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orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // JointRandomizer component assigns random positions to joints. public class JointRandomizer : RendererComponent { public override bool RunComponent(RendererComponent.IOutputContext context) { JointController[] joint_controllers = GetComponentsInChildren<JointController>(); foreach (JointController joint_controller in joint_controllers) { switch (joint_controller.joint_type_) { case JointController.JointType.Ball: // Assign a random quaternion sampled uniformly from a // sphere to a ball joint. joint_controller.UpdateJoint(Random.rotationUniform); break; case JointController.JointType.Hinge: // Assign a random value from the joint limit range to // a hinge joint. float range_min = joint_controller.range_[0]; float range_max = joint_controller.range_[1]; if (range_min > float.MinValue && range_max < float.MaxValue) { joint_controller.UpdateJoint(Random.Range(joint_controller.range_[0], joint_controller.range_[1])); } break; case JointController.JointType.Slide: // Slide joints don't have ranges, ignore for now. break; }; } return true; } public override void DrawEditorGUI() { } }
38
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // LightRandomizer randomizes total illumination of the scene and // the parameters of individual lights. At first a random scene light // intensity is drawn, then a random weight is drawn for each light and // the total intensity is weighted between them. Spotlight angle and // light color hue can be also randomized. // // Configurable properties: // float min_scene_intensity - minimal sum total intensity of all lights, // float max_scene_intensity - maximal sum total intensity of all lights, // float min_light_intensity - minimal individual light contribution weight, // float max_light_intensity - maximal individual light contribution weight, // float min_spotlight_angle - minimal spotlight angle in degrees, // float max_spotlight_angle - maximal spotlight angle in degrees, // bool randomize_hue - should light color be randomized. public class LightRandomizer : RendererComponent { [SerializeField] [ConfigProperty] public float min_scene_intensity_ = 1.0f; [SerializeField] [ConfigProperty] public float max_scene_intensity_ = 15.0f; [SerializeField] [ConfigProperty] public float min_light_intensity_ = 1.0f; [SerializeField] [ConfigProperty] public float max_light_intensity_ = 3.0f; [SerializeField] [ConfigProperty] public float min_spotlight_angle_ = 27.0f; [SerializeField] [ConfigProperty] public float max_spotlight_angle_ = 33.0f; [SerializeField] [ConfigProperty] public bool randomize_hue_ = false; public override bool RunComponent(RendererComponent.IOutputContext context) { // Find all child light emitters. Light[] lights = GetComponentsInChildren<Light>(); // Draw a total scene light intensity number. float scene_intensity = Random.Range(min_scene_intensity_, max_scene_intensity_); float sum_intensity_denorm = 0.0f; // Go through all lights, and accumulate random weights. foreach (Light current_light in lights) { if (randomize_hue_) { current_light.color = Random.ColorHSV(0.0f, 1.0f, 0.0f, 0.3f, 0.9f, 1.0f); } else { current_light.color = Color.white; } // Randomize spot angle. current_light.spotAngle = Random.Range(min_spotlight_angle_, max_spotlight_angle_); // Draw a random light intensity weight, from the configured // range. current_light.intensity = Random.Range(min_light_intensity_, max_light_intensity_); sum_intensity_denorm += current_light.intensity; } // Distribute total scene intensity between lights, use: // weight / sum(weights) as factor. foreach (Light current_light in lights) { current_light.intensity = current_light.intensity * scene_intensity / sum_intensity_denorm; } return true; } public override void DrawEditorGUI() { GUILayout.BeginVertical(); RendererComponent.GUISlider("min_scene_intensity", ref min_scene_intensity_, 0.0f, max_scene_intensity_); RendererComponent.GUISlider("max_scene_intensity", ref max_scene_intensity_, min_scene_intensity_, 30.0f); RendererComponent.GUISlider("min_light_intensity", ref min_light_intensity_, 0.0f, max_light_intensity_); RendererComponent.GUISlider("max_light_intensity", ref max_light_intensity_, min_light_intensity_, 30.0f); RendererComponent.GUISlider("min_spotlight_angle", ref min_spotlight_angle_, 1.0f, max_spotlight_angle_); RendererComponent.GUISlider("max_spotlight_angle", ref max_spotlight_angle_, min_spotlight_angle_, 120.0f); RendererComponent.GUIToggle("randomize_hue", ref randomize_hue_); GUILayout.EndVertical(); } }
96
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // This randomizer can be used to modify material appearance close // to a calibrated value. The main idea is to use the HSV representation // and separately randomize: hue, saturation and value. All three // dimensions use separate randomization ranges and radii. Additionally, // the hue spectrum wraps around the red-violet edges. Apart from the main // material color, emission can also be randomized: with certain probability // emissive materials will emit light, intensity of emission controlled by // a separate randomization range and radius. Two parameters from the Unity // PBR model are also randomized: glossiness and metallic. // // Parameter ranges in Unity: // hue - [0.0, 1.0) wrapped, // saturation - [0.0, 1.0], // value - [0.0, 1.0], // emission - [0.0, +inf), how much light does it produce, values around // [2.0, 5.0] make lot sense, // metallic - [0.0, 1.0] is it a diffusive or specular material, // glossiness - [0.0, 1.0] is it smooth or rough. // // Configurable properties: // string material_prefix - comma separated list of name prefixes for // materials to randomize, // string material_blacklist_prefix - comma separated list of name // prefixes for materials to exclude, // float hue_radius - maximal perturbation of hue, // (hue normalized to [0.0, 1.0), wraps around), // float saturation_radius - maximal perturbation of saturation, // (saturation normalized to [0.0, 1.0]), // float value_radius - maximal perturbation of value, // (value normalized to [0.0, 1.0]), // float emission_radius - maximal perturbation of emissive strength, // float min_saturation - used to clamp saturation after randomization, // float max_saturation - used to clamp saturation after randomization, // float min_value - used to clamp value after randomization, // float max_value - used to clamp value after randomization, // float min_glossiness - used to clamp glossines after randomization, // float max_glossiness - used to clamp glossines after randomization, // float min_metallic - used to clamp metallic after randomization, // float max_metallic - used to clamp metallic after randomization, // float min_emission - used to clamp emission after randomization, // float max_emission - used to clamp emission after randomization, // float emission_probability - what is the probability an emissive material // will actually emit light, use it to model // blünkenlights in das komputerrmaschine. public class MaterialFixedHueRandomizer : RendererComponent { [SerializeField] [ConfigProperty] public string material_prefix_ = "cube"; [SerializeField] [ConfigProperty] public string material_blacklist_prefix_ = ""; [SerializeField] [ConfigProperty] public float hue_radius_ = 0.02f; [SerializeField] [ConfigProperty] public float saturation_radius_ = 0.15f; [SerializeField] [ConfigProperty] public float value_radius_ = 0.15f; [SerializeField] [ConfigProperty] public float emission_radius_ = 0.0f; [SerializeField] [ConfigProperty] public float min_saturation_ = 0.5f; [SerializeField] [ConfigProperty] public float max_saturation_ = 1.0f; [SerializeField] [ConfigProperty] public float min_value_ = 0.5f; [SerializeField] [ConfigProperty] public float max_value_ = 1.0f; [SerializeField] [ConfigProperty] public float min_metallic_ = 0.05f; [SerializeField] [ConfigProperty] public float max_metallic_ = 0.15f; [SerializeField] [ConfigProperty] public float min_glossiness_ = 0.05f; [SerializeField] [ConfigProperty] public float max_glossiness_ = 0.15f; [SerializeField] [ConfigProperty] public float min_emission_ = 0.0f; [SerializeField] [ConfigProperty] public float max_emission_ = 0.0f; [SerializeField] [ConfigProperty] public float emission_probability_ = 0.25f; private struct HSVMaterial { public float h; public float s; public float v; public float e; public Material m; }; private List<HSVMaterial> initial_colors_ = new List<HSVMaterial>(); public override bool InitializeComponent(Orrb.RendererComponentConfig config) { material_prefix_ = ConfigUtils.GetProperty("material_prefix", config, material_prefix_); material_blacklist_prefix_ = ConfigUtils.GetProperty("material_blacklist_prefix", config, material_blacklist_prefix_); UpdateMaterialList(); return UpdateComponent(config); } // Cache original parameters in the materials. private void UpdateMaterialList() { initial_colors_.Clear(); MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>(); string[] prefixes = material_prefix_.Split(new char[] { ',' }, System.StringSplitOptions.RemoveEmptyEntries); string[] blacklist = material_blacklist_prefix_.Split(new char[] { ',' }, System.StringSplitOptions.RemoveEmptyEntries); foreach (MeshRenderer mesh_renderer in renderers) { foreach (Material material in mesh_renderer.materials) { // Ignore if name on blacklisted prefix list. bool blacklisted = false; foreach (string blacklist_prefix in blacklist) { if (material.name.StartsWith(blacklist_prefix, System.StringComparison.Ordinal)) { blacklisted = true; break; } } if (!blacklisted) { // Process if name matches the allowed prefix list. foreach (string prefix in prefixes) { if (material.name.StartsWith(prefix, System.StringComparison.Ordinal)) { HSVMaterial hsvm = new HSVMaterial(); Color.RGBToHSV(material.color, out hsvm.h, out hsvm.s, out hsvm.v); // If this is an emissive material with emission set up, // cache the original emissive value. if (material.IsKeywordEnabled("_EMISSION") && material.HasProperty("_EmissionColor")) { hsvm.e = material.GetColor("_EmissionColor").a; } else { hsvm.e = 0.0f; } hsvm.m = material; initial_colors_.Add(hsvm); } } } } } } public override bool UpdateComponent(Orrb.RendererComponentConfig config) { string old_material_prefix = material_prefix_; string old_material_blacklist_prefix = material_blacklist_prefix_; ConfigUtils.GetProperties(this, config); if (!material_prefix_.Equals(old_material_prefix) || !material_blacklist_prefix_.Equals(old_material_blacklist_prefix)) { UpdateMaterialList(); } return true; } public override bool RunComponent(RendererComponent.IOutputContext context) { foreach (HSVMaterial hsvm in initial_colors_) { // Calculate the clamped randomization ranges. float hue = Mathf.Repeat(Random.Range(hsvm.h - hue_radius_, hsvm.h + hue_radius_), 1.0f); float min_s = Mathf.Max(min_saturation_, hsvm.s - saturation_radius_); float max_s = Mathf.Min(max_saturation_, hsvm.s + saturation_radius_); float min_v = Mathf.Max(min_value_, hsvm.v - value_radius_); float max_v = Mathf.Min(max_value_, hsvm.v + value_radius_); float min_e = Mathf.Max(min_emission_, hsvm.e - emission_radius_); float max_e = Mathf.Min(max_emission_, hsvm.e + emission_radius_); // We will keep the alpha exactly as original, do not randomize // transparency. float alpha = hsvm.m.color.a; // Randomize basic properties. if (hsvm.m.HasProperty("_Color")) { hsvm.m.color = Random.ColorHSV(hue, hue, min_s, max_s, min_v, max_v, alpha, alpha); } if (hsvm.m.HasProperty("_Metallic")) { hsvm.m.SetFloat("_Metallic", Random.Range(min_metallic_, max_metallic_)); } if (hsvm.m.HasProperty("_Glossiness")) { hsvm.m.SetFloat("_Glossiness", Random.Range(min_glossiness_, max_glossiness_)); } // If the material was originally emissive, randomize emission // with some probability (blinkenlights). if (hsvm.m.IsKeywordEnabled("_EMISSION") && hsvm.m.HasProperty("_EmissionColor")) { if (emission_probability_ > Random.Range(0.0f, 1.0f)) { hsvm.m.SetColor( "_EmissionColor", Random.ColorHSV(hue, hue, min_s, max_s, min_v, max_v, alpha, alpha) * Random.Range(min_e, max_e)); } else { hsvm.m.SetColor("_EmissionColor", Color.black); } } } return true; } public override void DrawEditorGUI() { GUILayout.BeginVertical(); RendererComponent.GUIField("material_prefix", ref material_prefix_); RendererComponent.GUIField("material_blacklist_prefix", ref material_blacklist_prefix_); RendererComponent.GUIHorizontalLine(1); RendererComponent.GUISlider("hue_radius", ref hue_radius_, 0.0f, 0.5f); RendererComponent.GUIHorizontalLine(1); RendererComponent.GUISlider("saturation_radius", ref saturation_radius_, 0.0f, 1.0f); RendererComponent.GUISlider("min_saturation", ref min_saturation_, 0.0f, max_saturation_); RendererComponent.GUISlider("max_saturation", ref max_saturation_, min_saturation_, 1.0f); RendererComponent.GUIHorizontalLine(1); RendererComponent.GUISlider("value_radius", ref value_radius_, 0.0f, 1.0f); RendererComponent.GUISlider("min_value", ref min_value_, 0.0f, max_value_); RendererComponent.GUISlider("max_value", ref max_value_, min_value_, 1.0f); RendererComponent.GUIHorizontalLine(1); RendererComponent.GUISlider("emission_probability", ref emission_probability_, 0.0f, 1.0f); RendererComponent.GUISlider("emission_radius", ref emission_radius_, 0.0f, 10.0f); RendererComponent.GUISlider("min_emission", ref min_emission_, 0.0f, max_emission_); RendererComponent.GUISlider("max_emission", ref max_emission_, min_emission_, 10.0f); RendererComponent.GUIHorizontalLine(1); RendererComponent.GUISlider("min_metallic", ref min_metallic_, 0.0f, max_metallic_); RendererComponent.GUISlider("max_metallic", ref max_metallic_, min_metallic_, 1.0f); RendererComponent.GUIHorizontalLine(1); RendererComponent.GUISlider("min_glossiness", ref min_glossiness_, 0.0f, max_glossiness_); RendererComponent.GUISlider("max_glossiness", ref max_glossiness_, min_glossiness_, 1.0f); GUILayout.EndVertical(); } }
269
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // MaterialRandomizer assigns random tint, texture and normal map // to a subset of materials. It also modifies the material's // glossiness and metallic properties that control how shading // appears in the Unity PBR model. The textures and normals are // randomly picked from a small set of random images: checkers, // patterns, noise, etc... Texture map tiling is also randomized. // // Configurable properties: // string blacklist_prefix - comma separated list of material // name prefixes to ignore, // string whitelist_prefix - comma separated list of material // name prefixes to randomize, // float min_metallic - used to clamp the metallic randomization range, // float max_metallic - used to clamp the metallic randomization range, // float min_glossiness - used to clamp the glossiness randomization range, // float max_glossiness - used to clamp the glossiness randomization range, // bool randomize_textures - should textures and normal maps be // randomly assigned. public class MaterialRandomizer : RendererComponent { [SerializeField] [ConfigProperty] public string blacklist_prefix_ = "cube"; [SerializeField] [ConfigProperty] public string whitelist_prefix_ = ""; [SerializeField] [ConfigProperty] public float min_metallic_ = 0.05f; [SerializeField] [ConfigProperty] public float max_metallic_ = 0.25f; [SerializeField] [ConfigProperty] public float min_glossiness_ = 0.0f; [SerializeField] [ConfigProperty] public float max_glossiness_ = 1.0f; [SerializeField] [ConfigProperty] public bool randomize_textures_ = false; private List<Texture> textures_ = new List<Texture>(); private List<Texture> normals_ = new List<Texture>(); private string[] blacklist_prefixes_ = new string[0]; private string[] whitelist_prefixes_ = new string[0]; public override bool InitializeComponent(Orrb.RendererComponentConfig config) { textures_.AddRange(Resources.LoadAll<Texture>("Textures")); normals_.AddRange(Resources.LoadAll<Texture>("Normals")); return base.InitializeComponent(config); } public override bool UpdateComponent(Orrb.RendererComponentConfig config) { ConfigUtils.GetProperties(this, config); blacklist_prefixes_ = blacklist_prefix_.Split(new char[] { ',' }, System.StringSplitOptions.RemoveEmptyEntries); whitelist_prefixes_ = whitelist_prefix_.Split(new char[] { ',' }, System.StringSplitOptions.RemoveEmptyEntries); return true; } public override bool RunComponent(RendererComponent.IOutputContext context) { MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>(); foreach (MeshRenderer mesh_renderer in renderers) { foreach (Material material in mesh_renderer.materials) { RandomizeMaterial(material); } } return true; } private void RandomizeMaterial(Material material) { foreach (string prefix in blacklist_prefixes_) { if (material.name.StartsWith(prefix, System.StringComparison.Ordinal)) { return; } } if (whitelist_prefixes_.Length == 0) { DoRandomizeMaterial(material); } else { foreach (string prefix in whitelist_prefixes_) { if (material.name.StartsWith(prefix, System.StringComparison.Ordinal)) { DoRandomizeMaterial(material); return; } } } } private void DoRandomizeMaterial(Material material) { if (material.HasProperty("_Color")) { // Do not randomize transparency, keep alpha as it was. float alpha = material.color.a; material.color = Random.ColorHSV(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, alpha, alpha); } if (material.HasProperty("_Metallic")) { material.SetFloat("_Metallic", Random.Range(min_metallic_, max_metallic_)); } if (material.HasProperty("_Glossiness")) { material.SetFloat("_Glossiness", Random.Range(min_glossiness_, max_glossiness_)); } if (randomize_textures_) { if (material.HasProperty("_MainTex")) { material.SetTexture("_MainTex", GetRandomTexture()); material.SetTextureScale("_MainTex", new Vector2(Random.Range(0.4f, 4.0f), Random.Range(0.4f, 4.0f))); material.SetTextureOffset("_MainTex", new Vector2(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f))); } if (material.HasProperty("_BumpMap")) { material.SetTexture("_BumpMap", GetRandomNormal()); material.SetTextureScale("_BumpMap", new Vector2(Random.Range(0.4f, 4.0f), Random.Range(0.4f, 4.0f))); material.SetTextureOffset("_BumpMap", new Vector2(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f))); } } else { if (material.HasProperty("_MainTex")) { material.SetTexture("_MainTex", null); } if (material.HasProperty("_BumpMap")) { material.SetTexture("_BumpMap", null); } } } private Texture GetRandomTexture() { if (textures_.Count > 0) { return textures_[Random.Range(0, textures_.Count)]; } else { return null; } } private Texture GetRandomNormal() { if (normals_.Count > 0) { return normals_[Random.Range(0, normals_.Count)]; } else { return null; } } public override void DrawEditorGUI() { GUILayout.BeginVertical(); RendererComponent.GUIField("blacklist_prefix", ref blacklist_prefix_); RendererComponent.GUIField("whitelist_prefix", ref whitelist_prefix_); RendererComponent.GUISlider("min_metallic", ref min_metallic_, 0.0f, max_metallic_); RendererComponent.GUISlider("max_metallic", ref max_metallic_, min_metallic_, 1.0f); RendererComponent.GUISlider("min_glossiness", ref min_glossiness_, 0.0f, max_glossiness_); RendererComponent.GUISlider("max_glossiness", ref max_glossiness_, min_glossiness_, 1.0f); RendererComponent.GUIToggle("randomize_textures", ref randomize_textures_); GUILayout.EndVertical(); } }
172
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering.PostProcessing; // This randomizer applies a set of post-processing effects on top of the rendered images. // There are several post-processing profiles, including color gradient, bloom, ambient // occlusion and grain noise. // // Parameter ranges in Unity: // In ColorGrading: // hue_shift - [-180, 180] // saturation - [-100, 100] // contrast - [-100, 100] // brightness - [-100, 100] // temperature - [-100, 100] // tint - [-100, 100] // In Bloom: // intensity - [0.0, 10.0] // diffusion - [1.0, 10.0] // In AmbientOcclusion: // intensity - [0.0, 4.0] // In Grain: // intensity - [0.0, 1.0] // size - [-0.3, 3.0] // // Configurable properties: // bool enable_color_grading - enable effects by ColorGrading profile, // bool enable_bloom - enable effects by Bloom profile, // bool enable_ambient_occlusion - enable effects by AmbientOcclusion profile, // bool enable_grain - enable effects by Grain profile, // float cg_min_hue_shift - minimum hue shift of all colors, // float cg_max_hue_shift - maximum hue shift of all colors, // float cg_min_saturation - minimum saturation of all colors, // float cg_max_saturation - maximum saturation of all colors, // float cg_min_contrast - minimum contrast of all colors, // float cg_max_contrast - maximum contrast of all colors, // float cg_min_contrast - minimum contrast of all colors, // float cg_max_contrast - maximum contrast of all colors, // float cg_min_temperature - minimum color temperature to set the white balance to, // a larger number corresponds to a warmer temperature, // while a smaller number induces a cooler one, // float cg_max_temperature - maximum color temperature to set the white balance to, // float cg_min_tint - minimum range of tint, a large number is more green-ish while a // smaller number is more magenta-ish, // float cg_max_tint - maximum range of tint, // float bloom_min_intensity - minimum strength of the bloom filter, // float bloom_max_intensity - maximum strength of the bloom filter, // float bloom_min_diffusion - minimum extent of veiling effects, // float bloom_max_diffusion - maximum extent of veiling effects, // float ao_min_intensity - minimum degree of darkness added by ambient occlusion, // float ao_max_intensity - maximum degree of darkness added by ambient occlusion, // float grain_color_probability - probability of enabling colored grain, // float grain_min_intensity - minimum grain strength, // float grain_max_intensity - maximum grain strength, // float grain_min_size - minimum grain particle size, // float grain_max_size - maximum grain particle size, public class PostProcessingRandomizer : RendererComponent { [SerializeField] [ConfigProperty] public bool enable_color_grading_ = true; [SerializeField] [ConfigProperty] public float cg_min_hue_shift_ = -10.0f; [SerializeField] [ConfigProperty] public float cg_max_hue_shift_ = 10.0f; [SerializeField] [ConfigProperty] public float cg_min_saturation_ = -20.0f; [SerializeField] [ConfigProperty] public float cg_max_saturation_ = 20.0f; [SerializeField] [ConfigProperty] public float cg_min_contrast_ = -20.0f; [SerializeField] [ConfigProperty] public float cg_max_contrast_ = 20.0f; [SerializeField] [ConfigProperty] public float cg_min_brightness_ = -20.0f; [SerializeField] [ConfigProperty] public float cg_max_brightness_ = 20.0f; [SerializeField] [ConfigProperty] public float cg_min_temperature_ = 0.0f; [SerializeField] [ConfigProperty] public float cg_max_temperature_ = 0.0f; [SerializeField] [ConfigProperty] public float cg_min_tint_ = 0.0f; [SerializeField] [ConfigProperty] public float cg_max_tint_ = 0.0f; [SerializeField] [ConfigProperty] public bool enable_bloom_ = true; [SerializeField] [ConfigProperty] public float bloom_min_intensity_ = 0.75f; [SerializeField] [ConfigProperty] public float bloom_max_intensity_ = 1.25f; [SerializeField] [ConfigProperty] public float bloom_min_diffusion_ = 2.0f; [SerializeField] [ConfigProperty] public float bloom_max_diffusion_ = 2.5f; [SerializeField] [ConfigProperty] public bool enable_ambient_occlusion_ = true; [SerializeField] [ConfigProperty] public float ao_min_intensity_ = 1.75f; [SerializeField] [ConfigProperty] public float ao_max_intensity_ = 2.25f; [SerializeField] [ConfigProperty] public bool enable_grain_ = false; [SerializeField] [ConfigProperty] public float grain_color_probability_ = 0.75f; [SerializeField] [ConfigProperty] public float grain_min_intensity_ = 0.0f; [SerializeField] [ConfigProperty] public float grain_max_intensity_ = 0.0f; [SerializeField] [ConfigProperty] public float grain_min_size_ = 0.0f; [SerializeField] [ConfigProperty] public float grain_max_size_ = 0.0f; private ColorGrading color_grading_ = null; private Bloom bloom_ = null; private AmbientOcclusion ambient_occlusion_ = null; private Grain grain_ = null; private PostProcessProfile FindPostprocessingProfile() { // We should find one PostProcessVolume per camera. PostProcessVolume[] volumes = GetComponentsInChildren<PostProcessVolume>(); // All the cameras share the same and *only one* profile. HashSet<PostProcessProfile> profiles = new HashSet<PostProcessProfile>(); foreach (PostProcessVolume volume in volumes) { profiles.Add(volume.sharedProfile); } Debug.Assert(profiles.Count == 1); // Grab this profile. HashSet<PostProcessProfile>.Enumerator em = profiles.GetEnumerator(); em.MoveNext(); PostProcessProfile profile = em.Current; return profile; } public override bool InitializeComponent(Orrb.RendererComponentConfig config) { // Find the post processing profile first. PostProcessProfile profile = FindPostprocessingProfile(); // Grab the settings we are interested in from this profile. profile.TryGetSettings(out color_grading_); profile.TryGetSettings(out bloom_); profile.TryGetSettings(out ambient_occlusion_); profile.TryGetSettings(out grain_); Debug.Assert(color_grading_ != null); Debug.Assert(bloom_ != null); Debug.Assert(ambient_occlusion_ != null); Debug.Assert(grain_ != null); return base.InitializeComponent(config); } public override bool RunComponent(RendererComponent.IOutputContext context) { if (enable_color_grading_) { // Randomize hue, satuation & contrast in ColorGrading object. color_grading_.enabled.value = true; color_grading_.hueShift.value = Random.Range(cg_min_hue_shift_, cg_max_hue_shift_); color_grading_.saturation.value = Random.Range(cg_min_saturation_, cg_max_saturation_); color_grading_.contrast.value = Random.Range(cg_min_contrast_, cg_max_contrast_); color_grading_.brightness.value = Random.Range(cg_min_brightness_, cg_max_brightness_); color_grading_.temperature.value = Random.Range(cg_min_temperature_, cg_max_temperature_); color_grading_.tint.value = Random.Range(cg_min_tint_, cg_max_tint_); } else { color_grading_.enabled.value = false; } if (enable_bloom_) { // Randomize intensity and diffusion in Bloom. bloom_.enabled.value = true; bloom_.intensity.value = Random.Range(bloom_min_intensity_, bloom_max_intensity_); bloom_.diffusion.value = Random.Range(bloom_min_diffusion_, bloom_max_diffusion_); } else { bloom_.enabled.value = false; } if (enable_ambient_occlusion_) { // Randomize the intensity and radius of shadows in AmbientOcclusion. ambient_occlusion_.enabled.value = true; ambient_occlusion_.quality.value = AmbientOcclusionQuality.Medium; ambient_occlusion_.intensity.value = Random.Range(ao_min_intensity_, ao_max_intensity_); } else { ambient_occlusion_.enabled.value = false; } // Add Gains noise if needed. if (enable_grain_) { // Find Grain grain_.enabled.value = true; grain_.colored.value = (Random.Range(0.0f, 1.0f) < grain_color_probability_); grain_.intensity.value = Random.Range(grain_min_intensity_, grain_max_intensity_); grain_.size.value = Random.Range(grain_min_size_, grain_max_size_); } else { grain_.enabled.value = false; } return true; } public override void DrawEditorGUI() { GUILayout.BeginVertical(); // ColorGrading RendererComponent.GUIToggle("enable_color_grading", ref enable_color_grading_); RendererComponent.GUISlider("cg_min_hue_shift", ref cg_min_hue_shift_, -180.0f, cg_max_hue_shift_); RendererComponent.GUISlider("cg_max_hue_shift", ref cg_max_hue_shift_, cg_min_hue_shift_, 180.0f); RendererComponent.GUISlider("cg_min_saturation", ref cg_min_saturation_, -100.0f, cg_max_saturation_); RendererComponent.GUISlider("cg_max_saturation", ref cg_max_saturation_, cg_min_saturation_, 100.0f); RendererComponent.GUISlider("cg_min_contrast", ref cg_min_contrast_, -100.0f, cg_max_contrast_); RendererComponent.GUISlider("cg_max_contrast", ref cg_max_contrast_, cg_min_contrast_, 100.0f); RendererComponent.GUISlider("cg_min_brightness", ref cg_min_brightness_, -100.0f, cg_max_brightness_); RendererComponent.GUISlider("cg_max_brightness", ref cg_max_brightness_, cg_min_brightness_, 100.0f); RendererComponent.GUISlider("cg_min_contrast", ref cg_min_contrast_, -100.0f, cg_max_contrast_); RendererComponent.GUISlider("cg_max_contrast", ref cg_max_contrast_, cg_min_contrast_, 100.0f); RendererComponent.GUISlider("cg_min_temperature", ref cg_min_temperature_, -100.0f, cg_max_temperature_); RendererComponent.GUISlider("cg_max_temperature", ref cg_max_temperature_, cg_min_temperature_, 100.0f); RendererComponent.GUISlider("cg_min_tint", ref cg_min_tint_, -100.0f, cg_max_tint_); RendererComponent.GUISlider("cg_max_tint", ref cg_max_tint_, cg_min_tint_, 100.0f); RendererComponent.GUIHorizontalLine(1); // Bloom RendererComponent.GUIToggle("enable_bloom", ref enable_bloom_); RendererComponent.GUISlider("bloom_min_intensity", ref bloom_min_intensity_, 0.0f, bloom_max_intensity_); RendererComponent.GUISlider("bloom_max_intensity", ref bloom_max_intensity_, bloom_min_intensity_, 10.0f); RendererComponent.GUISlider("bloom_min_diffusion", ref bloom_min_diffusion_, 1.0f, bloom_max_diffusion_); RendererComponent.GUISlider("bloom_max_diffusion", ref bloom_max_diffusion_, bloom_min_diffusion_, 10.0f); RendererComponent.GUIHorizontalLine(1); // Ambient Occlusion RendererComponent.GUIToggle("enable_ambient_occlusion", ref enable_ambient_occlusion_); RendererComponent.GUISlider("ao_min_intensity", ref ao_min_intensity_, 0.0f, ao_max_intensity_); RendererComponent.GUISlider("ao_max_intensity", ref ao_max_intensity_, ao_min_intensity_, 4.0f); RendererComponent.GUIHorizontalLine(1); // Grain RendererComponent.GUIToggle("enable_grain", ref enable_grain_); RendererComponent.GUISlider("grain_color_probability", ref grain_color_probability_, 0.0f, 1.0f); RendererComponent.GUISlider("grain_min_intensity", ref grain_min_intensity_, 0.0f, grain_max_intensity_); RendererComponent.GUISlider("grain_max_intensity", ref grain_max_intensity_, grain_min_intensity_, 1.0f); RendererComponent.GUISlider("grain_min_size", ref grain_min_size_, -0.3f, grain_max_size_); RendererComponent.GUISlider("grain_max_size", ref grain_max_size_, grain_min_size_, 3.0f); GUILayout.EndVertical(); } }
