...
digaru19/MIPS_Emulator
Qt/mainwindow.h
#ifndef MAINWINDOW_H #define MAINWINDOW_H #include <QMainWindow> #include <QStringListModel> #include <QLineEdit> namespace Ui { class MainWindow; } class MainWindow : public QMainWindow { Q_OBJECT public: explicit MainWindow(QWidget *parent = 0); ~MainWindow(); void display_register_values(); v...
digaru19/MIPS_Emulator
src/instructions.h
<filename>src/instructions.h #ifndef MIPS_INSTRUCTIONS_SET_H #define MIPS_INSTRUCTIONS_SET_H #include "datapath_elements.h" #include <vector> #include <string> #include <string.h> #include <stdlib.h> using namespace std; class Instruction_Set { public: virtual void execute() = 0; static Instruction_Se...
digaru19/MIPS_Emulator
src/datapath_elements.h
<reponame>digaru19/MIPS_Emulator #include <vector> #include <string> #include "instructions.h" #include <string.h> #ifndef MIPS_EMULATOR_H #define MIPS_EMULATOR_H using namespace std; int get_reg_no(string); class Instruction_Set; class Registers { // There are 34 registers, instead of 32, for strogin the va...
patil215/v8
src/ia32/frame-constants-ia32.h
<filename>src/ia32/frame-constants-ia32.h // Copyright 2012 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef V8_IA32_FRAME_CONSTANTS_IA32_H_ #define V8_IA32_FRAME_CONSTANTS_IA32_H_ #include "src/base/macros.h" ...