302
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // LightingRig sets up lights in a programatic way and randomizes // their positions. The rig arranges a number of new lights // orbiting a specified center point. Mounting distance from the // center point and the height above it can be separately // randomized by specifying raspective randomization ranges. // The newly created lights will be pointed at the center point. // // Configurable properties: // int light_head_count - how many programatic lights should // be created, // float min_light_distance - lower bound for the distance // randomization range, // float max_light_distance - upper bound for the distance // randomization range, // float min_light_height - lower bound for the hight // randomization range, // float max_light_height - upper bound for the hight // randomization range, // vector3 target - the absolute location the lights orbit around, // and are targeted at. public class LightingRig : RendererComponent { class LightHead { public GameObject rotator = null; public Light light = null; public void SetUp(Vector3 target, float angle, float height, float distance) { rotator.transform.localPosition = target; rotator.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.up); light.transform.localPosition = Vector3.up * height + Vector3.back * distance; light.transform.LookAt(rotator.transform.position, Vector3.up); } } [SerializeField] [ConfigProperty] public int light_head_count_ = 6; [SerializeField] [ConfigProperty] public float min_light_distance_ = 1.0f; [SerializeField] [ConfigProperty] public float max_light_distance_ = 1.5f; [SerializeField] [ConfigProperty] public float min_light_height_ = 0.5f; [SerializeField] [ConfigProperty] public float max_light_height_ = 1.5f; [SerializeField] [ConfigProperty] public Vector3 target_ = Vector3.zero; private List<LightHead> light_heads_ = new List<LightHead>(); // Remove the lights created by this randomizer. private void ClearLightHeads() { foreach (LightHead light_head in light_heads_) { light_head.light = null; Destroy(light_head.rotator); light_head.rotator = null; } light_heads_.Clear(); } // Set up the lighting rig, create programatic lights. private void BuildLightHeads() { ClearLightHeads(); for (int i = 0; i < light_head_count_; ++i) { LightHead light_head = new LightHead(); light_head.rotator = new GameObject(string.Format("light_head_{0}", i)); light_head.rotator.transform.parent = this.transform; light_head.rotator.transform.localPosition = Vector3.zero; light_head.light = new GameObject(string.Format("light_{0}", i)).AddComponent<Light>(); light_head.light.transform.parent = light_head.rotator.transform; light_head.light.transform.localPosition = Vector3.zero; light_head.light.type = LightType.Spot; light_head.light.shadows = LightShadows.Soft; light_head.light.range = Mathf.Sqrt(max_light_distance_ * max_light_distance_ + max_light_height_ + max_light_height_) + 1.0f; light_head.light.intensity = 1.0f; light_head.light.shadowResolution = UnityEngine.Rendering.LightShadowResolution.VeryHigh; light_head.light.shadowBias = 0.001f; light_head.light.shadowNormalBias = 0.0f; light_head.light.spotAngle = 30.0f; light_heads_.Add(light_head); } } public override bool InitializeComponent(Orrb.RendererComponentConfig config) { light_head_count_ = ConfigUtils.GetProperty("light_head_count", config, light_head_count_); BuildLightHeads(); return UpdateComponent(config); } public override bool UpdateComponent(Orrb.RendererComponentConfig config) { int old_light_head_count = light_head_count_; ConfigUtils.GetProperties(this, config); if (old_light_head_count != light_head_count_) { BuildLightHeads(); } return true; } public override bool RunComponent(RendererComponent.IOutputContext context) { foreach (LightHead light_head in light_heads_) { // Randomize orbit angle [0.0, 360.0) degrees, and use // randomization ranges to determine mounting distance // and mounting height. light_head.SetUp(target_, Random.Range(0.0f, 360.0f), Random.Range(min_light_height_, max_light_height_), Random.Range(min_light_distance_, max_light_distance_)); } return true; } public override void DrawEditorGUI() { } }
136
orrb
openai
C#
using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; // ConfigUtilities provide a reflection based interoperation between the C# components and protocol // buffer based RendererComponentConfig structures. The helper functions: Get/SetProperty allow easy // extraction / injection of singular configurable values. The Get/SetProperties methods allow // configuring of whole components, and depend on runtime, reflective introspection of the component. // The ConfigProperty attribute is used to mark configurable fields. [AttributeUsage(AttributeTargets.Field)] public class ConfigProperty : Attribute { } public class ConfigUtils { public static float GetProperty(string name, Orrb.RendererComponentConfig config, float default_value) { if (config != null && config.FloatProperties.ContainsKey(name)) { return config.FloatProperties[name]; } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, float value) { config.FloatProperties.Add(name, value); } public static int GetProperty(string name, Orrb.RendererComponentConfig config, int default_value) { if (config != null && config.IntProperties.ContainsKey(name)) { return config.IntProperties[name]; } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, int value) { config.IntProperties.Add(name, value); } public static string GetProperty(string name, Orrb.RendererComponentConfig config, string default_value) { if (config != null && config.StringProperties.ContainsKey(name)) { return config.StringProperties[name]; } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, string value) { config.StringProperties.Add(name, value); } public static bool GetProperty(string name, Orrb.RendererComponentConfig config, bool default_value) { if (config != null && config.BoolProperties.ContainsKey(name)) { return config.BoolProperties[name]; } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, bool value) { config.BoolProperties.Add(name, value); } public static Vector3 GetProperty(string name, Orrb.RendererComponentConfig config, Vector3 default_value) { if (config != null && config.Vector3Properties.ContainsKey(name)) { Orrb.Vector3 vector3 = config.Vector3Properties[name]; return new Vector3(vector3.X, vector3.Y, vector3.Z); } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, Vector3 value) { Orrb.Vector3 vector3 = new Orrb.Vector3(); vector3.X = value.x; vector3.Y = value.y; vector3.Z = value.z; config.Vector3Properties.Add(name, vector3); } public static Vector2 GetProperty(string name, Orrb.RendererComponentConfig config, Vector2 default_value) { if (config != null && config.Vector2Properties.ContainsKey(name)) { Orrb.Vector2 vector2 = config.Vector2Properties[name]; return new Vector2(vector2.X, vector2.Y); } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, Vector2 value) { Orrb.Vector2 vector2 = new Orrb.Vector2(); vector2.X = value.x; vector2.Y = value.y; config.Vector2Properties.Add(name, vector2); } public static Quaternion GetProperty(string name, Orrb.RendererComponentConfig config, Quaternion default_value) { if (config != null && config.QuaternionProperties.ContainsKey(name)) { Orrb.Quaternion quaternion = config.QuaternionProperties[name]; return new Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, Quaternion value) { Orrb.Quaternion quaternion = new Orrb.Quaternion(); quaternion.X = value.x; quaternion.Y = value.y; quaternion.Z = value.z; quaternion.W = value.w; config.QuaternionProperties.Add(name, quaternion); } public static Color GetProperty(string name, Orrb.RendererComponentConfig config, Color default_value) { if (config != null && config.ColorProperties.ContainsKey(name)) { Orrb.Color color = config.ColorProperties[name]; return new Color(color.R, color.G, color.B, color.A); } return default_value; } public static void SetProperty(string name, Orrb.RendererComponentConfig config, Color value) { Orrb.Color color = new Orrb.Color(); color.R = value.r; color.G = value.g; color.B = value.b; color.A = value.a; config.ColorProperties.Add(name, color); } public static T GetEnumProperty<T>(string name, Orrb.RendererComponentConfig config, T default_value) where T : struct, IConvertible { if (config != null && config.EnumProperties.ContainsKey(name)) { return (T)Enum.Parse(typeof(T), config.EnumProperties[name]); } return default_value; } public static void SetEnumProperty<T>(string name, Orrb.RendererComponentConfig config, T value) where T : struct, IConvertible { config.EnumProperties.Add(name, value.ToString()); } public static void GetProperties(object subject, Orrb.RendererComponentConfig config) { Type utils = typeof(ConfigUtils); Type[] getter_types = new Type[] { typeof(string), typeof(Orrb.RendererComponentConfig), typeof(string) }; object[] getter_parameters = { null, config, null }; MethodInfo enum_property_getter = utils.GetMethod("GetEnumProperty"); foreach (FieldInfo field_info in subject.GetType().GetFields()) { if (field_info.IsDefined(typeof(ConfigProperty), true)) { MethodInfo property_getter = null; if (field_info.FieldType.IsEnum) { property_getter = enum_property_getter.MakeGenericMethod(field_info.FieldType); } else { getter_types[2] = field_info.FieldType; property_getter = utils.GetMethod("GetProperty", getter_types); } if (property_getter == null) { Logger.Error("Cannot get property getter for: {0}", field_info.FieldType); } else { getter_parameters[0] = GetPropertyName(field_info.Name); getter_parameters[2] = field_info.GetValue(subject); field_info.SetValue(subject, property_getter.Invoke(null, getter_parameters)); } } } } private static string GetPropertyName(string name) { if (name.EndsWith("_", StringComparison.Ordinal)) { return name.Substring(0, name.Length - 1); } return name; } public static void SetProperties(object subject, Orrb.RendererComponentConfig config) { Type utils = typeof(ConfigUtils); Type[] setter_types = new Type[] { typeof(string), typeof(Orrb.RendererComponentConfig), typeof(string) }; object[] setter_parameters = { null, config, null }; MethodInfo enum_property_setter = utils.GetMethod("SetEnumProperty"); foreach (FieldInfo field_info in subject.GetType().GetFields()) { if (field_info.IsDefined(typeof(ConfigProperty), true)) { MethodInfo property_setter = null; if (field_info.FieldType.IsEnum) { property_setter = enum_property_setter.MakeGenericMethod(field_info.FieldType); } else { setter_types[2] = field_info.FieldType; property_setter = utils.GetMethod("SetProperty", setter_types); } if (property_setter == null) { Logger.Error("Cannot get property setter for: {0}.", field_info.FieldType); } else { setter_parameters[0] = GetPropertyName(field_info.Name); setter_parameters[2] = field_info.GetValue(subject); property_setter.Invoke(null, setter_parameters); } } } } public static string ResolveFile(string basedir, string file_path) { if (Path.IsPathRooted(file_path)) { return file_path; } else { return Path.Combine(basedir, file_path); } } }
213
orrb
openai
C#
using System; using System.Collections.Generic; using MIConvexHull; using UnityEngine; // This is a simple wrapper for the MIConvexHull. The static method CreateConvexHull takes a Unity Mesh // and produces a Unity Mesh with the convex hull. public class ConvexHull { public static Mesh CreateConvexHull(Mesh mesh) { List<MIConvexHull.DefaultVertex> vertices = new List<DefaultVertex>(); foreach (Vector3 vertex in mesh.vertices) { MIConvexHull.DefaultVertex mi_vertex = new MIConvexHull.DefaultVertex(); mi_vertex.Position = new double[3] { vertex.x, vertex.y, vertex.z }; vertices.Add(mi_vertex); } MIConvexHull.ConvexHull< MIConvexHull.DefaultVertex, MIConvexHull.DefaultConvexFace<MIConvexHull.DefaultVertex>> mi_hull = MIConvexHull.ConvexHull.Create(vertices); List<Vector3> hull_vertices = new List<Vector3>(); foreach (MIConvexHull.DefaultVertex vertex in mi_hull.Points) { hull_vertices.Add(new Vector3((float)vertex.Position[0], (float)vertex.Position[1], (float)vertex.Position[2])); } IList<MIConvexHull.DefaultVertex> mi_hull_vertices = new List<MIConvexHull.DefaultVertex>(mi_hull.Points); List<int> triangles = new List<int>(); foreach (MIConvexHull.DefaultConvexFace<MIConvexHull.DefaultVertex> face in mi_hull.Faces) { triangles.Add(mi_hull_vertices.IndexOf(face.Vertices[0])); triangles.Add(mi_hull_vertices.IndexOf(face.Vertices[1])); triangles.Add(mi_hull_vertices.IndexOf(face.Vertices[2])); } Mesh hull = new Mesh(); hull.vertices = hull_vertices.ToArray(); hull.triangles = triangles.ToArray(); hull.RecalculateNormals(); return hull; } }
47
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using System.IO; using System.Reflection; // This utility allows properties (class member variables) to be configured from commandline and // property files. Use the Flag attribute to mark configurable variables. This utility depends // on runtime reflexive introspection. [AttributeUsage(AttributeTargets.Field)] public class Flag : Attribute { } public class Flags { static private Dictionary<string, object> object_flags_ = new Dictionary<string, object>(); static private Dictionary<string, string> string_flags_ = new Dictionary<string, string>(); static Flags() { string[] args = System.Environment.GetCommandLineArgs(); foreach (string arg in args) { string[] split = arg.Split(new char[] { '=' }, 2, StringSplitOptions.RemoveEmptyEntries); if (split.Length == 1) { string bool_flag = split[0]; if (!bool_flag.StartsWith("--", StringComparison.Ordinal)) { continue; } bool_flag = bool_flag.Substring(2); AddBoolFlag(bool_flag, true); } else if (split.Length == 2) { string key = split[0]; string value = split[1]; if (!key.StartsWith("--", StringComparison.Ordinal)) { continue; } key = key.Substring(2); if ("flags.file".Equals(key)) { LoadFlagsFromFile(value); } else { string_flags_[key] = value; } } } } private static void LoadFlagsFromFile(string file_name) { Logger.Info("Flags::LoadFlagsFromFile::Reading flag file: {0}", file_name); StreamReader reader = new StreamReader(file_name); string line = ""; while ((line = reader.ReadLine()) != null) { string[] split = line.Split(new char[] { ' ' }, 3, StringSplitOptions.RemoveEmptyEntries); if (split.Length == 2) { string flag_type = split[0]; string key = split[1]; if (typeof(bool).Name.Equals(flag_type)) { AddBoolFlag(key, true); } else if (typeof(string).Name.Equals(flag_type)) { string_flags_[key] = ""; } } else if (split.Length == 3) { string flag_type = split[0]; string key = split[1]; string value = split[2]; if (typeof(bool).Name.Equals(flag_type)) { AddBoolFlag(key, bool.Parse(value)); } else if (typeof(int).Name.Equals(flag_type)) { object_flags_[key] = int.Parse(value); } else if (typeof(float).Name.Equals(flag_type)) { object_flags_[key] = float.Parse(value); } else if (typeof(string).Name.Equals(flag_type)) { object_flags_[key] = value; string_flags_[key] = value; } else { string_flags_[key] = value; } } } reader.Close(); } static private void AddBoolFlag(string key, bool value) { if (key.StartsWith("no", System.StringComparison.Ordinal)) { object_flags_[key.Substring(2)] = !value; } else { object_flags_[key] = value; } } static public object Get<T>(string name, T default_value) { if (string_flags_.ContainsKey(name)) { string value = string_flags_[name]; if (typeof(T).IsEnum) { T retval = (T)Enum.Parse(typeof(T), value, true); object_flags_[name] = retval; return retval; } else if (typeof(T).Equals(typeof(Vector3))) { Vector3 retval = ParseVector3(value); object_flags_[name] = retval; return retval; } else { T retval = (T)Convert.ChangeType(value, typeof(T)); object_flags_[name] = retval; return retval; } } else if (object_flags_.ContainsKey(name)) { return (T)object_flags_[name]; } else { object_flags_.Add(name, default_value); return default_value; } } static private Vector3 ParseVector3(string string_vec) { if (string_vec.StartsWith("(") && string_vec.EndsWith(")")) { string_vec = string_vec.Substring(1, string_vec.Length - 2); } string[] splits = string_vec.Split(new char[] { ',' }); if (splits.Length != 3) { Logger.Error("Flags::ParseVector3::Invalid Vector3: {0}", string_vec); return Vector3.zero; } return new Vector3(float.Parse(splits[0].Trim()), float.Parse(splits[1].Trim()), float.Parse(splits[2].Trim())); } static public void DumpFlags() { SortedDictionary<string, string> flag_strings = new SortedDictionary<string, string>(); foreach (KeyValuePair<string, object> pair in object_flags_) { if (pair.Value.GetType().IsEnum) { flag_strings.Add(pair.Key, string.Format("String {0} {1}", pair.Key, pair.Value)); } else { flag_strings.Add(pair.Key, string.Format("{0} {1} {2}", pair.Value.GetType().Name, pair.Key, pair.Value)); } } foreach (KeyValuePair<string, string> pair in flag_strings) { System.Console.WriteLine(pair.Value); } } static public void InitFlags(object subject, string prefix) { MethodInfo flag_getter = typeof(Flags).GetMethod("Get"); foreach (FieldInfo field_info in subject.GetType().GetFields()) { if (field_info.IsDefined(typeof(Flag), true)) { MethodInfo typed_flag_getter = flag_getter.MakeGenericMethod(field_info.FieldType); field_info.SetValue(subject, typed_flag_getter.Invoke(null, new object[] { GetFlagName (prefix, field_info.Name), field_info.GetValue (subject) })); } } } static private string GetFlagName(string prefix, string flag_name) { if (flag_name.EndsWith("_")) { flag_name = flag_name.Substring(0, flag_name.Length - 1); } return string.Format("{0}.{1}", prefix, flag_name); } }
171
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; // A simple utility used to unify logging. The time logged is measured in milliseconds relative to // application startup. An Id and indent / alignment value can be provided in order to make logs // from multiple servers visually align nicer. public class Logger { public enum Level { DEBUG, INFO, WARNING, ERROR, FATAL }; private static string id_ = ""; private static string id_aligned_ = ""; public static void Initialize(string id, int alignment) { id_ = id; if (id_.Length > 0 && alignment > id_.Length) { id_aligned_ = id_.PadLeft(alignment); } else { id_aligned_ = id_; } } public static void Info(string format, params object[] objects) { Log(Level.INFO, format, objects); } public static void Warning(string format, params object[] objects) { Log(Level.WARNING, format, objects); } public static void Error(string format, params object[] objects) { Log(Level.ERROR, format, objects); } static void Log(Level level, string format, params object[] objects) { string message = string.Format(format, objects); if (id_aligned_.Length > 0) { message = string.Format("{0}::{1}::{2}::{3}", id_aligned_, LevelToString(level), Millis(), message); } else { message = string.Format("{0}::{1}::{2}", LevelToString(level), Millis(), message); } Consume(message); } private static void Consume(string message) { System.Console.WriteLine(message); if (Application.isEditor) { Debug.Log(message); } } private static string LevelToString(Level level) { switch (level) { case Level.DEBUG: return "D"; case Level.INFO: return "I"; case Level.WARNING: return "W"; case Level.ERROR: return "E"; default: return "X"; } } private static string Millis() { return ((int)(Time.realtimeSinceStartup * 1000)).ToString("D10"); } }
80
orrb
openai
C#
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SceneUtils { // Create a named game object and attach a component to it. public static T InstantiateWithController<T>(string name) where T : Component { GameObject game_object = new GameObject(); return game_object.AddComponent<T>() as T; } // Find a named child Component of a given type in a GameObject. public static T Find<T>(GameObject where, string name, T default_value) where T : Component { return Find<T>(where.transform, name, default_value); } // Find a named child Component of a given type in a Component. public static T Find<T>(Component where, string name, T default_value) where T : Component { Transform transform = where.transform; Transform child = transform.Find(name); if (child != null && child.GetComponent<T>() != null) { return child.GetComponent<T>(); } else { return default_value; } } // Find a named child GameObject in a GameObject. public static GameObject Find(GameObject where, string name, GameObject default_value) { return Find(where.transform, name, default_value); } // Find a named child GameObject in a Component. public static GameObject Find(Component where, string name, GameObject default_value) { Transform transform = where.transform; Transform child = transform.Find(name); if (child != null) { return child.gameObject; } else { return default_value; } } }
47
orrb
openai
C#
using System.Collections.Generic; using UnityEngine; using System.Xml; // Utilities that support reading the MuJoCo XMLs and the property inheritance model that // it uses. public class XmlUtils { public class Defaults { public XmlNode root; public XmlNode current; public Defaults(XmlNode root) : this(root, root) { } public Defaults(XmlNode root, XmlNode current) { this.root = root; this.current = current; } public Defaults Resolve(string class_name) { if (class_name == null) { return this; } return Traverse(root, class_name); } private Defaults Traverse(XmlNode node, string class_name) { if (class_name.Equals(GetString(node, "class", null))) { return new Defaults(root, node); } foreach (XmlNode child_node in GetChildNodes(node, "default")) { Defaults child_defaults = Traverse(child_node, class_name); if (child_defaults != null) { return child_defaults; } } return null; } public Defaults GetSubclass(string subclass_name) { if (current != null) { return new Defaults(root, GetChildNode(current, subclass_name)); } else { return new Defaults(root, null); } } }; public static XmlNode GetChildNode(XmlNode node, string name) { List<XmlNode> child_nodes = GetChildNodes(node, name); if (child_nodes.Count == 1) { return child_nodes[0]; } else if (child_nodes.Count == 0) { return null; } else { Logger.Warning("RobotLoader::GetChildNode::Expected only 1 child: {0}, got {1}", name, child_nodes.Count); return null; } } public static List<XmlNode> GetChildNodes(XmlNode node, string name) { List<XmlNode> filtered_child_nodes = new List<XmlNode>(); foreach (XmlNode child_node in node.ChildNodes) { if (child_node.Name.Equals(name)) { filtered_child_nodes.Add(child_node); } } return filtered_child_nodes; } public static bool HasAttributeWithDefaults(XmlNode node, Defaults defaults, string attribute_name) { if (defaults != null && defaults.current != null) { return HasAttribute(defaults.current, attribute_name) || HasAttribute(node, attribute_name); } return HasAttribute(node, attribute_name); } public static bool HasAttribute(XmlNode node, string attribute_name) { XmlNode attribute_node = node.Attributes.GetNamedItem(attribute_name); return attribute_node != null; } public static Vector2 GetVector2WithDefaults(XmlNode node, Defaults defaults, string vector_name, Vector2 default_value) { if (defaults != null && defaults.current != null) { return GetVector2(node, vector_name, GetVector2(defaults.current, vector_name, default_value)); } return GetVector2(node, vector_name, default_value); } public static Vector2 GetVector2(XmlNode node, string name, Vector2 default_value) { XmlNode attribute_node = node.Attributes.GetNamedItem(name); if (attribute_node != null) { return ParseVector2(attribute_node.Value, default_value); } else { return default_value; } } public static Vector3 GetVector3WithDefaults(XmlNode node, Defaults defaults, string vector_name, Vector3 default_value) { if (defaults != null && defaults.current != null) { return GetVector3(node, vector_name, GetVector3(defaults.current, vector_name, default_value)); } return GetVector3(node, vector_name, default_value); } public static Vector3 GetVector3(XmlNode node, string vector_name, Vector3 default_value) { XmlNode attribute_node = node.Attributes.GetNamedItem(vector_name); if (attribute_node != null) { return ParseVector3(attribute_node.Value, default_value); } else { return default_value; } } public static Vector4 GetVector4WithDefaults(XmlNode node, Defaults defaults, string vector_name, Vector4 default_value) { if (defaults != null && defaults.current != null) { return GetVector4(node, vector_name, GetVector4(defaults.current, vector_name, default_value)); } return GetVector4(node, vector_name, default_value); } public static Vector4 GetVector4(XmlNode node, string name, Vector4 default_value) { XmlNode attribute_node = node.Attributes.GetNamedItem(name); if (attribute_node != null) { return ParseVector4(attribute_node.Value, default_value); } else { return default_value; } } public static Quaternion GetRotationWithDefaults(XmlNode node, Defaults defaults, Quaternion default_value) { if (defaults != null && defaults.current != null) { return GetRotation(node, GetRotation(defaults.current, default_value)); } return GetRotation(node, default_value); } public static Quaternion GetRotation(XmlNode node, Quaternion default_value) { if (HasAttribute(node, "euler")) { return Quaternion.Euler(XmlUtils.GetVector3(node, "euler", Vector3.zero) * Mathf.Rad2Deg); } else if (HasAttribute(node, "axisangle")) { Vector4 axis_angle = XmlUtils.GetVector4(node, "axisangle", Vector4.zero); return Quaternion.AngleAxis(axis_angle[3] * Mathf.Rad2Deg, new Vector3(axis_angle[0], axis_angle[1], axis_angle[2])); } else { return XmlUtils.GetQuaternion(node, "quat", default_value); } } public static Color GetColorWithDefaults(XmlNode node, Defaults defaults, string color_name, Color default_color) { if (defaults != null && defaults.current != null) { return GetColor(node, color_name, GetColor(defaults.current, color_name, default_color)); } return GetColor(node, color_name, default_color); } public static Color GetColor(XmlNode node, string color_name, Color default_color) { XmlNode attribute_node = node.Attributes.GetNamedItem(color_name); if (attribute_node != null) { return ParseColor(attribute_node.Value, default_color); } else { return default_color; } } public static Quaternion GetQuaternion(XmlNode node, string name, Quaternion default_value) { XmlNode attribute_node = node.Attributes.GetNamedItem(name); if (attribute_node != null) { return ParseQuaternion(attribute_node.Value, default_value); } else { return default_value; } } public static string GetStringWithDefaults(XmlNode node, Defaults defaults, string string_name, string default_value) { if (defaults != null && defaults.current != null) { return GetString(node, string_name, GetString(defaults.current, string_name, default_value)); } return GetString(node, string_name, default_value); } public static string GetString(XmlNode node, string string_name, string default_value) { XmlNode attribute_node = node.Attributes.GetNamedItem(string_name); if (attribute_node != null) { return attribute_node.Value; } else { return default_value; } } public static float GetFloat(XmlNode node, string name, float default_value) { XmlNode attribute_node = node.Attributes.GetNamedItem(name); if (attribute_node != null) { return float.Parse(attribute_node.Value); } else { return default_value; } } public static Vector2 ParseVector2(string text, Vector2 default_vector) { string[] split = text.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries); if (split.Length == 1) { return Vector2.one * float.Parse(split[0]); } else if (split.Length == 2 || split.Length == 3) { return new Vector2(float.Parse(split[0]), float.Parse(split[1])); } else { return default_vector; } } public static Vector3 ParseVector3(string text, Vector3 default_vector) { string[] split = text.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries); if (split.Length == 1) { return Vector3.one * float.Parse(split[0]); } else if (split.Length == 3 || split.Length == 4) { return new Vector3(float.Parse(split[0]), float.Parse(split[1]), float.Parse(split[2])); } else { return default_vector; } } public static Vector4 ParseVector4(string text, Vector4 default_vector) { string[] split = text.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries); if (split.Length != 4) { return default_vector; } else { return new Vector4(float.Parse(split[0]), float.Parse(split[1]), float.Parse(split[2]), float.Parse(split[3])); } } public static Color ParseColor(string text, Color default_color) { string[] split = text.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries); if (split.Length != 4) { return default_color; } else { return new Color(float.Parse(split[0]), float.Parse(split[1]), float.Parse(split[2]), float.Parse(split[3])); } } public static Quaternion ParseQuaternion(string text, Quaternion default_quaternion) { string[] split = text.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries); if (split.Length != 4) { return default_quaternion; } else { return new Quaternion(float.Parse(split[1]), float.Parse(split[2]), float.Parse(split[3]), float.Parse(split[0])); } } }
256
orrb
openai
C#
// =============================================================================================== // The MIT License (MIT) for UnityFBXExporter // // UnityFBXExporter was created for Building Crafter (http://u3d.as/ovC) a tool to rapidly // create high quality buildings right in Unity with no need to use 3D modeling programs. // // Copyright (c) 2016 | 8Bit Goose Games, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies // of the Software, and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // =============================================================================================== using UnityEngine; using System.Text; using System.Collections.Generic; using System.IO; #if UNITY_EDITOR using UnityEditor; #endif using System.Linq; namespace UnityFBXExporter { public class FBXExporter { public static bool ExportGameObjToFBX(GameObject gameObj, string newPath, bool copyMaterials = false, bool copyTextures = false) { // Check to see if the extension is right if(newPath.Remove(0, newPath.LastIndexOf('.')) != ".fbx") { Debug.LogError("The end of the path wasn't \".fbx\""); return false; } if(copyMaterials) CopyComplexMaterialsToPath(gameObj, newPath, copyTextures); string buildMesh = MeshToString(gameObj, newPath, copyMaterials, copyTextures); if(System.IO.File.Exists(newPath)) System.IO.File.Delete(newPath); System.IO.File.WriteAllText(newPath, buildMesh); #if UNITY_EDITOR // Import the model properly so it looks for the material instead of by the texture name // TODO: By calling refresh, it imports the model with the wrong materials, but we can't find the model to import without // refreshing the database. A chicken and the egg issue AssetDatabase.Refresh(); string stringLocalPath = newPath.Remove(0, newPath.LastIndexOf("/Assets") + 1); ModelImporter modelImporter = ModelImporter.GetAtPath(stringLocalPath) as ModelImporter; if(modelImporter != null) { ModelImporterMaterialName modelImportOld = modelImporter.materialName; modelImporter.materialName = ModelImporterMaterialName.BasedOnMaterialName; #if UNITY_5_1 modelImporter.normalImportMode = ModelImporterTangentSpaceMode.Import; #else modelImporter.importNormals = ModelImporterNormals.Import; #endif if (copyMaterials == false) modelImporter.materialSearch = ModelImporterMaterialSearch.Everywhere; AssetDatabase.ImportAsset(stringLocalPath, ImportAssetOptions.ForceUpdate); } else { Debug.Log("Model Importer is null and can't import"); } AssetDatabase.Refresh(); #endif return true; } public static string VersionInformation { get { return "FBX Unity Export version 1.1.1 (Originally created for the Unity Asset, Building Crafter)"; } } public static long GetRandomFBXId() { return System.BitConverter.ToInt64(System.Guid.NewGuid().ToByteArray(), 0); } public static string MeshToString (GameObject gameObj, string newPath, bool copyMaterials = false, bool copyTextures = false) { StringBuilder sb = new StringBuilder(); StringBuilder objectProps = new StringBuilder(); objectProps.AppendLine("; Object properties"); objectProps.AppendLine(";------------------------------------------------------------------"); objectProps.AppendLine(""); objectProps.AppendLine("Objects: {"); StringBuilder objectConnections = new StringBuilder(); objectConnections.AppendLine("; Object connections"); objectConnections.AppendLine(";------------------------------------------------------------------"); objectConnections.AppendLine(""); objectConnections.AppendLine("Connections: {"); objectConnections.AppendLine("\t"); Material[] materials = new Material[0]; // First finds all unique materials and compiles them (and writes to the object connections) for funzies string materialsObjectSerialized = ""; string materialConnectionsSerialized = ""; FBXUnityMaterialGetter.GetAllMaterialsToString(gameObj, newPath, copyMaterials, copyTextures, out materials, out materialsObjectSerialized, out materialConnectionsSerialized); // Run recursive FBX Mesh grab over the entire gameobject FBXUnityMeshGetter.GetMeshToString(gameObj, materials, ref objectProps, ref objectConnections); // write the materials to the objectProps here. Should not do it in the above as it recursive. objectProps.Append(materialsObjectSerialized); objectConnections.Append(materialConnectionsSerialized); // Close up both builders; objectProps.AppendLine("}"); objectConnections.AppendLine("}"); // ========= Create header ======== // Intro sb.AppendLine("; FBX 7.3.0 project file"); sb.AppendLine("; Copyright (C) 1997-2010 Autodesk Inc. and/or its licensors."); sb.AppendLine("; All rights reserved."); sb.AppendLine("; ----------------------------------------------------"); sb.AppendLine(); // The header sb.AppendLine("FBXHeaderExtension: {"); sb.AppendLine("\tFBXHeaderVersion: 1003"); sb.AppendLine("\tFBXVersion: 7300"); // Creationg Date Stamp System.DateTime currentDate = System.DateTime.Now; sb.AppendLine("\tCreationTimeStamp: {"); sb.AppendLine("\t\tVersion: 1000"); sb.AppendLine("\t\tYear: " + currentDate.Year); sb.AppendLine("\t\tMonth: " + currentDate.Month); sb.AppendLine("\t\tDay: " + currentDate.Day); sb.AppendLine("\t\tHour: " + currentDate.Hour); sb.AppendLine("\t\tMinute: " + currentDate.Minute); sb.AppendLine("\t\tSecond: " + currentDate.Second); sb.AppendLine("\t\tMillisecond: " + currentDate.Millisecond); sb.AppendLine("\t}"); // Info on the Creator sb.AppendLine("\tCreator: \"" + VersionInformation + "\""); sb.AppendLine("\tSceneInfo: \"SceneInfo::GlobalInfo\", \"UserData\" {"); sb.AppendLine("\t\tType: \"UserData\""); sb.AppendLine("\t\tVersion: 100"); sb.AppendLine("\t\tMetaData: {"); sb.AppendLine("\t\t\tVersion: 100"); sb.AppendLine("\t\t\tTitle: \"\""); sb.AppendLine("\t\t\tSubject: \"\""); sb.AppendLine("\t\t\tAuthor: \"\""); sb.AppendLine("\t\t\tKeywords: \"\""); sb.AppendLine("\t\t\tRevision: \"\""); sb.AppendLine("\t\t\tComment: \"\""); sb.AppendLine("\t\t}"); sb.AppendLine("\t\tProperties70: {"); // Information on how this item was originally generated string documentInfoPaths = Application.dataPath + newPath + ".fbx"; sb.AppendLine("\t\t\tP: \"DocumentUrl\", \"KString\", \"Url\", \"\", \"" + documentInfoPaths + "\""); sb.AppendLine("\t\t\tP: \"SrcDocumentUrl\", \"KString\", \"Url\", \"\", \"" + documentInfoPaths + "\""); sb.AppendLine("\t\t\tP: \"Original\", \"Compound\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|ApplicationVendor\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|ApplicationName\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|ApplicationVersion\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|DateTime_GMT\", \"DateTime\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"Original|FileName\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved\", \"Compound\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|ApplicationVendor\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|ApplicationName\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|ApplicationVersion\", \"KString\", \"\", \"\", \"\""); sb.AppendLine("\t\t\tP: \"LastSaved|DateTime_GMT\", \"DateTime\", \"\", \"\", \"\""); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); sb.AppendLine("}"); // The Global information sb.AppendLine("GlobalSettings: {"); sb.AppendLine("\tVersion: 1000"); sb.AppendLine("\tProperties70: {"); sb.AppendLine("\t\tP: \"UpAxis\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"UpAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"FrontAxis\", \"int\", \"Integer\", \"\",2"); sb.AppendLine("\t\tP: \"FrontAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"CoordAxis\", \"int\", \"Integer\", \"\",0"); sb.AppendLine("\t\tP: \"CoordAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"OriginalUpAxis\", \"int\", \"Integer\", \"\",-1"); sb.AppendLine("\t\tP: \"OriginalUpAxisSign\", \"int\", \"Integer\", \"\",1"); sb.AppendLine("\t\tP: \"UnitScaleFactor\", \"double\", \"Number\", \"\",100"); // NOTE: This sets the resize scale upon import sb.AppendLine("\t\tP: \"OriginalUnitScaleFactor\", \"double\", \"Number\", \"\",100"); sb.AppendLine("\t\tP: \"AmbientColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); sb.AppendLine("\t\tP: \"DefaultCamera\", \"KString\", \"\", \"\", \"Producer Perspective\""); sb.AppendLine("\t\tP: \"TimeMode\", \"enum\", \"\", \"\",11"); sb.AppendLine("\t\tP: \"TimeSpanStart\", \"KTime\", \"Time\", \"\",0"); sb.AppendLine("\t\tP: \"TimeSpanStop\", \"KTime\", \"Time\", \"\",479181389250"); sb.AppendLine("\t\tP: \"CustomFrameRate\", \"double\", \"Number\", \"\",-1"); sb.AppendLine("\t}"); sb.AppendLine("}"); // The Object definations sb.AppendLine("; Object definitions"); sb.AppendLine(";------------------------------------------------------------------"); sb.AppendLine(""); sb.AppendLine("Definitions: {"); sb.AppendLine("\tVersion: 100"); sb.AppendLine("\tCount: 4"); sb.AppendLine("\tObjectType: \"GlobalSettings\" {"); sb.AppendLine("\t\tCount: 1"); sb.AppendLine("\t}"); sb.AppendLine("\tObjectType: \"Model\" {"); sb.AppendLine("\t\tCount: 1"); // TODO figure out if this count matters sb.AppendLine("\t\tPropertyTemplate: \"FbxNode\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"QuaternionInterpolate\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationOffset\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ScalingOffset\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ScalingPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TranslationActive\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TranslationMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TranslationMinX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMinY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMinZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMaxX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMaxY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"TranslationMaxZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationSpaceForLimitOnly\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationStiffnessX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationStiffnessY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationStiffnessZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"AxisLen\", \"double\", \"Number\", \"\",10"); sb.AppendLine("\t\t\t\tP: \"PreRotation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"PostRotation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"RotationMinX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMinY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMinZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMaxX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMaxY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"RotationMaxZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingActive\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"ScalingMinX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMinY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMinZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMaxX\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMaxY\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"ScalingMaxZ\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"GeometricTranslation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"GeometricRotation\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"GeometricScaling\", \"Vector3D\", \"Vector\", \"\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"MinDampRangeX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampRangeY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampRangeZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampRangeX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampRangeY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampRangeZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampStrengthX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampStrengthY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MinDampStrengthZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampStrengthX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampStrengthY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"MaxDampStrengthZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PreferedAngleX\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PreferedAngleY\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PreferedAngleZ\", \"double\", \"Number\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"LookAtProperty\", \"object\", \"\", \"\""); sb.AppendLine("\t\t\t\tP: \"UpVectorProperty\", \"object\", \"\", \"\""); sb.AppendLine("\t\t\t\tP: \"Show\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"NegativePercentShapeSupport\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",-1"); sb.AppendLine("\t\t\t\tP: \"Freeze\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"LODBox\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"Visibility\", \"Visibility\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"Visibility Inheritance\", \"Visibility Inheritance\", \"\", \"\",1"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); // The geometry, this is IMPORTANT sb.AppendLine("\tObjectType: \"Geometry\" {"); sb.AppendLine("\t\tCount: 1"); // TODO - this must be set by the number of items being placed. sb.AppendLine("\t\tPropertyTemplate: \"FbxMesh\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"Color\", \"ColorRGB\", \"Color\", \"\",0.8,0.8,0.8"); sb.AppendLine("\t\t\t\tP: \"BBoxMin\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"BBoxMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Primary Visibility\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"Casts Shadows\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"Receive Shadows\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); // The materials that are being placed. Has to be simple I think sb.AppendLine("\tObjectType: \"Material\" {"); sb.AppendLine("\t\tCount: 1"); sb.AppendLine("\t\tPropertyTemplate: \"FbxSurfacePhong\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"ShadingModel\", \"KString\", \"\", \"\", \"Phong\""); sb.AppendLine("\t\t\t\tP: \"MultiLayer\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"EmissiveColor\", \"Color\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"EmissiveFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"AmbientColor\", \"Color\", \"\", \"A\",0.2,0.2,0.2"); sb.AppendLine("\t\t\t\tP: \"AmbientFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"DiffuseColor\", \"Color\", \"\", \"A\",0.8,0.8,0.8"); sb.AppendLine("\t\t\t\tP: \"DiffuseFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"Bump\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"NormalMap\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"BumpFactor\", \"double\", \"Number\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TransparencyFactor\", \"Number\", \"\", \"A\",0"); sb.AppendLine("\t\t\t\tP: \"DisplacementColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"DisplacementFactor\", \"double\", \"Number\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"VectorDisplacementColor\", \"ColorRGB\", \"Color\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"VectorDisplacementFactor\", \"double\", \"Number\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"SpecularColor\", \"Color\", \"\", \"A\",0.2,0.2,0.2"); sb.AppendLine("\t\t\t\tP: \"SpecularFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"ShininessExponent\", \"Number\", \"\", \"A\",20"); sb.AppendLine("\t\t\t\tP: \"ReflectionColor\", \"Color\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"ReflectionFactor\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); // Explanation of how textures work sb.AppendLine("\tObjectType: \"Texture\" {"); sb.AppendLine("\t\tCount: 2"); // TODO - figure out if this texture number is important sb.AppendLine("\t\tPropertyTemplate: \"FbxFileTexture\" {"); sb.AppendLine("\t\t\tProperties70: {"); sb.AppendLine("\t\t\t\tP: \"TextureTypeUse\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"Texture alpha\", \"Number\", \"\", \"A\",1"); sb.AppendLine("\t\t\t\tP: \"CurrentMappingType\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"WrapModeU\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"WrapModeV\", \"enum\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"UVSwap\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"PremultiplyAlpha\", \"bool\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"Translation\", \"Vector\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Rotation\", \"Vector\", \"\", \"A\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"Scaling\", \"Vector\", \"\", \"A\",1,1,1"); sb.AppendLine("\t\t\t\tP: \"TextureRotationPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"TextureScalingPivot\", \"Vector3D\", \"Vector\", \"\",0,0,0"); sb.AppendLine("\t\t\t\tP: \"CurrentTextureBlendMode\", \"enum\", \"\", \"\",1"); sb.AppendLine("\t\t\t\tP: \"UVSet\", \"KString\", \"\", \"\", \"default\""); sb.AppendLine("\t\t\t\tP: \"UseMaterial\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t\tP: \"UseMipMap\", \"bool\", \"\", \"\",0"); sb.AppendLine("\t\t\t}"); sb.AppendLine("\t\t}"); sb.AppendLine("\t}"); sb.AppendLine("}"); sb.AppendLine(""); sb.Append(objectProps.ToString()); sb.Append(objectConnections.ToString()); return sb.ToString(); } public static void CopyComplexMaterialsToPath(GameObject gameObj, string path, bool copyTextures, string texturesFolder = "/Textures", string materialsFolder = "/Materials") { #if UNITY_EDITOR int folderIndex = path.LastIndexOf('/'); path = path.Remove(folderIndex, path.Length - folderIndex); // 1. First create the directories that are needed string texturesPath = path + texturesFolder; string materialsPath = path + materialsFolder; if(Directory.Exists(path) == false) Directory.CreateDirectory(path); if(Directory.Exists(materialsPath) == false) Directory.CreateDirectory(materialsPath); // 2. Copy every distinct Material into the Materials folder //@cartzhang modify.As meshrender and skinnedrender is same level in inherit relation shape. // if not check,skinned render ,may lost some materials. Renderer[] meshRenderers = gameObj.GetComponentsInChildren<Renderer>(); List<Material> everyMaterial = new List<Material>(); for(int i = 0; i < meshRenderers.Length; i++) { for(int n = 0; n < meshRenderers[i].sharedMaterials.Length; n++) { everyMaterial.Add(meshRenderers[i].sharedMaterials[n]); } //Debug.Log(meshRenderers[i].gameObject.name); } Dictionary<string, Material> materialMapping = new Dictionary<string, Material>(); foreach (Material material in everyMaterial) { if (materialMapping.ContainsKey(material.name)) { continue; } else { materialMapping.Add(material.name, material); } } Material[] everyDistinctMaterial = materialMapping.Values.ToArray<Material>(); everyDistinctMaterial = everyDistinctMaterial.OrderBy(o => o.name).ToArray<Material>(); List<string> everyMaterialName = new List<string>(); // Structure of materials naming, is used when packaging up the package // PARENTNAME_ORIGINALMATNAME.mat for(int i = 0; i < everyDistinctMaterial.Length; i++) { string newName = gameObj.name + "_" + everyDistinctMaterial[i].name; string fullPath = materialsPath + "/" + newName + ".mat"; if(File.Exists(fullPath)) File.Delete(fullPath); if(CopyAndRenameAsset(everyDistinctMaterial[i], newName, materialsPath)) everyMaterialName.Add(newName); } // 3. Go through newly moved materials and copy every texture and update the material AssetDatabase.Refresh(); List<Material> allNewMaterials = new List<Material>(); for (int i = 0; i < everyMaterialName.Count; i++) { string assetPath = materialsPath; if(assetPath[assetPath.Length - 1] != '/') assetPath += "/"; assetPath += everyMaterialName[i] + ".mat"; Material sourceMat = (Material)AssetDatabase.LoadAssetAtPath(assetPath, typeof(Material)); if(sourceMat != null) allNewMaterials.Add(sourceMat); } // Get all the textures from the mesh renderer if(copyTextures) { if(Directory.Exists(texturesPath) == false) Directory.CreateDirectory(texturesPath); AssetDatabase.Refresh(); for(int i = 0; i < allNewMaterials.Count; i++) { allNewMaterials[i] = CopyTexturesAndAssignCopiesToMaterial(allNewMaterials[i], texturesPath); } } AssetDatabase.Refresh(); #endif } public static bool CopyAndRenameAsset(Object obj, string newName, string newFolderPath) { #if UNITY_EDITOR string path = newFolderPath; if(path[path.Length - 1] != '/') path += "/"; string assetPath = AssetDatabase.GetAssetPath(obj); string extension = Path.GetExtension(assetPath); string newFileName = path + newName + extension; if(File.Exists(newFileName)) return false; return AssetDatabase.CopyAsset(assetPath, newFileName); #else return false; #endif } /// <summary> /// Strips the full path of a file /// </summary> /// <returns>The file name.</returns> /// <param name="path">Path.</param> private static string GetFileName(string path) { string fileName = path.ToString(); fileName = fileName.Remove(0, fileName.LastIndexOf('/') + 1); return fileName; } private static Material CopyTexturesAndAssignCopiesToMaterial(Material material, string newPath) { if(material.shader.name == "Standard" || material.shader.name == "Standard (Specular setup)") { GetTextureUpdateMaterialWithPath(material, "_MainTex", newPath); if(material.shader.name == "Standard") GetTextureUpdateMaterialWithPath(material, "_MetallicGlossMap", newPath); if(material.shader.name == "Standard (Specular setup)") GetTextureUpdateMaterialWithPath(material, "_SpecGlossMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_BumpMap", newPath); GetTextureUpdateMaterialWithPath(material, "_ParallaxMap", newPath); GetTextureUpdateMaterialWithPath(material, "_OcclusionMap", newPath); GetTextureUpdateMaterialWithPath(material, "_EmissionMap", newPath); GetTextureUpdateMaterialWithPath(material, "_DetailMask", newPath); GetTextureUpdateMaterialWithPath(material, "_DetailAlbedoMap", newPath); GetTextureUpdateMaterialWithPath(material, "_DetailNormalMap", newPath); } else Debug.LogError("WARNING: " + material.name + " is not a physically based shader, may not export to package correctly"); return material; } /// <summary> /// Copies and renames the texture and assigns it to the material provided. /// NAME FORMAT: Material.name + textureShaderName /// </summary> /// <param name="material">Material.</param> /// <param name="textureShaderName">Texture shader name.</param> /// <param name="newPath">New path.</param> private static void GetTextureUpdateMaterialWithPath(Material material, string textureShaderName, string newPath) { Texture textureInQ = material.GetTexture(textureShaderName); if(textureInQ != null) { string name = material.name + textureShaderName; Texture newTexture = (Texture)CopyAndRenameAssetReturnObject(textureInQ, name, newPath); if(newTexture != null) material.SetTexture(textureShaderName, newTexture); } } public static Object CopyAndRenameAssetReturnObject(Object obj, string newName, string newFolderPath) { #if UNITY_EDITOR string path = newFolderPath; if(path[path.Length - 1] != '/') path += "/"; string testPath = path.Remove(path.Length - 1); if(System.IO.Directory.Exists(testPath) == false) { Debug.LogError("This folder does not exist " + testPath); return null; } string assetPath = AssetDatabase.GetAssetPath(obj); string fileName = GetFileName(assetPath); string extension = fileName.Remove(0, fileName.LastIndexOf('.')); string newFullPathName = path + newName + extension; if(AssetDatabase.CopyAsset(assetPath, newFullPathName) == false) return null; AssetDatabase.Refresh(); return AssetDatabase.LoadAssetAtPath(newFullPathName, typeof(Texture)); #else return null; #endif } } }
611
orrb
openai
C#
// =============================================================================================== // The MIT License (MIT) for UnityFBXExporter // // UnityFBXExporter was created for Building Crafter (http://u3d.as/ovC) a tool to rapidly // create high quality buildings right in Unity with no need to use 3D modeling programs. // // Copyright (c) 2016 | 8Bit Goose Games, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies // of the Software, and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // =============================================================================================== using UnityEngine; using System.Text; using System.Collections.Generic; using System.Linq; using System.IO; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityFBXExporter { public class FBXUnityMaterialGetter { /// <summary> /// Finds all materials in a gameobject and writes them to a string that can be read by the FBX writer /// </summary> /// <param name="gameObj">Parent GameObject being exported.</param> /// <param name="newPath">The path to export to.</param> /// <param name="materials">Materials which were written to this fbx file.</param> /// <param name="matObjects">The material objects to write to the file.</param> /// <param name="connections">The connections to write to the file.</param> public static void GetAllMaterialsToString(GameObject gameObj, string newPath, bool copyMaterials, bool copyTextures, out Material[] materials, out string matObjects, out string connections) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); // Need to get all unique materials for the submesh here and then write them in //@cartzhang modify.As meshrender and skinnedrender is same level in inherit relation shape. // if not check,skinned render ,may lost some materials. Renderer[] meshRenders = gameObj.GetComponentsInChildren<Renderer>(); List<Material> uniqueMaterials = new List<Material>(); // Gets all the unique materials within this GameObject Hierarchy for(int i = 0; i < meshRenders.Length; i++) { for(int n = 0; n < meshRenders[i].sharedMaterials.Length; n++) { Material mat = meshRenders[i].sharedMaterials[n]; if(uniqueMaterials.Contains(mat) == false && mat != null) { uniqueMaterials.Add(mat); } } } for (int i = 0; i < uniqueMaterials.Count; i++) { Material mat = uniqueMaterials[i]; // We rename the material if it is being copied string materialName = mat.name; if(copyMaterials) materialName = gameObj.name + "_" + mat.name; int referenceId = Mathf.Abs(mat.GetInstanceID()); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\tMaterial: " + referenceId + ", \"Material::" + materialName + "\", \"\" {"); tempObjectSb.AppendLine("\t\tVersion: 102"); tempObjectSb.AppendLine("\t\tShadingModel: \"phong\""); tempObjectSb.AppendLine("\t\tMultiLayer: 0"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendFormat("\t\t\tP: \"Diffuse\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", mat.color.r, mat.color.g, mat.color.b); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"DiffuseColor\", \"Color\", \"\", \"A\",{0},{1},{2}", mat.color.r, mat.color.g, mat.color.b); tempObjectSb.AppendLine(); // TODO: Figure out if this property can be written to the FBX file // if(mat.HasProperty("_MetallicGlossMap")) // { // Debug.Log("has metallic gloss map"); // Color color = mat.GetColor("_Color"); // tempObjectSb.AppendFormat("\t\t\tP: \"Specular\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", color.r, color.g, color.r); // tempObjectSb.AppendLine(); // tempObjectSb.AppendFormat("\t\t\tP: \"SpecularColor\", \"ColorRGB\", \"Color\", \" \",{0},{1},{2}", color.r, color.g, color.b); // tempObjectSb.AppendLine(); // } if(mat.HasProperty("_SpecColor")) { Color color = mat.GetColor("_SpecColor"); tempObjectSb.AppendFormat("\t\t\tP: \"Specular\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", color.r, color.g, color.r); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"SpecularColor\", \"ColorRGB\", \"Color\", \" \",{0},{1},{2}", color.r, color.g, color.b); tempObjectSb.AppendLine(); } if(mat.HasProperty("_Mode")) { Color color = Color.white; switch((int)mat.GetFloat("_Mode")) { case 0: // Map is opaque break; case 1: // Map is a cutout // TODO: Add option if it is a cutout break; case 2: // Map is a fade color = mat.GetColor("_Color"); tempObjectSb.AppendFormat("\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",{0},{1},{2}", color.r, color.g, color.b); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"Opacity\", \"double\", \"Number\", \"\",{0}", color.a); tempObjectSb.AppendLine(); break; case 3: // Map is transparent color = mat.GetColor("_Color"); tempObjectSb.AppendFormat("\t\t\tP: \"TransparentColor\", \"Color\", \"\", \"A\",{0},{1},{2}", color.r, color.g, color.b); tempObjectSb.AppendLine(); tempObjectSb.AppendFormat("\t\t\tP: \"Opacity\", \"double\", \"Number\", \"\",{0}", color.a); tempObjectSb.AppendLine(); break; } } // NOTE: Unity doesn't currently import this information (I think) from an FBX file. if(mat.HasProperty("_EmissionColor")) { Color color = mat.GetColor("_EmissionColor"); tempObjectSb.AppendFormat("\t\t\tP: \"Emissive\", \"Vector3D\", \"Vector\", \"\",{0},{1},{2}", color.r, color.g, color.b); tempObjectSb.AppendLine(); float averageColor = (color.r + color.g + color.b) / 3f; tempObjectSb.AppendFormat("\t\t\tP: \"EmissiveFactor\", \"Number\", \"\", \"A\",{0}", averageColor); tempObjectSb.AppendLine(); } // TODO: Add these to the file based on their relation to the PBR files // tempObjectSb.AppendLine("\t\t\tP: \"AmbientColor\", \"Color\", \"\", \"A\",0,0,0"); // tempObjectSb.AppendLine("\t\t\tP: \"ShininessExponent\", \"Number\", \"\", \"A\",6.31179285049438"); // tempObjectSb.AppendLine("\t\t\tP: \"Ambient\", \"Vector3D\", \"Vector\", \"\",0,0,0"); // tempObjectSb.AppendLine("\t\t\tP: \"Shininess\", \"double\", \"Number\", \"\",6.31179285049438"); // tempObjectSb.AppendLine("\t\t\tP: \"Reflectivity\", \"double\", \"Number\", \"\",0"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); string textureObjects; string textureConnections; SerializedTextures(gameObj, newPath, mat, materialName, copyTextures, out textureObjects, out textureConnections); tempObjectSb.Append(textureObjects); tempConnectionsSb.Append(textureConnections); } materials = uniqueMaterials.ToArray<Material>(); matObjects = tempObjectSb.ToString(); connections = tempConnectionsSb.ToString(); } /// <summary> /// Serializes textures to FBX format. /// </summary> /// <param name="gameObj">Parent GameObject being exported.</param> /// <param name="newPath">The path to export to.</param> /// <param name="materials">Materials that holds all the textures.</param> /// <param name="matObjects">The string with the newly serialized texture file.</param> /// <param name="connections">The string to connect this to the material.</param> private static void SerializedTextures(GameObject gameObj, string newPath, Material material, string materialName, bool copyTextures, out string objects, out string connections) { // TODO: FBX import currently only supports Diffuse Color and Normal Map // Because it is undocumented, there is no way to easily find out what other textures // can be attached to an FBX file so it is imported into the PBR shaders at the same time. // Also NOTE, Unity 5.1.2 will import FBX files with legacy shaders. This is fix done // in at least 5.3.4. StringBuilder objectsSb = new StringBuilder(); StringBuilder connectionsSb = new StringBuilder(); int materialId = Mathf.Abs(material.GetInstanceID()); Texture mainTexture = material.GetTexture("_MainTex"); string newObjects = null; string newConnections = null; // Serializeds the Main Texture, one of two textures that can be stored in FBX's sysytem if(mainTexture != null) { SerializeOneTexture(gameObj, newPath, material, materialName, materialId, copyTextures, "_MainTex", "DiffuseColor", out newObjects, out newConnections); objectsSb.AppendLine(newObjects); connectionsSb.AppendLine(newConnections); } if(SerializeOneTexture(gameObj, newPath, material, materialName, materialId, copyTextures, "_BumpMap", "NormalMap", out newObjects, out newConnections)) { objectsSb.AppendLine(newObjects); connectionsSb.AppendLine(newConnections); } connections = connectionsSb.ToString(); objects = objectsSb.ToString(); } private static bool SerializeOneTexture(GameObject gameObj, string newPath, Material material, string materialName, int materialId, bool copyTextures, string unityExtension, string textureType, out string objects, out string connections) { StringBuilder objectsSb = new StringBuilder(); StringBuilder connectionsSb = new StringBuilder(); Texture texture = material.GetTexture(unityExtension); if(texture == null) { objects = ""; connections = ""; return false; } string originalAssetPath = ""; #if UNITY_EDITOR originalAssetPath = AssetDatabase.GetAssetPath(texture); #else Debug.LogError("Unity FBX Exporter can not serialize textures at runtime (yet). Look in FBXUnityMaterialGetter around line 250ish. Fix it and contribute to the project!"); objects = ""; connections = ""; return false; #endif string fullDataFolderPath = Application.dataPath; string textureFilePathFullName = originalAssetPath; string textureName = Path.GetFileNameWithoutExtension(originalAssetPath); string textureExtension = Path.GetExtension(originalAssetPath); // If we are copying the textures over, we update the relative positions if(copyTextures) { int indexOfAssetsFolder = fullDataFolderPath.LastIndexOf("/Assets"); fullDataFolderPath = fullDataFolderPath.Remove(indexOfAssetsFolder, fullDataFolderPath.Length - indexOfAssetsFolder); string newPathFolder = newPath.Remove(newPath.LastIndexOf('/') + 1, newPath.Length - newPath.LastIndexOf('/') - 1); textureName = gameObj.name + "_" + material.name + unityExtension; textureFilePathFullName = fullDataFolderPath + "/" + newPathFolder + textureName + textureExtension; } long textureReference = FBXExporter.GetRandomFBXId(); // TODO - test out different reference names to get one that doesn't load a _MainTex when importing. objectsSb.AppendLine("\tTexture: " + textureReference + ", \"Texture::" + materialName + "\", \"\" {"); objectsSb.AppendLine("\t\tType: \"TextureVideoClip\""); objectsSb.AppendLine("\t\tVersion: 202"); objectsSb.AppendLine("\t\tTextureName: \"Texture::" + materialName + "\""); objectsSb.AppendLine("\t\tProperties70: {"); objectsSb.AppendLine("\t\t\tP: \"CurrentTextureBlendMode\", \"enum\", \"\", \"\",0"); objectsSb.AppendLine("\t\t\tP: \"UVSet\", \"KString\", \"\", \"\", \"map1\""); objectsSb.AppendLine("\t\t\tP: \"UseMaterial\", \"bool\", \"\", \"\",1"); objectsSb.AppendLine("\t\t}"); objectsSb.AppendLine("\t\tMedia: \"Video::" + materialName + "\""); // Sets the absolute path for the copied texture objectsSb.Append("\t\tFileName: \""); objectsSb.Append(textureFilePathFullName); objectsSb.AppendLine("\""); // Sets the relative path for the copied texture // TODO: If we don't copy the textures to a relative path, we must find a relative path to write down here if(copyTextures) objectsSb.AppendLine("\t\tRelativeFilename: \"/Textures/" + textureName + textureExtension + "\""); objectsSb.AppendLine("\t\tModelUVTranslation: 0,0"); // TODO: Figure out how to get the UV translation into here objectsSb.AppendLine("\t\tModelUVScaling: 1,1"); // TODO: Figure out how to get the UV scaling into here objectsSb.AppendLine("\t\tTexture_Alpha_Source: \"None\""); // TODO: Add alpha source here if the file is a cutout. objectsSb.AppendLine("\t\tCropping: 0,0,0,0"); objectsSb.AppendLine("\t}"); connectionsSb.AppendLine("\t;Texture::" + textureName + ", Material::" + materialName + "\""); connectionsSb.AppendLine("\tC: \"OP\"," + textureReference + "," + materialId + ", \"" + textureType + "\""); connectionsSb.AppendLine(); objects = objectsSb.ToString(); connections = connectionsSb.ToString(); return true; } } }
326
orrb
openai
C#
// =============================================================================================== // The MIT License (MIT) for UnityFBXExporter // // UnityFBXExporter was created for Building Crafter (http://u3d.as/ovC) a tool to rapidly // create high quality buildings right in Unity with no need to use 3D modeling programs. // // Copyright (c) 2016 | 8Bit Goose Games, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies // of the Software, and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // =============================================================================================== using UnityEngine; using System.Collections; using System.Text; using System.Collections.Generic; namespace UnityFBXExporter { public class FBXUnityMeshGetter { /// <summary> /// Gets all the meshes and outputs to a string (even grabbing the child of each gameObject) /// </summary> /// <returns>The mesh to string.</returns> /// <param name="gameObj">GameObject Parent.</param> /// <param name="materials">Every Material in the parent that can be accessed.</param> /// <param name="objects">The StringBuidler to create objects for the FBX file.</param> /// <param name="connections">The StringBuidler to create connections for the FBX file.</param> /// <param name="parentObject">Parent object, if left null this is the top parent.</param> /// <param name="parentModelId">Parent model id, 0 if top parent.</param> public static long GetMeshToString(GameObject gameObj, Material[] materials, ref StringBuilder objects, ref StringBuilder connections, GameObject parentObject = null, long parentModelId = 0) { StringBuilder tempObjectSb = new StringBuilder(); StringBuilder tempConnectionsSb = new StringBuilder(); long geometryId = FBXExporter.GetRandomFBXId(); long modelId = FBXExporter.GetRandomFBXId(); //@cartzhang if SkinnedMeshRender gameobject,but has no meshfilter,add one. SkinnedMeshRenderer[] meshfilterRender = gameObj.GetComponentsInChildren<SkinnedMeshRenderer>(); for (int i = 0; i < meshfilterRender.Length; i++) { if (meshfilterRender[i].GetComponent<MeshFilter>() == null) { meshfilterRender[i].gameObject.AddComponent<MeshFilter>(); meshfilterRender[i].GetComponent<MeshFilter>().sharedMesh = GameObject.Instantiate(meshfilterRender[i].sharedMesh); } } // Sees if there is a mesh to export and add to the system MeshFilter filter = gameObj.GetComponent<MeshFilter>(); string meshName = gameObj.name; // A NULL parent means that the gameObject is at the top string isMesh = "Null"; if(filter != null) { meshName = filter.sharedMesh.name; isMesh = "Mesh"; } if(parentModelId == 0) tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::RootNode"); else tempConnectionsSb.AppendLine("\t;Model::" + meshName + ", Model::USING PARENT"); tempConnectionsSb.AppendLine("\tC: \"OO\"," + modelId + "," + parentModelId); tempConnectionsSb.AppendLine(); tempObjectSb.AppendLine("\tModel: " + modelId + ", \"Model::" + gameObj.name + "\", \"" + isMesh + "\" {"); tempObjectSb.AppendLine("\t\tVersion: 232"); tempObjectSb.AppendLine("\t\tProperties70: {"); tempObjectSb.AppendLine("\t\t\tP: \"RotationOrder\", \"enum\", \"\", \"\",4"); tempObjectSb.AppendLine("\t\t\tP: \"RotationActive\", \"bool\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"InheritType\", \"enum\", \"\", \"\",1"); tempObjectSb.AppendLine("\t\t\tP: \"ScalingMax\", \"Vector3D\", \"Vector\", \"\",0,0,0"); tempObjectSb.AppendLine("\t\t\tP: \"DefaultAttributeIndex\", \"int\", \"Integer\", \"\",0"); // ===== Local Translation Offset ========= Vector3 position = gameObj.transform.localPosition; tempObjectSb.Append("\t\t\tP: \"Lcl Translation\", \"Lcl Translation\", \"\", \"A+\","); // Append the X Y Z coords to the system tempObjectSb.AppendFormat("{0},{1},{2}", position.x * - 1, position.y, position.z); tempObjectSb.AppendLine(); // Rotates the object correctly from Unity space Vector3 localRotation = gameObj.transform.localEulerAngles; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Rotation\", \"Lcl Rotation\", \"\", \"A+\",{0},{1},{2}", localRotation.x, localRotation.y * -1, -1 * localRotation.z); tempObjectSb.AppendLine(); // Adds the local scale of this object Vector3 localScale = gameObj.transform.localScale; tempObjectSb.AppendFormat("\t\t\tP: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",{0},{1},{2}", localScale.x, localScale.y, localScale.z); tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\tP: \"currentUVSet\", \"KString\", \"\", \"U\", \"map1\""); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t\tShading: T"); tempObjectSb.AppendLine("\t\tCulling: \"CullingOff\""); tempObjectSb.AppendLine("\t}"); // Adds in geometry if it exists, if it it does not exist, this is a empty gameObject file and skips over this if(filter != null) { Mesh mesh = filter.sharedMesh; // ================================= // General Geometry Info // ================================= // Generate the geometry information for the mesh created tempObjectSb.AppendLine("\tGeometry: " + geometryId + ", \"Geometry::\", \"Mesh\" {"); // ===== WRITE THE VERTICIES ===== Vector3[] verticies = mesh.vertices; int vertCount = mesh.vertexCount * 3; // <= because the list of points is just a list of comma seperated values, we need to multiply by three tempObjectSb.AppendLine("\t\tVertices: *" + vertCount + " {"); tempObjectSb.Append("\t\t\ta: "); for(int i = 0; i < verticies.Length; i++) { if(i > 0) tempObjectSb.Append(","); // Points in the verticies. We also reverse the x value because Unity has a reverse X coordinate tempObjectSb.AppendFormat("{0},{1},{2}", verticies[i].x * - 1, verticies[i].y, verticies[i].z); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); // ======= WRITE THE TRIANGLES ======== int triangleCount = mesh.triangles.Length; int[] triangles = mesh.triangles; tempObjectSb.AppendLine("\t\tPolygonVertexIndex: *" + triangleCount + " {"); // Write triangle indexes tempObjectSb.Append("\t\t\ta: "); for(int i = 0; i < triangleCount; i += 3) { if(i > 0) tempObjectSb.Append(","); // To get the correct normals, must rewind the triangles since we flipped the x direction tempObjectSb.AppendFormat("{0},{1},{2}", triangles[i], triangles[i + 2], (triangles[i + 1] * -1) - 1); // <= Tells the poly is ended } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t} "); tempObjectSb.AppendLine("\t\tGeometryVersion: 124"); tempObjectSb.AppendLine("\t\tLayerElementNormal: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"Direct\""); // ===== WRITE THE NORMALS ========== Vector3[] normals = mesh.normals; tempObjectSb.AppendLine("\t\t\tNormals: *" + (triangleCount * 3) + " {"); tempObjectSb.Append("\t\t\t\ta: "); for(int i = 0; i < triangleCount; i += 3) { if(i > 0) tempObjectSb.Append(","); // To get the correct normals, must rewind the normal triangles like the triangles above since x was flipped Vector3 newNormal = normals[triangles[i]]; tempObjectSb.AppendFormat("{0},{1},{2},", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); newNormal = normals[triangles[i + 2]]; tempObjectSb.AppendFormat("{0},{1},{2},", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); newNormal = normals[triangles[i + 1]]; tempObjectSb.AppendFormat("{0},{1},{2}", newNormal.x * -1, // Switch normal as is tradition newNormal.y, newNormal.z); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // ===== WRITE THE COLORS ===== bool containsColors = mesh.colors.Length == verticies.Length; if(containsColors) { Color[] colors = mesh.colors; Dictionary<Color, int> colorTable = new Dictionary<Color, int>(); // reducing amount of data by only keeping unique colors. int idx = 0; // build index table of all the different colors present in the mesh for (int i = 0; i < colors.Length; i++) { if (!colorTable.ContainsKey(colors[i])) { colorTable[colors[i]] = idx; idx++; } } tempObjectSb.AppendLine("\t\tLayerElementColor: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"Col\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tColors: *" + colorTable.Count * 4 + " {"); tempObjectSb.Append("\t\t\t\ta: "); bool first = true; foreach (KeyValuePair<Color, int> color in colorTable) { if (!first) tempObjectSb.Append(","); tempObjectSb.AppendFormat("{0},{1},{2},{3}", color.Key.r, color.Key.g, color.Key.b, color.Key.a); first = false; } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // Color index tempObjectSb.AppendLine("\t\t\tColorIndex: *" + triangles.Length + " {"); tempObjectSb.Append("\t\t\t\ta: "); for (int i = 0; i < triangles.Length; i += 3) { if (i > 0) tempObjectSb.Append(","); // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i + 2]; int index3 = triangles[i + 1]; // Find the color index related to that vertice index index1 = colorTable[colors[index1]]; index2 = colorTable[colors[index2]]; index3 = colorTable[colors[index3]]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); } else Debug.LogWarning("Mesh contains " + mesh.vertices.Length + " vertices for " + mesh.colors.Length + " colors. Skip color export"); // ================ UV CREATION ========================= // -- UV 1 Creation int uvLength = mesh.uv.Length; Vector2[] uvs = mesh.uv; tempObjectSb.AppendLine("\t\tLayerElementUV: 0 {"); // the Zero here is for the first UV map tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"map1\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygonVertex\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); tempObjectSb.AppendLine("\t\t\tUV: *" + uvLength * 2 + " {"); tempObjectSb.Append("\t\t\t\ta: "); for(int i = 0; i < uvLength; i++) { if(i > 0) tempObjectSb.Append(","); tempObjectSb.AppendFormat("{0},{1}", uvs[i].x, uvs[i].y); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t\t}"); // UV tile index coords tempObjectSb.AppendLine("\t\t\tUVIndex: *" + triangleCount +" {"); tempObjectSb.Append("\t\t\t\ta: "); for(int i = 0; i < triangleCount; i += 3) { if(i > 0) tempObjectSb.Append(","); // Triangles need to be fliped for the x flip int index1 = triangles[i]; int index2 = triangles[i+2]; int index3 = triangles[i+1]; tempObjectSb.AppendFormat("{0},{1},{2}", index1, index2, index3); } tempObjectSb.AppendLine(); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); // -- UV 2 Creation // TODO: Add UV2 Creation here // -- Smoothing // TODO: Smoothing doesn't seem to do anything when importing. This maybe should be added. -KBH // ============ MATERIALS ============= tempObjectSb.AppendLine("\t\tLayerElementMaterial: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 101"); tempObjectSb.AppendLine("\t\t\tName: \"\""); tempObjectSb.AppendLine("\t\t\tMappingInformationType: \"ByPolygon\""); tempObjectSb.AppendLine("\t\t\tReferenceInformationType: \"IndexToDirect\""); int totalFaceCount = 0; // So by polygon means that we need 1/3rd of how many indicies we wrote. int numberOfSubmeshes = mesh.subMeshCount; StringBuilder submeshesSb = new StringBuilder(); // For just one submesh, we set them all to zero if(numberOfSubmeshes == 1) { int numFaces = triangles.Length / 3; for(int i = 0; i < numFaces; i++) { submeshesSb.Append("0,"); totalFaceCount++; } } else { List<int[]> allSubmeshes = new List<int[]>(); // Load all submeshes into a space for(int i = 0; i < numberOfSubmeshes; i++) allSubmeshes.Add(mesh.GetIndices(i)); // TODO: Optimize this search pattern for(int i = 0; i < triangles.Length; i += 3) { for(int subMeshIndex = 0; subMeshIndex < allSubmeshes.Count; subMeshIndex++) { bool breaker = false; for(int n = 0; n < allSubmeshes[subMeshIndex].Length; n += 3) { if(triangles[i] == allSubmeshes[subMeshIndex][n] && triangles[i + 1] == allSubmeshes[subMeshIndex][n + 1] && triangles[i + 2] == allSubmeshes[subMeshIndex][n + 2]) { submeshesSb.Append(subMeshIndex.ToString()); submeshesSb.Append(","); totalFaceCount++; break; } if(breaker) break; } } } } tempObjectSb.AppendLine("\t\t\tMaterials: *" + totalFaceCount + " {"); tempObjectSb.Append("\t\t\t\ta: "); tempObjectSb.AppendLine(submeshesSb.ToString()); tempObjectSb.AppendLine("\t\t\t} "); tempObjectSb.AppendLine("\t\t}"); // ============= INFORMS WHAT TYPE OF LATER ELEMENTS ARE IN THIS GEOMETRY ================= tempObjectSb.AppendLine("\t\tLayer: 0 {"); tempObjectSb.AppendLine("\t\t\tVersion: 100"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementNormal\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementMaterial\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementTexture\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); if(containsColors) { tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementColor\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); } tempObjectSb.AppendLine("\t\t\tLayerElement: {"); tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 0"); tempObjectSb.AppendLine("\t\t\t}"); // TODO: Here we would add UV layer 1 for ambient occlusion UV file // tempObjectSb.AppendLine("\t\t\tLayerElement: {"); // tempObjectSb.AppendLine("\t\t\t\tType: \"LayerElementUV\""); // tempObjectSb.AppendLine("\t\t\t\tTypedIndex: 1"); // tempObjectSb.AppendLine("\t\t\t}"); tempObjectSb.AppendLine("\t\t}"); tempObjectSb.AppendLine("\t}"); // Add the connection for the model to the geometry so it is attached the right mesh tempConnectionsSb.AppendLine("\t;Geometry::, Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + geometryId + "," + modelId); tempConnectionsSb.AppendLine(); // Add the connection of all the materials in order of submesh MeshRenderer meshRenderer = gameObj.GetComponent<MeshRenderer>(); if(meshRenderer != null) { Material[] allMaterialsInThisMesh = meshRenderer.sharedMaterials; for(int i = 0; i < allMaterialsInThisMesh.Length; i++) { Material mat = allMaterialsInThisMesh[i]; int referenceId = Mathf.Abs(mat.GetInstanceID()); if(mat == null) { Debug.LogError("ERROR: the game object " + gameObj.name + " has an empty material on it. This will export problematic files. Please fix and reexport"); continue; } tempConnectionsSb.AppendLine("\t;Material::" + mat.name + ", Model::" + mesh.name); tempConnectionsSb.AppendLine("\tC: \"OO\"," + referenceId + "," + modelId); tempConnectionsSb.AppendLine(); } } } // Recursively add all the other objects to the string that has been built. for(int i = 0; i < gameObj.transform.childCount; i++) { GameObject childObject = gameObj.transform.GetChild(i).gameObject; FBXUnityMeshGetter.GetMeshToString(childObject, materials, ref tempObjectSb, ref tempConnectionsSb, gameObj, modelId); } objects.Append(tempObjectSb.ToString()); connections.Append(tempConnectionsSb.ToString()); return modelId; } //private Mesh CreateMeshInstance(UnityEngine.Object obj,Mesh mesh) //{ // obj = new UnityEngine.Object(); // Mesh instanceMesh = UnityEngine.Instantiate(Mesh); //} } }
502
orrb
openai
C#
// =============================================================================================== // The MIT License (MIT) for UnityFBXExporter // // UnityFBXExporter was created for Building Crafter (http://u3d.as/ovC) a tool to rapidly // create high quality buildings right in Unity with no need to use 3D modeling programs. // // Copyright (c) 2016 | 8Bit Goose Games, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies // of the Software, and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // =============================================================================================== using UnityEngine; using System.Collections; using UnityEditor; namespace UnityFBXExporter { public class ExporterMenu : Editor { // Dropdown [MenuItem("GameObject/FBX Exporter/Only GameObject", false, 40)] public static void ExportDropdownGameObjectToFBX() { ExportCurrentGameObject(false, false); } [MenuItem("GameObject/FBX Exporter/With new Materials", false, 41)] public static void ExportDropdownGameObjectAndMaterialsToFBX() { ExportCurrentGameObject(true, false); } [MenuItem("GameObject/FBX Exporter/With new Materials and Textures", false, 42)] public static void ExportDropdownGameObjectAndMaterialsTexturesToFBX() { ExportCurrentGameObject(true, true); } // Assets [MenuItem("Assets/FBX Exporter/Only GameObject", false, 30)] public static void ExportGameObjectToFBX() { ExportCurrentGameObject(false, false); } [MenuItem("Assets/FBX Exporter/With new Materials", false, 31)] public static void ExportGameObjectAndMaterialsToFBX() { ExportCurrentGameObject(true, false); } [MenuItem("Assets/FBX Exporter/With new Materials and Textures", false, 32)] public static void ExportGameObjectAndMaterialsTexturesToFBX() { ExportCurrentGameObject(true, true); } private static void ExportCurrentGameObject(bool copyMaterials, bool copyTextures) { if(Selection.activeGameObject == null) { EditorUtility.DisplayDialog("No Object Selected", "Please select any GameObject to Export to FBX", "Okay"); return; } GameObject currentGameObject = Selection.activeObject as GameObject; if(currentGameObject == null) { EditorUtility.DisplayDialog("Warning", "Item selected is not a GameObject", "Okay"); return; } ExportGameObject(currentGameObject, copyMaterials, copyTextures); } /// <summary> /// Exports ANY Game Object given to it. Will provide a dialog and return the path of the newly exported file /// </summary> /// <returns>The path of the newly exported FBX file</returns> /// <param name="gameObj">Game object to be exported</param> /// <param name="copyMaterials">If set to <c>true</c> copy materials.</param> /// <param name="copyTextures">If set to <c>true</c> copy textures.</param> /// <param name="oldPath">Old path.</param> public static string ExportGameObject(GameObject gameObj, bool copyMaterials, bool copyTextures, string oldPath = null) { if(gameObj == null) { EditorUtility.DisplayDialog("Object is null", "Please select any GameObject to Export to FBX", "Okay"); return null; } string newPath = GetNewPath(gameObj, oldPath); if(newPath != null && newPath.Length != 0) { bool isSuccess = FBXExporter.ExportGameObjToFBX(gameObj, newPath, copyMaterials, copyTextures); if(isSuccess) { return newPath; } else EditorUtility.DisplayDialog("Warning", "The extension probably wasn't an FBX file, could not export.", "Okay"); } return null; } /// <summary> /// Creates save dialog window depending on old path or right to the /Assets folder no old path is given /// </summary> /// <returns>The new path.</returns> /// <param name="gameObject">Item to be exported</param> /// <param name="oldPath">The old path that this object was original at.</param> private static string GetNewPath(GameObject gameObject, string oldPath = null) { // NOTE: This must return a path with the starting "Assets/" or else textures won't copy right string name = gameObject.name; string newPath = null; if(oldPath == null) newPath = EditorUtility.SaveFilePanelInProject("Export FBX File", name + ".fbx", "fbx", "Export " + name + " GameObject to a FBX file"); else { if(oldPath.StartsWith("/Assets")) { oldPath = Application.dataPath.Remove(Application.dataPath.LastIndexOf("/Assets"), 7) + oldPath; oldPath = oldPath.Remove(oldPath.LastIndexOf('/'), oldPath.Length - oldPath.LastIndexOf('/')); } newPath = EditorUtility.SaveFilePanel("Export FBX File", oldPath, name + ".fbx", "fbx"); } int assetsIndex = newPath.IndexOf("Assets"); if(assetsIndex < 0) return null; if(assetsIndex > 0) newPath = newPath.Remove(0, assetsIndex); return newPath; } } }
161
orrb
openai
C#
using UnityEngine; using System.Collections; using UnityEditor; public class ProceduralTest : MonoBehaviour { [MenuItem("Assets/FBX Exporter/Create Object With Procedural Texture", false, 43)] public static void CreateObject() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); Texture2D texture = new Texture2D(128, 128); for (int x = 0; x < 128; ++x) for (int y = 0; y < 128; ++y) texture.SetPixel(x, y, (x-64)*(x-64) + (y-64)*(y-64) < 1000 ? Color.white : Color.black); texture.Apply(); Material mat = new Material(Shader.Find("Standard")); mat.mainTexture = texture; cube.GetComponent<MeshRenderer>().sharedMaterial = mat; } }
22
retro
openai
C#
using System.Reflection; using System.Runtime.CompilerServices; // // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. // [assembly: AssemblyTitle("DotZLib")] [assembly: AssemblyDescription(".Net bindings for ZLib compression dll 1.2.x")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("Henrik Ravn")] [assembly: AssemblyProduct("")] [assembly: AssemblyCopyright("(c) 2004 by Henrik Ravn")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Revision and Build Numbers // by using the '*' as shown below: [assembly: AssemblyVersion("1.0.*")] // // In order to sign your assembly you must specify a key to use. Refer to the // Microsoft .NET Framework documentation for more information on assembly signing. // // Use the attributes below to control which key is used for signing. // // Notes: // (*) If no key is specified, the assembly is not signed. // (*) KeyName refers to a key that has been installed in the Crypto Service // Provider (CSP) on your machine. KeyFile refers to a file which contains // a key. // (*) If the KeyFile and the KeyName values are both specified, the // following processing occurs: // (1) If the KeyName can be found in the CSP, that key is used. // (2) If the KeyName does not exist and the KeyFile does exist, the key // in the KeyFile is installed into the CSP and used. // (*) In order to create a KeyFile, you can use the sn.exe (Strong Name) utility. // When specifying the KeyFile, the location of the KeyFile should be // relative to the project output directory which is // %Project Directory%\obj\<configuration>. For example, if your KeyFile is // located in the project directory, you would specify the AssemblyKeyFile // attribute as [assembly: AssemblyKeyFile("..\\..\\mykey.snk")] // (*) Delay Signing is an advanced option - see the Microsoft .NET Framework // documentation for more information on this. // [assembly: AssemblyDelaySign(false)] [assembly: AssemblyKeyFile("")] [assembly: AssemblyKeyName("")]
59
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.Runtime.InteropServices; using System.Text; namespace DotZLib { #region ChecksumGeneratorBase /// <summary> /// Implements the common functionality needed for all <see cref="ChecksumGenerator"/>s /// </summary> /// <example></example> public abstract class ChecksumGeneratorBase : ChecksumGenerator { /// <summary> /// The value of the current checksum /// </summary> protected uint _current; /// <summary> /// Initializes a new instance of the checksum generator base - the current checksum is /// set to zero /// </summary> public ChecksumGeneratorBase() { _current = 0; } /// <summary> /// Initializes a new instance of the checksum generator basewith a specified value /// </summary> /// <param name="initialValue">The value to set the current checksum to</param> public ChecksumGeneratorBase(uint initialValue) { _current = initialValue; } /// <summary> /// Resets the current checksum to zero /// </summary> public void Reset() { _current = 0; } /// <summary> /// Gets the current checksum value /// </summary> public uint Value { get { return _current; } } /// <summary> /// Updates the current checksum with part of an array of bytes /// </summary> /// <param name="data">The data to update the checksum with</param> /// <param name="offset">Where in <c>data</c> to start updating</param> /// <param name="count">The number of bytes from <c>data</c> to use</param> /// <exception cref="ArgumentException">The sum of offset and count is larger than the length of <c>data</c></exception> /// <exception cref="NullReferenceException"><c>data</c> is a null reference</exception> /// <exception cref="ArgumentOutOfRangeException">Offset or count is negative.</exception> /// <remarks>All the other <c>Update</c> methods are implmeneted in terms of this one. /// This is therefore the only method a derived class has to implement</remarks> public abstract void Update(byte[] data, int offset, int count); /// <summary> /// Updates the current checksum with an array of bytes. /// </summary> /// <param name="data">The data to update the checksum with</param> public void Update(byte[] data) { Update(data, 0, data.Length); } /// <summary> /// Updates the current checksum with the data from a string /// </summary> /// <param name="data">The string to update the checksum with</param> /// <remarks>The characters in the string are converted by the UTF-8 encoding</remarks> public void Update(string data) { Update(Encoding.UTF8.GetBytes(data)); } /// <summary> /// Updates the current checksum with the data from a string, using a specific encoding /// </summary> /// <param name="data">The string to update the checksum with</param> /// <param name="encoding">The encoding to use</param> public void Update(string data, Encoding encoding) { Update(encoding.GetBytes(data)); } } #endregion #region CRC32 /// <summary> /// Implements a CRC32 checksum generator /// </summary> public sealed class CRC32Checksum : ChecksumGeneratorBase { #region DLL imports [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern uint crc32(uint crc, int data, uint length); #endregion /// <summary> /// Initializes a new instance of the CRC32 checksum generator /// </summary> public CRC32Checksum() : base() {} /// <summary> /// Initializes a new instance of the CRC32 checksum generator with a specified value /// </summary> /// <param name="initialValue">The value to set the current checksum to</param> public CRC32Checksum(uint initialValue) : base(initialValue) {} /// <summary> /// Updates the current checksum with part of an array of bytes /// </summary> /// <param name="data">The data to update the checksum with</param> /// <param name="offset">Where in <c>data</c> to start updating</param> /// <param name="count">The number of bytes from <c>data</c> to use</param> /// <exception cref="ArgumentException">The sum of offset and count is larger than the length of <c>data</c></exception> /// <exception cref="NullReferenceException"><c>data</c> is a null reference</exception> /// <exception cref="ArgumentOutOfRangeException">Offset or count is negative.</exception> public override void Update(byte[] data, int offset, int count) { if (offset < 0 || count < 0) throw new ArgumentOutOfRangeException(); if ((offset+count) > data.Length) throw new ArgumentException(); GCHandle hData = GCHandle.Alloc(data, GCHandleType.Pinned); try { _current = crc32(_current, hData.AddrOfPinnedObject().ToInt32()+offset, (uint)count); } finally { hData.Free(); } } } #endregion #region Adler /// <summary> /// Implements a checksum generator that computes the Adler checksum on data /// </summary> public sealed class AdlerChecksum : ChecksumGeneratorBase { #region DLL imports [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern uint adler32(uint adler, int data, uint length); #endregion /// <summary> /// Initializes a new instance of the Adler checksum generator /// </summary> public AdlerChecksum() : base() {} /// <summary> /// Initializes a new instance of the Adler checksum generator with a specified value /// </summary> /// <param name="initialValue">The value to set the current checksum to</param> public AdlerChecksum(uint initialValue) : base(initialValue) {} /// <summary> /// Updates the current checksum with part of an array of bytes /// </summary> /// <param name="data">The data to update the checksum with</param> /// <param name="offset">Where in <c>data</c> to start updating</param> /// <param name="count">The number of bytes from <c>data</c> to use</param> /// <exception cref="ArgumentException">The sum of offset and count is larger than the length of <c>data</c></exception> /// <exception cref="NullReferenceException"><c>data</c> is a null reference</exception> /// <exception cref="ArgumentOutOfRangeException">Offset or count is negative.</exception> public override void Update(byte[] data, int offset, int count) { if (offset < 0 || count < 0) throw new ArgumentOutOfRangeException(); if ((offset+count) > data.Length) throw new ArgumentException(); GCHandle hData = GCHandle.Alloc(data, GCHandleType.Pinned); try { _current = adler32(_current, hData.AddrOfPinnedObject().ToInt32()+offset, (uint)count); } finally { hData.Free(); } } } #endregion }
202
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.Diagnostics; namespace DotZLib { /// <summary> /// This class implements a circular buffer /// </summary> internal class CircularBuffer { #region Private data private int _capacity; private int _head; private int _tail; private int _size; private byte[] _buffer; #endregion public CircularBuffer(int capacity) { Debug.Assert( capacity > 0 ); _buffer = new byte[capacity]; _capacity = capacity; _head = 0; _tail = 0; _size = 0; } public int Size { get { return _size; } } public int Put(byte[] source, int offset, int count) { Debug.Assert( count > 0 ); int trueCount = Math.Min(count, _capacity - Size); for (int i = 0; i < trueCount; ++i) _buffer[(_tail+i) % _capacity] = source[offset+i]; _tail += trueCount; _tail %= _capacity; _size += trueCount; return trueCount; } public bool Put(byte b) { if (Size == _capacity) // no room return false; _buffer[_tail++] = b; _tail %= _capacity; ++_size; return true; } public int Get(byte[] destination, int offset, int count) { int trueCount = Math.Min(count,Size); for (int i = 0; i < trueCount; ++i) destination[offset + i] = _buffer[(_head+i) % _capacity]; _head += trueCount; _head %= _capacity; _size -= trueCount; return trueCount; } public int Get() { if (Size == 0) return -1; int result = (int)_buffer[_head++ % _capacity]; --_size; return result; } } }
84
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.Runtime.InteropServices; namespace DotZLib { /// <summary> /// Implements the common functionality needed for all <see cref="Codec"/>s /// </summary> public abstract class CodecBase : Codec, IDisposable { #region Data members /// <summary> /// Instance of the internal zlib buffer structure that is /// passed to all functions in the zlib dll /// </summary> internal ZStream _ztream = new ZStream(); /// <summary> /// True if the object instance has been disposed, false otherwise /// </summary> protected bool _isDisposed = false; /// <summary> /// The size of the internal buffers /// </summary> protected const int kBufferSize = 16384; private byte[] _outBuffer = new byte[kBufferSize]; private byte[] _inBuffer = new byte[kBufferSize]; private GCHandle _hInput; private GCHandle _hOutput; private uint _checksum = 0; #endregion /// <summary> /// Initializes a new instance of the <c>CodeBase</c> class. /// </summary> public CodecBase() { try { _hInput = GCHandle.Alloc(_inBuffer, GCHandleType.Pinned); _hOutput = GCHandle.Alloc(_outBuffer, GCHandleType.Pinned); } catch (Exception) { CleanUp(false); throw; } } #region Codec Members /// <summary> /// Occurs when more processed data are available. /// </summary> public event DataAvailableHandler DataAvailable; /// <summary> /// Fires the <see cref="DataAvailable"/> event /// </summary> protected void OnDataAvailable() { if (_ztream.total_out > 0) { if (DataAvailable != null) DataAvailable( _outBuffer, 0, (int)_ztream.total_out); resetOutput(); } } /// <summary> /// Adds more data to the codec to be processed. /// </summary> /// <param name="data">Byte array containing the data to be added to the codec</param> /// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks> public void Add(byte[] data) { Add(data,0,data.Length); } /// <summary> /// Adds more data to the codec to be processed. /// </summary> /// <param name="data">Byte array containing the data to be added to the codec</param> /// <param name="offset">The index of the first byte to add from <c>data</c></param> /// <param name="count">The number of bytes to add</param> /// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks> /// <remarks>This must be implemented by a derived class</remarks> public abstract void Add(byte[] data, int offset, int count); /// <summary> /// Finishes up any pending data that needs to be processed and handled. /// </summary> /// <remarks>This must be implemented by a derived class</remarks> public abstract void Finish(); /// <summary> /// Gets the checksum of the data that has been added so far /// </summary> public uint Checksum { get { return _checksum; } } #endregion #region Destructor & IDisposable stuff /// <summary> /// Destroys this instance /// </summary> ~CodecBase() { CleanUp(false); } /// <summary> /// Releases any unmanaged resources and calls the <see cref="CleanUp()"/> method of the derived class /// </summary> public void Dispose() { CleanUp(true); } /// <summary> /// Performs any codec specific cleanup /// </summary> /// <remarks>This must be implemented by a derived class</remarks> protected abstract void CleanUp(); // performs the release of the handles and calls the dereived CleanUp() private void CleanUp(bool isDisposing) { if (!_isDisposed) { CleanUp(); if (_hInput.IsAllocated) _hInput.Free(); if (_hOutput.IsAllocated) _hOutput.Free(); _isDisposed = true; } } #endregion #region Helper methods /// <summary> /// Copies a number of bytes to the internal codec buffer - ready for proccesing /// </summary> /// <param name="data">The byte array that contains the data to copy</param> /// <param name="startIndex">The index of the first byte to copy</param> /// <param name="count">The number of bytes to copy from <c>data</c></param> protected void copyInput(byte[] data, int startIndex, int count) { Array.Copy(data, startIndex, _inBuffer,0, count); _ztream.next_in = _hInput.AddrOfPinnedObject(); _ztream.total_in = 0; _ztream.avail_in = (uint)count; } /// <summary> /// Resets the internal output buffers to a known state - ready for processing /// </summary> protected void resetOutput() { _ztream.total_out = 0; _ztream.avail_out = kBufferSize; _ztream.next_out = _hOutput.AddrOfPinnedObject(); } /// <summary> /// Updates the running checksum property /// </summary> /// <param name="newSum">The new checksum value</param> protected void setChecksum(uint newSum) { _checksum = newSum; } #endregion } }
199
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.Diagnostics; using System.Runtime.InteropServices; namespace DotZLib { /// <summary> /// Implements a data compressor, using the deflate algorithm in the ZLib dll /// </summary> public sealed class Deflater : CodecBase { #region Dll imports [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl, CharSet=CharSet.Ansi)] private static extern int deflateInit_(ref ZStream sz, int level, string vs, int size); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int deflate(ref ZStream sz, int flush); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int deflateReset(ref ZStream sz); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int deflateEnd(ref ZStream sz); #endregion /// <summary> /// Constructs an new instance of the <c>Deflater</c> /// </summary> /// <param name="level">The compression level to use for this <c>Deflater</c></param> public Deflater(CompressLevel level) : base() { int retval = deflateInit_(ref _ztream, (int)level, Info.Version, Marshal.SizeOf(_ztream)); if (retval != 0) throw new ZLibException(retval, "Could not initialize deflater"); resetOutput(); } /// <summary> /// Adds more data to the codec to be processed. /// </summary> /// <param name="data">Byte array containing the data to be added to the codec</param> /// <param name="offset">The index of the first byte to add from <c>data</c></param> /// <param name="count">The number of bytes to add</param> /// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks> public override void Add(byte[] data, int offset, int count) { if (data == null) throw new ArgumentNullException(); if (offset < 0 || count < 0) throw new ArgumentOutOfRangeException(); if ((offset+count) > data.Length) throw new ArgumentException(); int total = count; int inputIndex = offset; int err = 0; while (err >= 0 && inputIndex < total) { copyInput(data, inputIndex, Math.Min(total - inputIndex, kBufferSize)); while (err >= 0 && _ztream.avail_in > 0) { err = deflate(ref _ztream, (int)FlushTypes.None); if (err == 0) while (_ztream.avail_out == 0) { OnDataAvailable(); err = deflate(ref _ztream, (int)FlushTypes.None); } inputIndex += (int)_ztream.total_in; } } setChecksum( _ztream.adler ); } /// <summary> /// Finishes up any pending data that needs to be processed and handled. /// </summary> public override void Finish() { int err; do { err = deflate(ref _ztream, (int)FlushTypes.Finish); OnDataAvailable(); } while (err == 0); setChecksum( _ztream.adler ); deflateReset(ref _ztream); resetOutput(); } /// <summary> /// Closes the internal zlib deflate stream /// </summary> protected override void CleanUp() { deflateEnd(ref _ztream); } } }
107
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.IO; using System.Runtime.InteropServices; using System.Text; namespace DotZLib { #region Internal types /// <summary> /// Defines constants for the various flush types used with zlib /// </summary> internal enum FlushTypes { None, Partial, Sync, Full, Finish, Block } #region ZStream structure // internal mapping of the zlib zstream structure for marshalling [StructLayoutAttribute(LayoutKind.Sequential, Pack=4, Size=0, CharSet=CharSet.Ansi)] internal struct ZStream { public IntPtr next_in; public uint avail_in; public uint total_in; public IntPtr next_out; public uint avail_out; public uint total_out; [MarshalAs(UnmanagedType.LPStr)] string msg; uint state; uint zalloc; uint zfree; uint opaque; int data_type; public uint adler; uint reserved; } #endregion #endregion #region Public enums /// <summary> /// Defines constants for the available compression levels in zlib /// </summary> public enum CompressLevel : int { /// <summary> /// The default compression level with a reasonable compromise between compression and speed /// </summary> Default = -1, /// <summary> /// No compression at all. The data are passed straight through. /// </summary> None = 0, /// <summary> /// The maximum compression rate available. /// </summary> Best = 9, /// <summary> /// The fastest available compression level. /// </summary> Fastest = 1 } #endregion #region Exception classes /// <summary> /// The exception that is thrown when an error occurs on the zlib dll /// </summary> public class ZLibException : ApplicationException { /// <summary> /// Initializes a new instance of the <see cref="ZLibException"/> class with a specified /// error message and error code /// </summary> /// <param name="errorCode">The zlib error code that caused the exception</param> /// <param name="msg">A message that (hopefully) describes the error</param> public ZLibException(int errorCode, string msg) : base(String.Format("ZLib error {0} {1}", errorCode, msg)) { } /// <summary> /// Initializes a new instance of the <see cref="ZLibException"/> class with a specified /// error code /// </summary> /// <param name="errorCode">The zlib error code that caused the exception</param> public ZLibException(int errorCode) : base(String.Format("ZLib error {0}", errorCode)) { } } #endregion #region Interfaces /// <summary> /// Declares methods and properties that enables a running checksum to be calculated /// </summary> public interface ChecksumGenerator { /// <summary> /// Gets the current value of the checksum /// </summary> uint Value { get; } /// <summary> /// Clears the current checksum to 0 /// </summary> void Reset(); /// <summary> /// Updates the current checksum with an array of bytes /// </summary> /// <param name="data">The data to update the checksum with</param> void Update(byte[] data); /// <summary> /// Updates the current checksum with part of an array of bytes /// </summary> /// <param name="data">The data to update the checksum with</param> /// <param name="offset">Where in <c>data</c> to start updating</param> /// <param name="count">The number of bytes from <c>data</c> to use</param> /// <exception cref="ArgumentException">The sum of offset and count is larger than the length of <c>data</c></exception> /// <exception cref="ArgumentNullException"><c>data</c> is a null reference</exception> /// <exception cref="ArgumentOutOfRangeException">Offset or count is negative.</exception> void Update(byte[] data, int offset, int count); /// <summary> /// Updates the current checksum with the data from a string /// </summary> /// <param name="data">The string to update the checksum with</param> /// <remarks>The characters in the string are converted by the UTF-8 encoding</remarks> void Update(string data); /// <summary> /// Updates the current checksum with the data from a string, using a specific encoding /// </summary> /// <param name="data">The string to update the checksum with</param> /// <param name="encoding">The encoding to use</param> void Update(string data, Encoding encoding); } /// <summary> /// Represents the method that will be called from a codec when new data /// are available. /// </summary> /// <paramref name="data">The byte array containing the processed data</paramref> /// <paramref name="startIndex">The index of the first processed byte in <c>data</c></paramref> /// <paramref name="count">The number of processed bytes available</paramref> /// <remarks>On return from this method, the data may be overwritten, so grab it while you can. /// You cannot assume that startIndex will be zero. /// </remarks> public delegate void DataAvailableHandler(byte[] data, int startIndex, int count); /// <summary> /// Declares methods and events for implementing compressors/decompressors /// </summary> public interface Codec { /// <summary> /// Occurs when more processed data are available. /// </summary> event DataAvailableHandler DataAvailable; /// <summary> /// Adds more data to the codec to be processed. /// </summary> /// <param name="data">Byte array containing the data to be added to the codec</param> /// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks> void Add(byte[] data); /// <summary> /// Adds more data to the codec to be processed. /// </summary> /// <param name="data">Byte array containing the data to be added to the codec</param> /// <param name="offset">The index of the first byte to add from <c>data</c></param> /// <param name="count">The number of bytes to add</param> /// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks> void Add(byte[] data, int offset, int count); /// <summary> /// Finishes up any pending data that needs to be processed and handled. /// </summary> void Finish(); /// <summary> /// Gets the checksum of the data that has been added so far /// </summary> uint Checksum { get; } } #endregion #region Classes /// <summary> /// Encapsulates general information about the ZLib library /// </summary> public class Info { #region DLL imports [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern uint zlibCompileFlags(); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern string zlibVersion(); #endregion #region Private stuff private uint _flags; // helper function that unpacks a bitsize mask private static int bitSize(uint bits) { switch (bits) { case 0: return 16; case 1: return 32; case 2: return 64; } return -1; } #endregion /// <summary> /// Constructs an instance of the <c>Info</c> class. /// </summary> public Info() { _flags = zlibCompileFlags(); } /// <summary> /// True if the library is compiled with debug info /// </summary> public bool HasDebugInfo { get { return 0 != (_flags & 0x100); } } /// <summary> /// True if the library is compiled with assembly optimizations /// </summary> public bool UsesAssemblyCode { get { return 0 != (_flags & 0x200); } } /// <summary> /// Gets the size of the unsigned int that was compiled into Zlib /// </summary> public int SizeOfUInt { get { return bitSize(_flags & 3); } } /// <summary> /// Gets the size of the unsigned long that was compiled into Zlib /// </summary> public int SizeOfULong { get { return bitSize((_flags >> 2) & 3); } } /// <summary> /// Gets the size of the pointers that were compiled into Zlib /// </summary> public int SizeOfPointer { get { return bitSize((_flags >> 4) & 3); } } /// <summary> /// Gets the size of the z_off_t type that was compiled into Zlib /// </summary> public int SizeOfOffset { get { return bitSize((_flags >> 6) & 3); } } /// <summary> /// Gets the version of ZLib as a string, e.g. "1.2.1" /// </summary> public static string Version { get { return zlibVersion(); } } } #endregion }
289
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.IO; using System.Runtime.InteropServices; namespace DotZLib { /// <summary> /// Implements a compressed <see cref="Stream"/>, in GZip (.gz) format. /// </summary> public class GZipStream : Stream, IDisposable { #region Dll Imports [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl, CharSet=CharSet.Ansi)] private static extern IntPtr gzopen(string name, string mode); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int gzclose(IntPtr gzFile); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int gzwrite(IntPtr gzFile, int data, int length); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int gzread(IntPtr gzFile, int data, int length); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int gzgetc(IntPtr gzFile); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int gzputc(IntPtr gzFile, int c); #endregion #region Private data private IntPtr _gzFile; private bool _isDisposed = false; private bool _isWriting; #endregion #region Constructors /// <summary> /// Creates a new file as a writeable GZipStream /// </summary> /// <param name="fileName">The name of the compressed file to create</param> /// <param name="level">The compression level to use when adding data</param> /// <exception cref="ZLibException">If an error occurred in the internal zlib function</exception> public GZipStream(string fileName, CompressLevel level) { _isWriting = true; _gzFile = gzopen(fileName, String.Format("wb{0}", (int)level)); if (_gzFile == IntPtr.Zero) throw new ZLibException(-1, "Could not open " + fileName); } /// <summary> /// Opens an existing file as a readable GZipStream /// </summary> /// <param name="fileName">The name of the file to open</param> /// <exception cref="ZLibException">If an error occurred in the internal zlib function</exception> public GZipStream(string fileName) { _isWriting = false; _gzFile = gzopen(fileName, "rb"); if (_gzFile == IntPtr.Zero) throw new ZLibException(-1, "Could not open " + fileName); } #endregion #region Access properties /// <summary> /// Returns true of this stream can be read from, false otherwise /// </summary> public override bool CanRead { get { return !_isWriting; } } /// <summary> /// Returns false. /// </summary> public override bool CanSeek { get { return false; } } /// <summary> /// Returns true if this tsream is writeable, false otherwise /// </summary> public override bool CanWrite { get { return _isWriting; } } #endregion #region Destructor & IDispose stuff /// <summary> /// Destroys this instance /// </summary> ~GZipStream() { cleanUp(false); } /// <summary> /// Closes the external file handle /// </summary> public void Dispose() { cleanUp(true); } // Does the actual closing of the file handle. private void cleanUp(bool isDisposing) { if (!_isDisposed) { gzclose(_gzFile); _isDisposed = true; } } #endregion #region Basic reading and writing /// <summary> /// Attempts to read a number of bytes from the stream. /// </summary> /// <param name="buffer">The destination data buffer</param> /// <param name="offset">The index of the first destination byte in <c>buffer</c></param> /// <param name="count">The number of bytes requested</param> /// <returns>The number of bytes read</returns> /// <exception cref="ArgumentNullException">If <c>buffer</c> is null</exception> /// <exception cref="ArgumentOutOfRangeException">If <c>count</c> or <c>offset</c> are negative</exception> /// <exception cref="ArgumentException">If <c>offset</c> + <c>count</c> is &gt; buffer.Length</exception> /// <exception cref="NotSupportedException">If this stream is not readable.</exception> /// <exception cref="ObjectDisposedException">If this stream has been disposed.</exception> public override int Read(byte[] buffer, int offset, int count) { if (!CanRead) throw new NotSupportedException(); if (buffer == null) throw new ArgumentNullException(); if (offset < 0 || count < 0) throw new ArgumentOutOfRangeException(); if ((offset+count) > buffer.Length) throw new ArgumentException(); if (_isDisposed) throw new ObjectDisposedException("GZipStream"); GCHandle h = GCHandle.Alloc(buffer, GCHandleType.Pinned); int result; try { result = gzread(_gzFile, h.AddrOfPinnedObject().ToInt32() + offset, count); if (result < 0) throw new IOException(); } finally { h.Free(); } return result; } /// <summary> /// Attempts to read a single byte from the stream. /// </summary> /// <returns>The byte that was read, or -1 in case of error or End-Of-File</returns> public override int ReadByte() { if (!CanRead) throw new NotSupportedException(); if (_isDisposed) throw new ObjectDisposedException("GZipStream"); return gzgetc(_gzFile); } /// <summary> /// Writes a number of bytes to the stream /// </summary> /// <param name="buffer"></param> /// <param name="offset"></param> /// <param name="count"></param> /// <exception cref="ArgumentNullException">If <c>buffer</c> is null</exception> /// <exception cref="ArgumentOutOfRangeException">If <c>count</c> or <c>offset</c> are negative</exception> /// <exception cref="ArgumentException">If <c>offset</c> + <c>count</c> is &gt; buffer.Length</exception> /// <exception cref="NotSupportedException">If this stream is not writeable.</exception> /// <exception cref="ObjectDisposedException">If this stream has been disposed.</exception> public override void Write(byte[] buffer, int offset, int count) { if (!CanWrite) throw new NotSupportedException(); if (buffer == null) throw new ArgumentNullException(); if (offset < 0 || count < 0) throw new ArgumentOutOfRangeException(); if ((offset+count) > buffer.Length) throw new ArgumentException(); if (_isDisposed) throw new ObjectDisposedException("GZipStream"); GCHandle h = GCHandle.Alloc(buffer, GCHandleType.Pinned); try { int result = gzwrite(_gzFile, h.AddrOfPinnedObject().ToInt32() + offset, count); if (result < 0) throw new IOException(); } finally { h.Free(); } } /// <summary> /// Writes a single byte to the stream /// </summary> /// <param name="value">The byte to add to the stream.</param> /// <exception cref="NotSupportedException">If this stream is not writeable.</exception> /// <exception cref="ObjectDisposedException">If this stream has been disposed.</exception> public override void WriteByte(byte value) { if (!CanWrite) throw new NotSupportedException(); if (_isDisposed) throw new ObjectDisposedException("GZipStream"); int result = gzputc(_gzFile, (int)value); if (result < 0) throw new IOException(); } #endregion #region Position & length stuff /// <summary> /// Not supported. /// </summary> /// <param name="value"></param> /// <exception cref="NotSupportedException">Always thrown</exception> public override void SetLength(long value) { throw new NotSupportedException(); } /// <summary> /// Not suppported. /// </summary> /// <param name="offset"></param> /// <param name="origin"></param> /// <returns></returns> /// <exception cref="NotSupportedException">Always thrown</exception> public override long Seek(long offset, SeekOrigin origin) { throw new NotSupportedException(); } /// <summary> /// Flushes the <c>GZipStream</c>. /// </summary> /// <remarks>In this implementation, this method does nothing. This is because excessive /// flushing may degrade the achievable compression rates.</remarks> public override void Flush() { // left empty on purpose } /// <summary> /// Gets/sets the current position in the <c>GZipStream</c>. Not suppported. /// </summary> /// <remarks>In this implementation this property is not supported</remarks> /// <exception cref="NotSupportedException">Always thrown</exception> public override long Position { get { throw new NotSupportedException(); } set { throw new NotSupportedException(); } } /// <summary> /// Gets the size of the stream. Not suppported. /// </summary> /// <remarks>In this implementation this property is not supported</remarks> /// <exception cref="NotSupportedException">Always thrown</exception> public override long Length { get { throw new NotSupportedException(); } } #endregion } }
302
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.Diagnostics; using System.Runtime.InteropServices; namespace DotZLib { /// <summary> /// Implements a data decompressor, using the inflate algorithm in the ZLib dll /// </summary> public class Inflater : CodecBase { #region Dll imports [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl, CharSet=CharSet.Ansi)] private static extern int inflateInit_(ref ZStream sz, string vs, int size); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int inflate(ref ZStream sz, int flush); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int inflateReset(ref ZStream sz); [DllImport("ZLIB1.dll", CallingConvention=CallingConvention.Cdecl)] private static extern int inflateEnd(ref ZStream sz); #endregion /// <summary> /// Constructs an new instance of the <c>Inflater</c> /// </summary> public Inflater() : base() { int retval = inflateInit_(ref _ztream, Info.Version, Marshal.SizeOf(_ztream)); if (retval != 0) throw new ZLibException(retval, "Could not initialize inflater"); resetOutput(); } /// <summary> /// Adds more data to the codec to be processed. /// </summary> /// <param name="data">Byte array containing the data to be added to the codec</param> /// <param name="offset">The index of the first byte to add from <c>data</c></param> /// <param name="count">The number of bytes to add</param> /// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks> public override void Add(byte[] data, int offset, int count) { if (data == null) throw new ArgumentNullException(); if (offset < 0 || count < 0) throw new ArgumentOutOfRangeException(); if ((offset+count) > data.Length) throw new ArgumentException(); int total = count; int inputIndex = offset; int err = 0; while (err >= 0 && inputIndex < total) { copyInput(data, inputIndex, Math.Min(total - inputIndex, kBufferSize)); err = inflate(ref _ztream, (int)FlushTypes.None); if (err == 0) while (_ztream.avail_out == 0) { OnDataAvailable(); err = inflate(ref _ztream, (int)FlushTypes.None); } inputIndex += (int)_ztream.total_in; } setChecksum( _ztream.adler ); } /// <summary> /// Finishes up any pending data that needs to be processed and handled. /// </summary> public override void Finish() { int err; do { err = inflate(ref _ztream, (int)FlushTypes.Finish); OnDataAvailable(); } while (err == 0); setChecksum( _ztream.adler ); inflateReset(ref _ztream); resetOutput(); } /// <summary> /// Closes the internal zlib inflate stream /// </summary> protected override void CleanUp() { inflateEnd(ref _ztream); } } }
106
retro
openai
C#
// // © Copyright Henrik Ravn 2004 // // Use, modification and distribution are subject to the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // using System; using System.Collections; using System.IO; // uncomment the define below to include unit tests //#define nunit #if nunit using NUnit.Framework; // Unit tests for the DotZLib class library // ---------------------------------------- // // Use this with NUnit 2 from http://www.nunit.org // namespace DotZLibTests { using DotZLib; // helper methods internal class Utils { public static bool byteArrEqual( byte[] lhs, byte[] rhs ) { if (lhs.Length != rhs.Length) return false; for (int i = lhs.Length-1; i >= 0; --i) if (lhs[i] != rhs[i]) return false; return true; } } [TestFixture] public class CircBufferTests { #region Circular buffer tests [Test] public void SinglePutGet() { CircularBuffer buf = new CircularBuffer(10); Assert.AreEqual( 0, buf.Size ); Assert.AreEqual( -1, buf.Get() ); Assert.IsTrue(buf.Put( 1 )); Assert.AreEqual( 1, buf.Size ); Assert.AreEqual( 1, buf.Get() ); Assert.AreEqual( 0, buf.Size ); Assert.AreEqual( -1, buf.Get() ); } [Test] public void BlockPutGet() { CircularBuffer buf = new CircularBuffer(10); byte[] arr = {1,2,3,4,5,6,7,8,9,10}; Assert.AreEqual( 10, buf.Put(arr,0,10) ); Assert.AreEqual( 10, buf.Size ); Assert.IsFalse( buf.Put(11) ); Assert.AreEqual( 1, buf.Get() ); Assert.IsTrue( buf.Put(11) ); byte[] arr2 = (byte[])arr.Clone(); Assert.AreEqual( 9, buf.Get(arr2,1,9) ); Assert.IsTrue( Utils.byteArrEqual(arr,arr2) ); } #endregion } [TestFixture] public class ChecksumTests { #region CRC32 Tests [Test] public void CRC32_Null() { CRC32Checksum crc32 = new CRC32Checksum(); Assert.AreEqual( 0, crc32.Value ); crc32 = new CRC32Checksum(1); Assert.AreEqual( 1, crc32.Value ); crc32 = new CRC32Checksum(556); Assert.AreEqual( 556, crc32.Value ); } [Test] public void CRC32_Data() { CRC32Checksum crc32 = new CRC32Checksum(); byte[] data = { 1,2,3,4,5,6,7 }; crc32.Update(data); Assert.AreEqual( 0x70e46888, crc32.Value ); crc32 = new CRC32Checksum(); crc32.Update("penguin"); Assert.AreEqual( 0x0e5c1a120, crc32.Value ); crc32 = new CRC32Checksum(1); crc32.Update("penguin"); Assert.AreEqual(0x43b6aa94, crc32.Value); } #endregion #region Adler tests [Test] public void Adler_Null() { AdlerChecksum adler = new AdlerChecksum(); Assert.AreEqual(0, adler.Value); adler = new AdlerChecksum(1); Assert.AreEqual( 1, adler.Value ); adler = new AdlerChecksum(556); Assert.AreEqual( 556, adler.Value ); } [Test] public void Adler_Data() { AdlerChecksum adler = new AdlerChecksum(1); byte[] data = { 1,2,3,4,5,6,7 }; adler.Update(data); Assert.AreEqual( 0x5b001d, adler.Value ); adler = new AdlerChecksum(); adler.Update("penguin"); Assert.AreEqual(0x0bcf02f6, adler.Value ); adler = new AdlerChecksum(1); adler.Update("penguin"); Assert.AreEqual(0x0bd602f7, adler.Value); } #endregion } [TestFixture] public class InfoTests { #region Info tests [Test] public void Info_Version() { Info info = new Info(); Assert.AreEqual("1.2.8", Info.Version); Assert.AreEqual(32, info.SizeOfUInt); Assert.AreEqual(32, info.SizeOfULong); Assert.AreEqual(32, info.SizeOfPointer); Assert.AreEqual(32, info.SizeOfOffset); } #endregion } [TestFixture] public class DeflateInflateTests { #region Deflate tests [Test] public void Deflate_Init() { using (Deflater def = new Deflater(CompressLevel.Default)) { } } private ArrayList compressedData = new ArrayList(); private uint adler1; private ArrayList uncompressedData = new ArrayList(); private uint adler2; public void CDataAvail(byte[] data, int startIndex, int count) { for (int i = 0; i < count; ++i) compressedData.Add(data[i+startIndex]); } [Test] public void Deflate_Compress() { compressedData.Clear(); byte[] testData = new byte[35000]; for (int i = 0; i < testData.Length; ++i) testData[i] = 5; using (Deflater def = new Deflater((CompressLevel)5)) { def.DataAvailable += new DataAvailableHandler(CDataAvail); def.Add(testData); def.Finish(); adler1 = def.Checksum; } } #endregion #region Inflate tests [Test] public void Inflate_Init() { using (Inflater inf = new Inflater()) { } } private void DDataAvail(byte[] data, int startIndex, int count) { for (int i = 0; i < count; ++i) uncompressedData.Add(data[i+startIndex]); } [Test] public void Inflate_Expand() { uncompressedData.Clear(); using (Inflater inf = new Inflater()) { inf.DataAvailable += new DataAvailableHandler(DDataAvail); inf.Add((byte[])compressedData.ToArray(typeof(byte))); inf.Finish(); adler2 = inf.Checksum; } Assert.AreEqual( adler1, adler2 ); } #endregion } [TestFixture] public class GZipStreamTests { #region GZipStream test [Test] public void GZipStream_WriteRead() { using (GZipStream gzOut = new GZipStream("gzstream.gz", CompressLevel.Best)) { BinaryWriter writer = new BinaryWriter(gzOut); writer.Write("hi there"); writer.Write(Math.PI); writer.Write(42); } using (GZipStream gzIn = new GZipStream("gzstream.gz")) { BinaryReader reader = new BinaryReader(gzIn); string s = reader.ReadString(); Assert.AreEqual("hi there",s); double d = reader.ReadDouble(); Assert.AreEqual(Math.PI, d); int i = reader.ReadInt32(); Assert.AreEqual(42,i); } } #endregion } } #endif
275
websockify
openai
C#
using System; using System.Collections.Generic; using System.Linq; using System.ServiceProcess; using System.Text; namespace MELT_Command_Websocket { static class Program { /// <summary> /// The main entry point for the application. /// </summary> static void Main() { ServiceBase[] ServicesToRun; ServicesToRun = new ServiceBase[] { new Service1() }; ServiceBase.Run(ServicesToRun); } } }
25
websockify
openai
C#
using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel; using System.Configuration.Install; using System.Linq; namespace MELT_Command_Websocket { [RunInstaller(true)] public partial class ProjectInstaller : System.Configuration.Install.Installer { public ProjectInstaller() { InitializeComponent(); } } }
20
websockify
openai
C#
namespace MELT_Command_Websocket { partial class ProjectInstaller { /// <summary> /// Required designer variable. /// </summary> private System.ComponentModel.IContainer components = null; /// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); } #region Component Designer generated code /// <summary> /// Required method for Designer support - do not modify /// the contents of this method with the code editor. /// </summary> private void InitializeComponent() { this.serviceProcessInstaller1 = new System.ServiceProcess.ServiceProcessInstaller(); this.serviceInstaller1 = new System.ServiceProcess.ServiceInstaller(); // // serviceProcessInstaller1 // this.serviceProcessInstaller1.Account = System.ServiceProcess.ServiceAccount.NetworkService; this.serviceProcessInstaller1.Installers.AddRange(new System.Configuration.Install.Installer[] { this.serviceInstaller1}); this.serviceProcessInstaller1.Password = null; this.serviceProcessInstaller1.Username = null; // // serviceInstaller1 // this.serviceInstaller1.Description = "noVNC Websocket Service"; this.serviceInstaller1.DisplayName = "noVNC Websocket Service"; this.serviceInstaller1.ServiceName = "noVNC Websocket Service"; this.serviceInstaller1.StartType = System.ServiceProcess.ServiceStartMode.Automatic; // // ProjectInstaller // this.Installers.AddRange(new System.Configuration.Install.Installer[] { this.serviceProcessInstaller1}); } #endregion private System.ServiceProcess.ServiceProcessInstaller serviceProcessInstaller1; private System.ServiceProcess.ServiceInstaller serviceInstaller1; } }
61
websockify
openai
C#
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Diagnostics; using System.Linq; using System.ServiceProcess; using System.Text; using System.IO; namespace MELT_Command_Websocket { public partial class Service1 : ServiceBase { Process websockify; public Service1() { InitializeComponent(); } protected override void OnStart(string[] args) { string configpath = AppDomain.CurrentDomain.BaseDirectory + "\\noVNCConfig.ini"; string sockifypath = AppDomain.CurrentDomain.BaseDirectory + "\\websockify.exe"; //Load commandline arguements from config file. StreamReader streamReader = new StreamReader(configpath); string arguements = streamReader.ReadLine(); streamReader.Close(); //Start websockify. websockify = System.Diagnostics.Process.Start(sockifypath, arguements); } protected override void OnStop() { //Service stopped. Close websockify. websockify.Kill(); } } }
42
websockify
openai
C#
namespace MELT_Command_Websocket { partial class Service1 { /// <summary> /// Required designer variable. /// </summary> private System.ComponentModel.IContainer components = null; /// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } base.Dispose(disposing); } #region Component Designer generated code /// <summary> /// Required method for Designer support - do not modify /// the contents of this method with the code editor. /// </summary> private void InitializeComponent() { components = new System.ComponentModel.Container(); this.ServiceName = "Service1"; } #endregion } }
38
websockify
openai
C#
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("MELT Command Websocket")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("Microsoft")] [assembly: AssemblyProduct("MELT Command Websocket")] [assembly: AssemblyCopyright("Copyright © Microsoft 2011")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("5ab831cb-6852-4ce1-849c-b26725b0e10b")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
37
C-Sharp
TheAlgorithms
C#
using System; using System.Numerics; namespace Algorithms; public static class NewtonSquareRoot { public static BigInteger Calculate(BigInteger number) { if (number < 0) { throw new ArgumentException("Cannot calculate the square root of a negative number."); } if (number == 0) { return BigInteger.Zero; } var bitLength = Convert.ToInt32(Math.Ceiling(BigInteger.Log(number, 2))); BigInteger root = BigInteger.One << (bitLength / 2); while (!IsSquareRoot(number, root)) { root += number / root; root /= 2; } return root; } private static bool IsSquareRoot(BigInteger number, BigInteger root) { var lowerBound = root * root; return number >= lowerBound && number <= lowerBound + root + root; } }
38
C-Sharp
TheAlgorithms
C#
using System; using System.Linq; namespace Algorithms.DataCompression { /// <summary> /// The Burrows–Wheeler transform (BWT) rearranges a character string into runs of similar characters. /// This is useful for compression, since it tends to be easy to compress a string that has runs of repeated /// characters. /// See <a href="https://en.wikipedia.org/wiki/Burrows%E2%80%93Wheeler_transform">here</a> for more info. /// </summary> public class BurrowsWheelerTransform { /// <summary> /// Encodes the input string using BWT and returns encoded string and the index of original string in the sorted /// rotation matrix. /// </summary> /// <param name="s">Input string.</param> public (string encoded, int index) Encode(string s) { if (s.Length == 0) { return (string.Empty, 0); } var rotations = GetRotations(s); Array.Sort(rotations, StringComparer.Ordinal); var lastColumn = rotations .Select(x => x[^1]) .ToArray(); var encoded = new string(lastColumn); return (encoded, Array.IndexOf(rotations, s)); } /// <summary> /// Decodes the input string and returns original string. /// </summary> /// <param name="s">Encoded string.</param> /// <param name="index">Index of original string in the sorted rotation matrix.</param> public string Decode(string s, int index) { if (s.Length == 0) { return string.Empty; } var rotations = new string[s.Length]; for (var i = 0; i < s.Length; i++) { for (var j = 0; j < s.Length; j++) { rotations[j] = s[j] + rotations[j]; } Array.Sort(rotations, StringComparer.Ordinal); } return rotations[index]; } private string[] GetRotations(string s) { var result = new string[s.Length]; for (var i = 0; i < s.Length; i++) { result[i] = s.Substring(i) + s.Substring(0, i); } return result; } } }
75
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using Algorithms.Sorters.Comparison; using Utilities.Extensions; namespace Algorithms.DataCompression { /// <summary> /// Greedy lossless compression algorithm. /// </summary> public class HuffmanCompressor { // TODO: Use partial sorter private readonly IComparisonSorter<ListNode> sorter; private readonly Translator translator; public HuffmanCompressor(IComparisonSorter<ListNode> sorter, Translator translator) { this.sorter = sorter; this.translator = translator; } /// <summary> /// Given an input string, returns a new compressed string /// using huffman encoding. /// </summary> /// <param name="uncompressedText">Text message to compress.</param> /// <returns>Compressed string and keys to decompress it.</returns> public (string compressedText, Dictionary<string, string> decompressionKeys) Compress(string uncompressedText) { if (string.IsNullOrEmpty(uncompressedText)) { return (string.Empty, new Dictionary<string, string>()); } if (uncompressedText.Distinct().Count() == 1) { var dict = new Dictionary<string, string> { { "1", uncompressedText[0].ToString() }, }; return (new string('1', uncompressedText.Length), dict); } var nodes = GetListNodesFromText(uncompressedText); var tree = GenerateHuffmanTree(nodes); var (compressionKeys, decompressionKeys) = GetKeys(tree); return (translator.Translate(uncompressedText, compressionKeys), decompressionKeys); } /// <summary> /// Finds frequency for each character in the text. /// </summary> /// <returns>Symbol-frequency array.</returns> private static ListNode[] GetListNodesFromText(string text) { var occurenceCounts = new Dictionary<char, int>(); foreach (var ch in text) { if (!occurenceCounts.ContainsKey(ch)) { occurenceCounts.Add(ch, 0); } occurenceCounts[ch]++; } return occurenceCounts.Select(kvp => new ListNode(kvp.Key, 1d * kvp.Value / text.Length)).ToArray(); } private (Dictionary<string, string> compressionKeys, Dictionary<string, string> decompressionKeys) GetKeys( ListNode tree) { var compressionKeys = new Dictionary<string, string>(); var decompressionKeys = new Dictionary<string, string>(); if (tree.HasData) { compressionKeys.Add(tree.Data.ToString(), string.Empty); decompressionKeys.Add(string.Empty, tree.Data.ToString()); return (compressionKeys, decompressionKeys); } if (tree.LeftChild is not null) { var (lsck, lsdk) = GetKeys(tree.LeftChild); compressionKeys.AddMany(lsck.Select(kvp => (kvp.Key, "0" + kvp.Value))); decompressionKeys.AddMany(lsdk.Select(kvp => ("0" + kvp.Key, kvp.Value))); } if (tree.RightChild is not null) { var (rsck, rsdk) = GetKeys(tree.RightChild); compressionKeys.AddMany(rsck.Select(kvp => (kvp.Key, "1" + kvp.Value))); decompressionKeys.AddMany(rsdk.Select(kvp => ("1" + kvp.Key, kvp.Value))); return (compressionKeys, decompressionKeys); } return (compressionKeys, decompressionKeys); } private ListNode GenerateHuffmanTree(ListNode[] nodes) { var comparer = new ListNodeComparer(); while (nodes.Length > 1) { sorter.Sort(nodes, comparer); var left = nodes[0]; var right = nodes[1]; var newNodes = new ListNode[nodes.Length - 1]; Array.Copy(nodes, 2, newNodes, 1, nodes.Length - 2); newNodes[0] = new ListNode(left, right); nodes = newNodes; } return nodes[0]; } /// <summary> /// Represents tree structure for the algorithm. /// </summary> public class ListNode { public ListNode(char data, double frequency) { HasData = true; Data = data; Frequency = frequency; } public ListNode(ListNode leftChild, ListNode rightChild) { LeftChild = leftChild; RightChild = rightChild; Frequency = leftChild.Frequency + rightChild.Frequency; } public char Data { get; } public bool HasData { get; } public double Frequency { get; } public ListNode? RightChild { get; } public ListNode? LeftChild { get; } } public class ListNodeComparer : IComparer<ListNode> { public int Compare(ListNode? x, ListNode? y) { if (x is null || y is null) { return 0; } return x.Frequency.CompareTo(y.Frequency); } } } }
168
C-Sharp
TheAlgorithms
C#
using System.Collections.Generic; using System.Linq; using Algorithms.Knapsack; using Utilities.Extensions; namespace Algorithms.DataCompression { /// <summary> /// Greedy lossless compression algorithm. /// </summary> public class ShannonFanoCompressor { private readonly IHeuristicKnapsackSolver<(char symbol, double frequency)> splitter; private readonly Translator translator; public ShannonFanoCompressor( IHeuristicKnapsackSolver<(char symbol, double frequency)> splitter, Translator translator) { this.splitter = splitter; this.translator = translator; } /// <summary> /// Given an input string, returns a new compressed string /// using Shannon-Fano encoding. /// </summary> /// <param name="uncompressedText">Text message to compress.</param> /// <returns>Compressed string and keys to decompress it.</returns> public (string compressedText, Dictionary<string, string> decompressionKeys) Compress(string uncompressedText) { if (string.IsNullOrEmpty(uncompressedText)) { return (string.Empty, new Dictionary<string, string>()); } if (uncompressedText.Distinct().Count() == 1) { var dict = new Dictionary<string, string> { { "1", uncompressedText[0].ToString() }, }; return (new string('1', uncompressedText.Length), dict); } var node = GetListNodeFromText(uncompressedText); var tree = GenerateShannonFanoTree(node); var (compressionKeys, decompressionKeys) = GetKeys(tree); return (translator.Translate(uncompressedText, compressionKeys), decompressionKeys); } private (Dictionary<string, string> compressionKeys, Dictionary<string, string> decompressionKeys) GetKeys( ListNode tree) { var compressionKeys = new Dictionary<string, string>(); var decompressionKeys = new Dictionary<string, string>(); if (tree.Data.Length == 1) { compressionKeys.Add(tree.Data[0].symbol.ToString(), string.Empty); decompressionKeys.Add(string.Empty, tree.Data[0].symbol.ToString()); return (compressionKeys, decompressionKeys); } if (tree.LeftChild is not null) { var (lsck, lsdk) = GetKeys(tree.LeftChild); compressionKeys.AddMany(lsck.Select(kvp => (kvp.Key, "0" + kvp.Value))); decompressionKeys.AddMany(lsdk.Select(kvp => ("0" + kvp.Key, kvp.Value))); } if (tree.RightChild is not null) { var (rsck, rsdk) = GetKeys(tree.RightChild); compressionKeys.AddMany(rsck.Select(kvp => (kvp.Key, "1" + kvp.Value))); decompressionKeys.AddMany(rsdk.Select(kvp => ("1" + kvp.Key, kvp.Value))); } return (compressionKeys, decompressionKeys); } private ListNode GenerateShannonFanoTree(ListNode node) { if (node.Data.Length == 1) { return node; } var left = splitter.Solve(node.Data, 0.5 * node.Data.Sum(x => x.frequency), x => x.frequency, _ => 1); var right = node.Data.Except(left).ToArray(); node.LeftChild = GenerateShannonFanoTree(new ListNode(left)); node.RightChild = GenerateShannonFanoTree(new ListNode(right)); return node; } /// <summary> /// Finds frequency for each character in the text. /// </summary> /// <returns>Symbol-frequency array.</returns> private ListNode GetListNodeFromText(string text) { var occurenceCounts = new Dictionary<char, double>(); for (var i = 0; i < text.Length; i++) { var ch = text[i]; if (!occurenceCounts.ContainsKey(ch)) { occurenceCounts.Add(ch, 0); } occurenceCounts[ch]++; } return new ListNode(occurenceCounts.Select(kvp => (kvp.Key, 1d * kvp.Value / text.Length)).ToArray()); } /// <summary> /// Represents tree structure for the algorithm. /// </summary> public class ListNode { public ListNode((char symbol, double frequency)[] data) => Data = data; public (char symbol, double frequency)[] Data { get; } public ListNode? RightChild { get; set; } public ListNode? LeftChild { get; set; } } } }
135
C-Sharp
TheAlgorithms
C#
using System.Collections.Generic; using System.Text; namespace Algorithms.DataCompression { /// <summary> /// TODO. /// </summary> public class Translator { /// <summary> /// TODO. /// </summary> /// <param name="text">TODO. 2.</param> /// <param name="translationKeys">TODO. 3.</param> /// <returns>TODO. 4.</returns> public string Translate(string text, Dictionary<string, string> translationKeys) { var sb = new StringBuilder(); var start = 0; for (var i = 0; i < text.Length; i++) { var key = text.Substring(start, i - start + 1); if (translationKeys.ContainsKey(key)) { _ = sb.Append(translationKeys[key]); start = i + 1; } } return sb.ToString(); } } }
36
C-Sharp
TheAlgorithms
C#
using System.Text; namespace Algorithms.Encoders { /// <summary> /// Encodes using caesar cypher. /// </summary> public class CaesarEncoder : IEncoder<int> { /// <summary> /// Encodes text using specified key, /// time complexity: O(n), /// space complexity: O(n), /// where n - text length. /// </summary> /// <param name="text">Text to be encoded.</param> /// <param name="key">Key that will be used to encode the text.</param> /// <returns>Encoded text.</returns> public string Encode(string text, int key) => Cipher(text, key); /// <summary> /// Decodes text that was encoded using specified key, /// time complexity: O(n), /// space complexity: O(n), /// where n - text length. /// </summary> /// <param name="text">Text to be decoded.</param> /// <param name="key">Key that was used to encode the text.</param> /// <returns>Decoded text.</returns> public string Decode(string text, int key) => Cipher(text, -key); private static string Cipher(string text, int key) { var newText = new StringBuilder(text.Length); for (var i = 0; i < text.Length; i++) { if (!char.IsLetter(text[i])) { _ = newText.Append(text[i]); continue; } var letterA = char.IsUpper(text[i]) ? 'A' : 'a'; var letterZ = char.IsUpper(text[i]) ? 'Z' : 'z'; var c = text[i] + key; c -= c > letterZ ? 26 * (1 + (c - letterZ - 1) / 26) : 0; c += c < letterA ? 26 * (1 + (letterA - c - 1) / 26) : 0; _ = newText.Append((char)c); } return newText.ToString(); } } }
57
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Text; namespace Algorithms.Encoders { /// <summary> /// Encodes using Feistel cipher. /// https://en.wikipedia.org/wiki/Feistel_cipher /// In cryptography, a Feistel cipher (also known as Luby–Rackoff block cipher) /// is a symmetric structure used in the construction of block ciphers, /// named after the German-born physicist and cryptographer Horst Feistel /// who did pioneering research while working for IBM (USA) /// A large proportion of block ciphers use the scheme, including the US DES, /// the Soviet/Russian GOST and the more recent Blowfish and Twofish ciphers. /// </summary> public class FeistelCipher : IEncoder<uint> { // number of rounds to transform data block, each round a new "round" key is generated. private const int Rounds = 32; /// <summary> /// Encodes text using specified key, /// where n - text length. /// </summary> /// <param name="text">Text to be encoded.</param> /// <param name="key">Key that will be used to encode the text.</param> /// <exception cref="ArgumentException">Error: key should be more than 0x00001111 for better encoding, key=0 will throw DivideByZero exception.</exception> /// <returns>Encoded text.</returns> public string Encode(string text, uint key) { List<ulong> blocksListPlain = SplitTextToBlocks(text); StringBuilder encodedText = new(); foreach (ulong block in blocksListPlain) { uint temp = 0; // decompose a block to two subblocks 0x0123456789ABCDEF => 0x01234567 & 0x89ABCDEF uint rightSubblock = (uint)(block & 0x00000000FFFFFFFF); uint leftSubblock = (uint)(block >> 32); uint roundKey; // Feistel "network" itself for (int round = 0; round < Rounds; round++) { roundKey = GetRoundKey(key, round); temp = rightSubblock ^ BlockModification(leftSubblock, roundKey); rightSubblock = leftSubblock; leftSubblock = temp; } // compile text string formating the block value to text (hex based), length of the output = 16 byte always ulong encodedBlock = leftSubblock; encodedBlock = (encodedBlock << 32) | rightSubblock; encodedText.Append(string.Format("{0:X16}", encodedBlock)); } return encodedText.ToString(); } /// <summary> /// Decodes text that was encoded using specified key. /// </summary> /// <param name="text">Text to be decoded.</param> /// <param name="key">Key that was used to encode the text.</param> /// <exception cref="ArgumentException">Error: key should be more than 0x00001111 for better encoding, key=0 will throw DivideByZero exception.</exception> /// <exception cref="ArgumentException">Error: The length of text should be divisible by 16 as it the block lenght is 16 bytes.</exception> /// <returns>Decoded text.</returns> public string Decode(string text, uint key) { // The plain text will be padded to fill the size of block (16 bytes) if (text.Length % 16 != 0) { throw new ArgumentException($"The length of {nameof(key)} should be divisible by 16"); } List<ulong> blocksListEncoded = GetBlocksFromEncodedText(text); StringBuilder decodedTextHex = new(); foreach (ulong block in blocksListEncoded) { uint temp = 0; // decompose a block to two subblocks 0x0123456789ABCDEF => 0x01234567 & 0x89ABCDEF uint rightSubblock = (uint)(block & 0x00000000FFFFFFFF); uint leftSubblock = (uint)(block >> 32); // Feistel "network" - decoding, the order of rounds and operations on the blocks is reverted uint roundKey; for (int round = Rounds - 1; round >= 0; round--) { roundKey = GetRoundKey(key, round); temp = leftSubblock ^ BlockModification(rightSubblock, roundKey); leftSubblock = rightSubblock; rightSubblock = temp; } // compose decoded block ulong decodedBlock = leftSubblock; decodedBlock = (decodedBlock << 32) | rightSubblock; for(int i = 0; i < 8; i++) { ulong a = (decodedBlock & 0xFF00000000000000) >> 56; // it's a trick, the code works with non zero characters, if your text has ASCII code 0x00 it will be skipped. if (a != 0) { decodedTextHex.Append((char)a); } decodedBlock = decodedBlock << 8; } } return decodedTextHex.ToString(); } // Using the size of block = 8 bytes this function splts the text and returns set of 8 bytes (ulong) blocks // the last block is extended up to 8 bytes if the tail of the text is smaller than 8 bytes private static List<ulong> SplitTextToBlocks(string text) { List<ulong> blocksListPlain = new(); byte[] textArray = Encoding.ASCII.GetBytes(text); int offset = 8; for(int i = 0; i < text.Length; i += 8) { // text not always has len%16 == 0, that's why the offset should be adjusted for the last part of the text if (i > text.Length - 8) { offset = text.Length - i; } string block = Convert.ToHexString(textArray, i, offset); blocksListPlain.Add(Convert.ToUInt64(block, 16)); } return blocksListPlain; } // convert the encoded text to the set of ulong values (blocks for decoding) private static List<ulong> GetBlocksFromEncodedText(string text) { List<ulong> blocksListPlain = new(); for(int i = 0; i < text.Length; i += 16) { ulong block = Convert.ToUInt64(text.Substring(i, 16), 16); blocksListPlain.Add(block); } return blocksListPlain; } // here might be any deterministic math formula private static uint BlockModification(uint block, uint key) { for (int i = 0; i < 32; i++) { // 0x55555555 for the better distribution 0 an 1 in the block block = ((block ^ 0x55555555) * block) % key; block = block ^ key; } return block; } // There are many ways to generate a round key, any deterministic math formula does work private static uint GetRoundKey(uint key, int round) { // "round + 2" - to avoid a situation when pow(key,1) ^ key = key ^ key = 0 uint a = (uint)Math.Pow((double)key, round + 2); return a ^ key; } } }
178
C-Sharp
TheAlgorithms
C#
using System; using System.Linq; using Algorithms.Numeric; namespace Algorithms.Encoders { /// <summary> /// Lester S. Hill's polygraphic substitution cipher, /// without representing letters using mod26, using /// corresponding "(char)value" instead. /// </summary> public class HillEncoder : IEncoder<double[,]> { private readonly GaussJordanElimination linearEquationSolver; public HillEncoder() => linearEquationSolver = new GaussJordanElimination(); // TODO: add DI public string Encode(string text, double[,] key) { var preparedText = FillGaps(text); var chunked = ChunkTextToArray(preparedText); var splitted = SplitToCharArray(chunked); var ciphered = new double[chunked.Length][]; for (var i = 0; i < chunked.Length; i++) { var vector = new double[3]; Array.Copy(splitted, i * 3, vector, 0, 3); var product = MatrixCipher(vector, key); ciphered[i] = product; } var merged = MergeArrayList(ciphered); return BuildStringFromArray(merged); } public string Decode(string text, double[,] key) { var chunked = ChunkTextToArray(text); var split = SplitToCharArray(chunked); var deciphered = new double[chunked.Length][]; for (var i = 0; i < chunked.Length; i++) { var vector = new double[3]; Array.Copy(split, i * 3, vector, 0, 3); var product = MatrixDeCipher(vector, key); deciphered[i] = product; } var merged = MergeArrayList(deciphered); var str = BuildStringFromArray(merged); return UnFillGaps(str); } /// <summary> /// Converts elements from the array to their corresponding Unicode characters. /// </summary> /// <param name="arr">array of vectors.</param> /// <returns>Message.</returns> private static string BuildStringFromArray(double[] arr) => new(arr.Select(c => (char)c).ToArray()); /// <summary> /// Multiplies the key for the given scalar. /// </summary> /// <param name="vector">list of splitted words as numbers.</param> /// <param name="key">Cipher selected key.</param> /// <returns>Ciphered vector.</returns> private static double[] MatrixCipher(double[] vector, double[,] key) { var multiplied = new double[vector.Length]; for (var i = 0; i < key.GetLength(1); i++) { for (var j = 0; j < key.GetLength(0); j++) { multiplied[i] += key[i, j] * vector[j]; } } return multiplied; } /// <summary> /// Given a list of vectors, returns a single array of elements. /// </summary> /// <param name="list">List of ciphered arrays.</param> /// <returns>unidimensional list.</returns> private static double[] MergeArrayList(double[][] list) { var merged = new double[list.Length * 3]; for (var i = 0; i < list.Length; i++) { Array.Copy(list[i], 0, merged, i * 3, list[0].Length); } return merged; } /// <summary> /// Splits the input text message as chunks of words. /// </summary> /// <param name="chunked">chunked words list.</param> /// <returns>spliiter char array.</returns> private static char[] SplitToCharArray(string[] chunked) { var splitted = new char[chunked.Length * 3]; for (var i = 0; i < chunked.Length; i++) { for (var j = 0; j < 3; j++) { splitted[i * 3 + j] = chunked[i].ToCharArray()[j]; } } return splitted; } /// <summary> /// Chunks the input text message. /// </summary> /// <param name="text">text message.</param> /// <returns>array of words.</returns> private static string[] ChunkTextToArray(string text) { // To split the message into chunks var div = text.Length / 3; var chunks = new string[div]; for (var i = 0; i < div; i++) { chunks.SetValue(text.Substring(i * 3, 3), i); } return chunks; } /// <summary> /// Fills a text message with spaces at the end /// to enable a simple split by 3-length-word. /// </summary> /// <param name="text">Text Message.</param> /// <returns>Modified text Message.</returns> private static string FillGaps(string text) { var remainder = text.Length % 3; return remainder == 0 ? text : text + new string(' ', 3 - remainder); } /// <summary> /// Removes the extra spaces included on the cipher phase. /// </summary> /// <param name="text">Text message.</param> /// <returns>Deciphered Message.</returns> private static string UnFillGaps(string text) => text.TrimEnd(); /// <summary> /// Finds the inverse of the given matrix using a linear equation solver. /// </summary> /// <param name="vector">Splitted words vector.</param> /// <param name="key">Key used for the cipher.</param> /// <returns>TODO.</returns> private double[] MatrixDeCipher(double[] vector, double[,] key) { // To augment the original key with the given vector. var augM = new double[3, 4]; for (var i = 0; i < key.GetLength(0); i++) { for (var j = 0; j < key.GetLength(1); j++) { augM[i, j] = key[i, j]; } } for (var k = 0; k < vector.Length; k++) { augM[k, 3] = vector[k]; } _ = linearEquationSolver.Solve(augM); return new[] { augM[0, 3], augM[1, 3], augM[2, 3] }; } } }
193
C-Sharp
TheAlgorithms
C#
namespace Algorithms.Encoders { /// <summary> /// Encodes and decodes text based on specified key. /// </summary> /// <typeparam name="TKey">Type of the key.</typeparam> public interface IEncoder<TKey> { /// <summary> /// Encodes text using specified key. /// </summary> /// <param name="text">Text to be encoded.</param> /// <param name="key">Key that will be used to encode the text.</param> /// <returns>Encoded text.</returns> string Encode(string text, TKey key); /// <summary> /// Decodes text that was encoded using specified key. /// </summary> /// <param name="text">Text to be decoded.</param> /// <param name="key">Key that was used to encode the text.</param> /// <returns>Decoded text.</returns> string Decode(string text, TKey key); } }
26
C-Sharp
TheAlgorithms
C#
using System.Globalization; using System.Linq; using System.Text; namespace Algorithms.Encoders { /// <summary> /// Class for NYSIIS encoding strings. /// </summary> public class NysiisEncoder { private static readonly char[] Vowels = { 'A', 'E', 'I', 'O', 'U' }; /// <summary> /// Encodes a string using the NYSIIS Algorithm. /// </summary> /// <param name="text">The string to encode.</param> /// <returns>The NYSIIS encoded string (all uppercase).</returns> public string Encode(string text) { text = text.ToUpper(CultureInfo.CurrentCulture); text = TrimSpaces(text); text = StartReplace(text); text = EndReplace(text); for (var i = 1; i < text.Length; i++) { text = ReplaceStep(text, i); } text = RemoveDuplicates(text); return TrimEnd(text); } private string TrimSpaces(string text) => text.Replace(" ", string.Empty); private string RemoveDuplicates(string text) { var sb = new StringBuilder(); sb.Append(text[0]); foreach (var c in text) { if (sb[^1] != c) { sb.Append(c); } } return sb.ToString(); } private string TrimEnd(string text) { var checks = new (string from, string to)?[] { ("S", string.Empty), ("AY", "Y"), ("A", string.Empty), }; var replacement = checks.FirstOrDefault(t => text.EndsWith(t!.Value.from)); if (replacement is { }) { var (from, to) = replacement!.Value; text = Replace(text, text.Length - from.Length, from.Length, to); } return text; } private string ReplaceStep(string text, int i) { (string from, string to)[] replacements = { ("EV", "AF"), ("E", "A"), ("I", "A"), ("O", "A"), ("U", "A"), ("Q", "G"), ("Z", "S"), ("M", "N"), ("KN", "NN"), ("K", "C"), ("SCH", "SSS"), ("PH", "FF"), }; var replaced = TryReplace(text, i, replacements, out text); if (replaced) { return text; } // H[vowel] or [vowel]H -> text[i-1] if (text[i] == 'H') { if (!Vowels.Contains(text[i - 1])) { return ReplaceWithPrevious(); } if (i < text.Length - 1 && !Vowels.Contains(text[i + 1])) { return ReplaceWithPrevious(); } } // [vowel]W -> [vowel] if (text[i] == 'W' && Vowels.Contains(text[i - 1])) { return ReplaceWithPrevious(); } return text; string ReplaceWithPrevious() => Replace(text, i, 1, text[i - 1].ToString()); } private bool TryReplace(string text, int index, (string, string)[] opts, out string result) { for (var i = 0; i < opts.Length; i++) { var check = opts[i].Item1; var repl = opts[i].Item2; if (text.Length >= index + check.Length && text.Substring(index, check.Length) == check) { result = Replace(text, index, check.Length, repl); return true; } } result = text; return false; } private string StartReplace(string start) { var checks = new (string from, string to)?[] { ("MAC", "MCC"), ("KN", "NN"), ("K", "C"), ("PH", "FF"), ("PF", "FF"), ("SCH", "SSS"), }; var replacement = checks.FirstOrDefault(t => start.StartsWith(t!.Value.from)); if (replacement is { }) { var (from, to) = replacement!.Value; start = Replace(start, 0, from.Length, to); } return start; } private string EndReplace(string end) { var checks = new (string from, string to)?[] { ("EE", "Y"), ("IE", "Y"), ("DT", "D"), ("RT", "D"), ("NT", "D"), ("ND", "D"), }; var replacement = checks.FirstOrDefault(t => end.EndsWith(t!.Value.from)); if (replacement is { }) { var (from, to) = replacement!.Value; end = Replace(end, end.Length - from.Length, from.Length, to); } return end; } private string Replace(string text, int index, int length, string substitute) => text[..index] + substitute + text[(index + length) ..]; } }
181
C-Sharp
TheAlgorithms
C#
using System.Collections.Generic; using System.Linq; namespace Algorithms.Encoders { /// <summary> /// Class for Soundex encoding strings. /// </summary> public class SoundexEncoder { /// <summary> /// Encodes a string using the Soundex Algorithm. /// </summary> /// <param name="text">The string to encode.</param> /// <returns>The Soundex encoded string (one uppercase character and three digits).</returns> public string Encode(string text) { text = text.ToLowerInvariant(); var chars = OmitHAndW(text); IEnumerable<int> numbers = ProduceNumberCoding(chars); numbers = CollapseDoubles(numbers); numbers = OmitVowels(numbers); numbers = CollapseLeadingDigit(numbers, text[0]); numbers = numbers.Take(3); numbers = PadTo3Numbers(numbers); var final = numbers.ToArray(); return $"{text.ToUpperInvariant()[0]}{final[0]}{final[1]}{final[2]}"; } private IEnumerable<int> CollapseLeadingDigit(IEnumerable<int> numbers, char c) { using var enumerator = numbers.GetEnumerator(); enumerator.MoveNext(); if (enumerator.Current == MapToNumber(c)) { enumerator.MoveNext(); } do { yield return enumerator.Current; } while (enumerator.MoveNext()); } private IEnumerable<int> PadTo3Numbers(IEnumerable<int> numbers) { using var enumerator = numbers.GetEnumerator(); for (var i = 0; i < 3; i++) { yield return enumerator.MoveNext() ? enumerator.Current : 0; } } private IEnumerable<int> OmitVowels(IEnumerable<int> numbers) => numbers.Where(i => i != 0); private IEnumerable<char> OmitHAndW(string text) => text.Where(c => c != 'h' && c != 'w'); private IEnumerable<int> CollapseDoubles(IEnumerable<int> numbers) { var previous = int.MinValue; foreach (var i in numbers) { if (previous != i) { yield return i; previous = i; } } } private IEnumerable<int> ProduceNumberCoding(IEnumerable<char> text) => text.Select(MapToNumber); private int MapToNumber(char ch) { var mapping = new Dictionary<char, int> { ['a'] = 0, ['e'] = 0, ['i'] = 0, ['o'] = 0, ['u'] = 0, ['y'] = 0, ['h'] = 8, ['w'] = 8, ['b'] = 1, ['f'] = 1, ['p'] = 1, ['v'] = 1, ['c'] = 2, ['g'] = 2, ['j'] = 2, ['k'] = 2, ['q'] = 2, ['s'] = 2, ['x'] = 2, ['z'] = 2, ['d'] = 3, ['t'] = 3, ['l'] = 4, ['m'] = 5, ['n'] = 5, ['r'] = 6, }; return mapping[ch]; } } }
112
C-Sharp
TheAlgorithms
C#
using System; using System.Text; namespace Algorithms.Encoders { /// <summary> /// Encodes using vigenere cypher. /// </summary> public class VigenereEncoder : IEncoder<string> { private readonly CaesarEncoder caesarEncoder = new(); /// <summary> /// Encodes text using specified key, /// time complexity: O(n), /// space complexity: O(n), /// where n - text length. /// </summary> /// <param name="text">Text to be encoded.</param> /// <param name="key">Key that will be used to encode the text.</param> /// <returns>Encoded text.</returns> public string Encode(string text, string key) => Cipher(text, key, caesarEncoder.Encode); /// <summary> /// Decodes text that was encoded using specified key, /// time complexity: O(n), /// space complexity: O(n), /// where n - text length. /// </summary> /// <param name="text">Text to be decoded.</param> /// <param name="key">Key that was used to encode the text.</param> /// <returns>Decoded text.</returns> public string Decode(string text, string key) => Cipher(text, key, caesarEncoder.Decode); private string Cipher(string text, string key, Func<string, int, string> symbolCipher) { key = AppendKey(key, text.Length); var encodedTextBuilder = new StringBuilder(text.Length); for (var i = 0; i < text.Length; i++) { if (!char.IsLetter(text[i])) { _ = encodedTextBuilder.Append(text[i]); continue; } var letterZ = char.IsUpper(key[i]) ? 'Z' : 'z'; var encodedSymbol = symbolCipher(text[i].ToString(), letterZ - key[i]); _ = encodedTextBuilder.Append(encodedSymbol); } return encodedTextBuilder.ToString(); } private string AppendKey(string key, int length) { if (string.IsNullOrEmpty(key)) { throw new ArgumentOutOfRangeException($"{nameof(key)} must be non-empty string"); } var keyBuilder = new StringBuilder(key, length); while (keyBuilder.Length < length) { _ = keyBuilder.Append(key); } return keyBuilder.ToString(); } } }
72
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using DataStructures.Graph; namespace Algorithms.Graph { /// <summary> /// Breadth First Search - algorithm for traversing graph. /// Algorithm starts from root node that is selected by the user. /// Algorithm explores all nodes at the present depth. /// </summary> /// <typeparam name="T">Vertex data type.</typeparam> public class BreadthFirstSearch<T> : IGraphSearch<T> where T : IComparable<T> { /// <summary> /// Traverses graph from start vertex. /// </summary> /// <param name="graph">Graph instance.</param> /// <param name="startVertex">Vertex that search starts from.</param> /// <param name="action">Action that needs to be executed on each graph vertex.</param> public void VisitAll(IDirectedWeightedGraph<T> graph, Vertex<T> startVertex, Action<Vertex<T>>? action = default) { Bfs(graph, startVertex, action, new HashSet<Vertex<T>>()); } /// <summary> /// Traverses graph from start vertex. /// </summary> /// <param name="graph">Graph instance.</param> /// <param name="startVertex">Vertex that search starts from.</param> /// <param name="action">Action that needs to be executed on each graph vertex.</param> /// <param name="visited">Hash set with visited vertices.</param> private void Bfs(IDirectedWeightedGraph<T> graph, Vertex<T> startVertex, Action<Vertex<T>>? action, HashSet<Vertex<T>> visited) { var queue = new Queue<Vertex<T>>(); queue.Enqueue(startVertex); while (queue.Count > 0) { var currentVertex = queue.Dequeue(); if (currentVertex == null || visited.Contains(currentVertex)) { continue; } foreach (var vertex in graph.GetNeighbors(currentVertex)) { queue.Enqueue(vertex!); } action?.Invoke(currentVertex); visited.Add(currentVertex); } } } }
60
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using DataStructures.BinarySearchTree; namespace Algorithms.Graph { /// <summary> /// Breadth first tree traversal traverses through a binary tree /// by iterating through each level first. /// time complexity: O(n). /// space complexity: O(w) where w is the max width of a binary tree. /// </summary> /// <typeparam name="TKey">Type of key held in binary search tree.</typeparam> public static class BreadthFirstTreeTraversal<TKey> { /// <summary> /// Level Order Traversal returns an array of integers in order /// of each level of a binary tree. It uses a queue to iterate /// through each node following breadth first search traversal. /// </summary> /// <param name="tree">Passes the binary tree to traverse.</param> /// <returns>Returns level order traversal.</returns> public static TKey[] LevelOrderTraversal(BinarySearchTree<TKey> tree) { BinarySearchTreeNode<TKey>? root = tree.Root; TKey[] levelOrder = new TKey[tree.Count]; if (root is null) { return Array.Empty<TKey>(); } Queue<BinarySearchTreeNode<TKey>> breadthTraversal = new Queue<BinarySearchTreeNode<TKey>>(); breadthTraversal.Enqueue(root); for (int i = 0; i < levelOrder.Length; i++) { BinarySearchTreeNode<TKey> current = breadthTraversal.Dequeue(); levelOrder[i] = current.Key; if (current.Left is not null) { breadthTraversal.Enqueue(current.Left); } if (current.Right is not null) { breadthTraversal.Enqueue(current.Right); } } return levelOrder; } /// <summary> /// Deepest Node return the deepest node in a binary tree. If more /// than one node is on the deepest level, it is defined as the /// right-most node of a binary tree. Deepest node uses breadth /// first traversal to reach the end. /// </summary> /// <param name="tree">Tree passed to find deepest node.</param> /// <returns>Returns the deepest node in the tree.</returns> public static TKey? DeepestNode(BinarySearchTree<TKey> tree) { BinarySearchTreeNode<TKey>? root = tree.Root; if (root is null) { return default(TKey); } Queue<BinarySearchTreeNode<TKey>> breadthTraversal = new Queue<BinarySearchTreeNode<TKey>>(); breadthTraversal.Enqueue(root); TKey deepest = root.Key; while (breadthTraversal.Count > 0) { BinarySearchTreeNode<TKey> current = breadthTraversal.Dequeue(); if (current.Left is not null) { breadthTraversal.Enqueue(current.Left); } if (current.Right is not null) { breadthTraversal.Enqueue(current.Right); } deepest = current.Key; } return deepest; } } }
91
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using DataStructures.Graph; namespace Algorithms.Graph { /// <summary> /// Depth First Search - algorithm for traversing graph. /// Algorithm starts from root node that is selected by the user. /// Algorithm explores as far as possible along each branch before backtracking. /// </summary> /// <typeparam name="T">Vertex data type.</typeparam> public class DepthFirstSearch<T> : IGraphSearch<T> where T : IComparable<T> { /// <summary> /// Traverses graph from start vertex. /// </summary> /// <param name="graph">Graph instance.</param> /// <param name="startVertex">Vertex that search starts from.</param> /// <param name="action">Action that needs to be executed on each graph vertex.</param> public void VisitAll(IDirectedWeightedGraph<T> graph, Vertex<T> startVertex, Action<Vertex<T>>? action = default) { Dfs(graph, startVertex, action, new HashSet<Vertex<T>>()); } /// <summary> /// Traverses graph from start vertex. /// </summary> /// <param name="graph">Graph instance.</param> /// <param name="startVertex">Vertex that search starts from.</param> /// <param name="action">Action that needs to be executed on each graph vertex.</param> /// <param name="visited">Hash set with visited vertices.</param> private void Dfs(IDirectedWeightedGraph<T> graph, Vertex<T> startVertex, Action<Vertex<T>>? action, HashSet<Vertex<T>> visited) { action?.Invoke(startVertex); visited.Add(startVertex); foreach (var vertex in graph.GetNeighbors(startVertex)) { if (vertex == null || visited.Contains(vertex)) { continue; } Dfs(graph, vertex!, action, visited); } } } }
51
C-Sharp
TheAlgorithms
C#
using System; using DataStructures.Graph; namespace Algorithms.Graph { /// <summary> /// Floyd Warshall algorithm on directed weighted graph. /// </summary> /// <typeparam name="T">generic type of data in graph.</typeparam> public class FloydWarshall<T> { /// <summary> /// runs the algorithm. /// </summary> /// <param name="graph">graph upon which to run.</param> /// <returns> /// a 2D array of shortest paths between any two vertices. /// where there is no path between two vertices - double.PositiveInfinity is placed. /// </returns> public double[,] Run(DirectedWeightedGraph<T> graph) { var distances = SetupDistances(graph); var vertexCount = distances.GetLength(0); for (var k = 0; k < vertexCount; k++) { for (var i = 0; i < vertexCount; i++) { for (var j = 0; j < vertexCount; j++) { distances[i, j] = distances[i, j] > distances[i, k] + distances[k, j] ? distances[i, k] + distances[k, j] : distances[i, j]; } } } return distances; } /// <summary> /// setup adjacency matrix for use by main algorithm run. /// </summary> /// <param name="graph">graph to dissect adjacency matrix from.</param> /// <returns>the adjacency matrix in the format mentioned in Run.</returns> private double[,] SetupDistances(DirectedWeightedGraph<T> graph) { var distances = new double[graph.Count, graph.Count]; for (int i = 0; i < distances.GetLength(0); i++) { for (var j = 0; j < distances.GetLength(0); j++) { var dist = graph.AdjacentDistance(graph.Vertices[i] !, graph.Vertices[j] !); distances[i, j] = dist != 0 ? dist : double.PositiveInfinity; } } for (var i = 0; i < distances.GetLength(0); i++) { distances[i, i] = 0; } return distances; } } }
66
C-Sharp
TheAlgorithms
C#
using System; using DataStructures.Graph; namespace Algorithms.Graph { public interface IGraphSearch<T> { /// <summary> /// Traverses graph from start vertex. /// </summary> /// <param name="graph">Graph instance.</param> /// <param name="startVertex">Vertex that search starts from.</param> /// <param name="action">Action that needs to be executed on each graph vertex.</param> void VisitAll(IDirectedWeightedGraph<T> graph, Vertex<T> startVertex, Action<Vertex<T>>? action = null); } }
17
C-Sharp
TheAlgorithms
C#
using System.Collections.Generic; using System.Linq; using DataStructures.Graph; namespace Algorithms.Graph { /// <summary> /// Implementation of Kosaraju-Sharir's algorithm (also known as Kosaraju's algorithm) to find the /// strongly connected components (SCC) of a directed graph. /// See https://en.wikipedia.org/wiki/Kosaraju%27s_algorithm. /// </summary> /// <typeparam name="T">Vertex data type.</typeparam> public static class Kosaraju<T> { /// <summary> /// First DFS for Kosaraju algorithm: traverse the graph creating a reverse order explore list <paramref name="reversed"/>. /// </summary> /// <param name="v">Vertex to explore.</param> /// <param name="graph">Graph instance.</param> /// <param name="visited">List of already visited vertex.</param> /// <param name="reversed">Reversed list of vertex for the second DFS.</param> public static void Visit(Vertex<T> v, IDirectedWeightedGraph<T> graph, HashSet<Vertex<T>> visited, Stack<Vertex<T>> reversed) { if (visited.Contains(v)) { return; } // Set v as visited visited.Add(v); // Push v in the stack. // This can also be done with a List, inserting v at the begining of the list // after visit the neighbors. reversed.Push(v); // Visit neighbors foreach (var u in graph.GetNeighbors(v)) { Visit(u!, graph, visited, reversed); } } /// <summary> /// Second DFS for Kosaraju algorithm. Traverse the graph in reversed order /// assigning a root vertex for every vertex that belong to the same SCC. /// </summary> /// <param name="v">Vertex to assign.</param> /// <param name="root">Root vertext, representative of the SCC.</param> /// <param name="graph">Graph with vertex and edges.</param> /// <param name="roots"> /// Dictionary that assigns to each vertex the root of the SCC to which it corresponds. /// </param> public static void Assign(Vertex<T> v, Vertex<T> root, IDirectedWeightedGraph<T> graph, Dictionary<Vertex<T>, Vertex<T>> roots) { // If v already has a representative vertex (root) already assigned, do nothing. if (roots.ContainsKey(v)) { return; } // Assign the root to the vertex. roots.Add(v, root); // Assign the current root vertex to v neighbors. foreach (var u in graph.GetNeighbors(v)) { Assign(u!, root, graph, roots); } } /// <summary> /// Find the representative vertex of the SCC for each vertex on the graph. /// </summary> /// <param name="graph">Graph to explore.</param> /// <returns>A dictionary that assigns to each vertex a root vertex of the SCC they belong. </returns> public static Dictionary<Vertex<T>, Vertex<T>> GetRepresentatives(IDirectedWeightedGraph<T> graph) { HashSet<Vertex<T>> visited = new HashSet<Vertex<T>>(); Stack<Vertex<T>> reversedL = new Stack<Vertex<T>>(); Dictionary<Vertex<T>, Vertex<T>> representatives = new Dictionary<Vertex<T>, Vertex<T>>(); foreach (var v in graph.Vertices) { if (v != null) { Visit(v, graph, visited, reversedL); } } visited.Clear(); while (reversedL.Count > 0) { Vertex<T> v = reversedL.Pop(); Assign(v, v, graph, representatives); } return representatives; } /// <summary> /// Get the Strongly Connected Components for the graph. /// </summary> /// <param name="graph">Graph to explore.</param> /// <returns>An array of SCC.</returns> public static IEnumerable<Vertex<T>>[] GetScc(IDirectedWeightedGraph<T> graph) { var representatives = GetRepresentatives(graph); Dictionary<Vertex<T>, List<Vertex<T>>> scc = new Dictionary<Vertex<T>, List<Vertex<T>>>(); foreach (var kv in representatives) { // Assign all vertex (key) that have the seem root (value) to a single list. if (scc.ContainsKey(kv.Value)) { scc[kv.Value].Add(kv.Key); } else { scc.Add(kv.Value, new List<Vertex<T>> { kv.Key }); } } return scc.Values.ToArray(); } } }
128
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using DataStructures.Graph; namespace Algorithms.Graph.Dijkstra { public static class DijkstraAlgorithm { /// <summary> /// Implementation of the Dijkstra shortest path algorithm for cyclic graphs. /// https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm. /// </summary> /// <param name="graph">Graph instance.</param> /// <param name="startVertex">Starting vertex instance.</param> /// <typeparam name="T">Generic Parameter.</typeparam> /// <returns>List of distances from current vertex to all other vertices.</returns> /// <exception cref="InvalidOperationException">Exception thrown in case when graph is null or start /// vertex does not belong to graph instance.</exception> public static DistanceModel<T>[] GenerateShortestPath<T>(DirectedWeightedGraph<T> graph, Vertex<T> startVertex) { ValidateGraphAndStartVertex(graph, startVertex); var visitedVertices = new List<Vertex<T>>(); var distanceArray = InitializeDistanceArray(graph, startVertex); var currentVertex = startVertex; var currentPath = 0d; while (true) { visitedVertices.Add(currentVertex); var neighborVertices = graph .GetNeighbors(currentVertex) .Where(x => x != null && !visitedVertices.Contains(x)) .ToList(); foreach (var vertex in neighborVertices) { var adjacentDistance = graph.AdjacentDistance(currentVertex, vertex!); var distance = distanceArray[vertex!.Index]; if (distance.Distance <= currentPath + adjacentDistance) { continue; } distance.Distance = currentPath + adjacentDistance; distance.PreviousVertex = currentVertex; } var minimalAdjacentVertex = GetMinimalUnvisitedAdjacentVertex(graph, currentVertex, neighborVertices); if (neighborVertices.Count == 0 || minimalAdjacentVertex is null) { break; } currentPath += graph.AdjacentDistance(currentVertex, minimalAdjacentVertex); currentVertex = minimalAdjacentVertex; } return distanceArray; } private static DistanceModel<T>[] InitializeDistanceArray<T>( IDirectedWeightedGraph<T> graph, Vertex<T> startVertex) { var distArray = new DistanceModel<T>[graph.Count]; distArray[startVertex.Index] = new DistanceModel<T>(startVertex, startVertex, 0); foreach (var vertex in graph.Vertices.Where(x => x != null && !x.Equals(startVertex))) { distArray[vertex!.Index] = new DistanceModel<T>(vertex, null, double.MaxValue); } return distArray; } private static void ValidateGraphAndStartVertex<T>(DirectedWeightedGraph<T> graph, Vertex<T> startVertex) { if (graph is null) { throw new ArgumentNullException(nameof(graph)); } if (startVertex.Graph != null && !startVertex.Graph.Equals(graph)) { throw new ArgumentNullException(nameof(graph)); } } private static Vertex<T>? GetMinimalUnvisitedAdjacentVertex<T>( IDirectedWeightedGraph<T> graph, Vertex<T> startVertex, IEnumerable<Vertex<T>?> adjacentVertices) { var minDistance = double.MaxValue; Vertex<T>? minVertex = default; foreach (var vertex in adjacentVertices) { var currentDistance = graph.AdjacentDistance(startVertex, vertex!); if (minDistance <= currentDistance) { continue; } minDistance = currentDistance; minVertex = vertex; } return minVertex; } } }
125
C-Sharp
TheAlgorithms
C#
using DataStructures.Graph; namespace Algorithms.Graph.Dijkstra { /// <summary> /// Entity which represents the Dijkstra shortest distance. /// Contains: Vertex, Previous Vertex and minimal distance from start vertex. /// </summary> /// <typeparam name="T">Generic parameter.</typeparam> public class DistanceModel<T> { public Vertex<T>? Vertex { get; } public Vertex<T>? PreviousVertex { get; set; } public double Distance { get; set; } public DistanceModel(Vertex<T>? vertex, Vertex<T>? previousVertex, double distance) { Vertex = vertex; PreviousVertex = previousVertex; Distance = distance; } public override string ToString() => $"Vertex: {Vertex} - Distance: {Distance} - Previous: {PreviousVertex}"; } }
29
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using DataStructures.DisjointSet; namespace Algorithms.Graph.MinimumSpanningTree { /// <summary> /// Algorithm to determine the minimum spanning forest of an undirected graph. /// </summary> /// <remarks> /// Kruskal's algorithm is a greedy algorithm that can determine the /// minimum spanning tree or minimum spanning forest of any undirected /// graph. Unlike Prim's algorithm, Kruskal's algorithm will work on /// graphs that are unconnected. This algorithm will always have a /// running time of O(E log V) where E is the number of edges and V is /// the number of vertices/nodes. /// More information: https://en.wikipedia.org/wiki/Kruskal%27s_algorithm . /// Pseudocode and analysis: https://www.personal.kent.edu/~rmuhamma/Algorithms/MyAlgorithms/GraphAlgor/primAlgor.htm . /// </remarks> public static class Kruskal { /// <summary> /// Determine the minimum spanning tree/forest of the given graph. /// </summary> /// <param name="adjacencyMatrix">Adjacency matrix representing the graph.</param> /// <returns>Adjacency matrix of the minimum spanning tree/forest.</returns> public static float[,] Solve(float[,] adjacencyMatrix) { ValidateGraph(adjacencyMatrix); var numNodes = adjacencyMatrix.GetLength(0); var set = new DisjointSet<int>(); var nodes = new Node<int>[numNodes]; var edgeWeightList = new List<float>(); var nodeConnectList = new List<(int, int)>(); // Add nodes to disjoint set for (var i = 0; i < numNodes; i++) { nodes[i] = set.MakeSet(i); } // Create lists with edge weights and associated connectivity for (var i = 0; i < numNodes - 1; i++) { for (var j = i + 1; j < numNodes; j++) { if (float.IsFinite(adjacencyMatrix[i, j])) { edgeWeightList.Add(adjacencyMatrix[i, j]); nodeConnectList.Add((i, j)); } } } var edges = Solve(set, nodes, edgeWeightList.ToArray(), nodeConnectList.ToArray()); // Initialize minimum spanning tree var mst = new float[numNodes, numNodes]; for (var i = 0; i < numNodes; i++) { mst[i, i] = float.PositiveInfinity; for (var j = i + 1; j < numNodes; j++) { mst[i, j] = float.PositiveInfinity; mst[j, i] = float.PositiveInfinity; } } foreach (var (node1, node2) in edges) { mst[node1, node2] = adjacencyMatrix[node1, node2]; mst[node2, node1] = adjacencyMatrix[node1, node2]; } return mst; } /// <summary> /// Determine the minimum spanning tree/forest of the given graph. /// </summary> /// <param name="adjacencyList">Adjacency list representing the graph.</param> /// <returns>Adjacency list of the minimum spanning tree/forest.</returns> public static Dictionary<int, float>[] Solve(Dictionary<int, float>[] adjacencyList) { ValidateGraph(adjacencyList); var numNodes = adjacencyList.Length; var set = new DisjointSet<int>(); var nodes = new Node<int>[numNodes]; var edgeWeightList = new List<float>(); var nodeConnectList = new List<(int, int)>(); // Add nodes to disjoint set and create list of edge weights and associated connectivity for (var i = 0; i < numNodes; i++) { nodes[i] = set.MakeSet(i); foreach(var (node, weight) in adjacencyList[i]) { edgeWeightList.Add(weight); nodeConnectList.Add((i, node)); } } var edges = Solve(set, nodes, edgeWeightList.ToArray(), nodeConnectList.ToArray()); // Create minimum spanning tree var mst = new Dictionary<int, float>[numNodes]; for (var i = 0; i < numNodes; i++) { mst[i] = new Dictionary<int, float>(); } foreach (var (node1, node2) in edges) { mst[node1].Add(node2, adjacencyList[node1][node2]); mst[node2].Add(node1, adjacencyList[node1][node2]); } return mst; } /// <summary> /// Ensure that the given graph is undirected. /// </summary> /// <param name="adj">Adjacency matrix of graph to check.</param> private static void ValidateGraph(float[,] adj) { if (adj.GetLength(0) != adj.GetLength(1)) { throw new ArgumentException("Matrix must be square!"); } for (var i = 0; i < adj.GetLength(0) - 1; i++) { for (var j = i + 1; j < adj.GetLength(1); j++) { if (Math.Abs(adj[i, j] - adj[j, i]) > 1e-6) { throw new ArgumentException("Matrix must be symmetric!"); } } } } /// <summary> /// Ensure that the given graph is undirected. /// </summary> /// <param name="adj">Adjacency list of graph to check.</param> private static void ValidateGraph(Dictionary<int, float>[] adj) { for (var i = 0; i < adj.Length; i++) { foreach (var edge in adj[i]) { if (!adj[edge.Key].ContainsKey(i) || Math.Abs(edge.Value - adj[edge.Key][i]) > 1e-6) { throw new ArgumentException("Graph must be undirected!"); } } } } /// <summary> /// Determine the minimum spanning tree/forest. /// </summary> /// <param name="set">Disjoint set needed for set operations.</param> /// <param name="nodes">List of nodes in disjoint set associated with each node.</param> /// <param name="edgeWeights">Weights of each edge.</param> /// <param name="connections">Nodes associated with each item in the <paramref name="edgeWeights"/> parameter.</param> /// <returns>Array of edges in the minimum spanning tree/forest.</returns> private static (int, int)[] Solve(DisjointSet<int> set, Node<int>[] nodes, float[] edgeWeights, (int, int)[] connections) { var edges = new List<(int, int)>(); Array.Sort(edgeWeights, connections); foreach (var (node1, node2) in connections) { if (set.FindSet(nodes[node1]) != set.FindSet(nodes[node2])) { set.UnionSet(nodes[node1], nodes[node2]); edges.Add((node1, node2)); } } return edges.ToArray(); } } }
193
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Graph.MinimumSpanningTree { /// <summary> /// Class that uses Prim's (Jarnik's algorithm) to determine the minimum /// spanning tree (MST) of a given graph. Prim's algorithm is a greedy /// algorithm that can determine the MST of a weighted undirected graph /// in O(V^2) time where V is the number of nodes/vertices when using an /// adjacency matrix representation. /// More information: https://en.wikipedia.org/wiki/Prim%27s_algorithm /// Pseudocode and runtime analysis: https://www.personal.kent.edu/~rmuhamma/Algorithms/MyAlgorithms/GraphAlgor/primAlgor.htm . /// </summary> public static class PrimMatrix { /// <summary> /// Determine the minimum spanning tree for a given weighted undirected graph. /// </summary> /// <param name="adjacencyMatrix">Adjacency matrix for graph to find MST of.</param> /// <param name="start">Node to start search from.</param> /// <returns>Adjacency matrix of the found MST.</returns> public static float[,] Solve(float[,] adjacencyMatrix, int start) { ValidateMatrix(adjacencyMatrix); var numNodes = adjacencyMatrix.GetLength(0); // Create array to represent minimum spanning tree var mst = new float[numNodes, numNodes]; // Create array to keep track of which nodes are in the MST already var added = new bool[numNodes]; // Create array to keep track of smallest edge weight for node var key = new float[numNodes]; // Create array to store parent of node var parent = new int[numNodes]; for (var i = 0; i < numNodes; i++) { mst[i, i] = float.PositiveInfinity; key[i] = float.PositiveInfinity; for (var j = i + 1; j < numNodes; j++) { mst[i, j] = float.PositiveInfinity; mst[j, i] = float.PositiveInfinity; } } // Ensures that the starting node is added first key[start] = 0; // Keep looping until all nodes are in tree for (var i = 0; i < numNodes - 1; i++) { GetNextNode(adjacencyMatrix, key, added, parent); } // Build adjacency matrix for tree for (var i = 0; i < numNodes; i++) { if (i == start) { continue; } mst[i, parent[i]] = adjacencyMatrix[i, parent[i]]; mst[parent[i], i] = adjacencyMatrix[i, parent[i]]; } return mst; } /// <summary> /// Ensure that the given adjacency matrix represents a weighted undirected graph. /// </summary> /// <param name="adjacencyMatrix">Adjacency matric to check.</param> private static void ValidateMatrix(float[,] adjacencyMatrix) { // Matrix should be square if (adjacencyMatrix.GetLength(0) != adjacencyMatrix.GetLength(1)) { throw new ArgumentException("Adjacency matrix must be square!"); } // Graph needs to be undirected and connected for (var i = 0; i < adjacencyMatrix.GetLength(0); i++) { var connection = false; for (var j = 0; j < adjacencyMatrix.GetLength(0); j++) { if (Math.Abs(adjacencyMatrix[i, j] - adjacencyMatrix[j, i]) > 1e-6) { throw new ArgumentException("Adjacency matrix must be symmetric!"); } if (!connection && float.IsFinite(adjacencyMatrix[i, j])) { connection = true; } } if (!connection) { throw new ArgumentException("Graph must be connected!"); } } } /// <summary> /// Determine which node should be added next to the MST. /// </summary> /// <param name="adjacencyMatrix">Adjacency matrix of graph.</param> /// <param name="key">Currently known minimum edge weight connected to each node.</param> /// <param name="added">Whether or not a node has been added to the MST.</param> /// <param name="parent">The node that added the node to the MST. Used for building MST adjacency matrix.</param> private static void GetNextNode(float[,] adjacencyMatrix, float[] key, bool[] added, int[] parent) { var numNodes = adjacencyMatrix.GetLength(0); var minWeight = float.PositiveInfinity; var node = -1; // Find node with smallest node with known edge weight not in tree. Will always start with starting node for (var i = 0; i < numNodes; i++) { if (!added[i] && key[i] < minWeight) { minWeight = key[i]; node = i; } } // Add node to mst added[node] = true; // Update smallest found edge weights and parent for adjacent nodes for (var i = 0; i < numNodes; i++) { if (!added[i] && adjacencyMatrix[node, i] < key[i]) { key[i] = adjacencyMatrix[node, i]; parent[i] = node; } } } } }
151
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; namespace Algorithms.Knapsack { /// <summary> /// Branch and bound Knapsack solver. /// </summary> /// <typeparam name="T">Type of items in knapsack.</typeparam> public class BranchAndBoundKnapsackSolver<T> { /// <summary> /// Returns the knapsack containing the items that maximize value while not exceeding weight capacity. /// Construct a tree structure with total number of items + 1 levels, each node have two child nodes, /// starting with a dummy item root, each following levels are associated with 1 items, construct the /// tree in breadth first order to identify the optimal item set. /// </summary> /// <param name="items">All items to choose from.</param> /// <param name="capacity">The maximum weight capacity of the knapsack to be filled.</param> /// <param name="weightSelector"> /// A function that returns the value of the specified item /// from the <paramref name="items">items</paramref> list. /// </param> /// <param name="valueSelector"> /// A function that returns the weight of the specified item /// from the <paramref name="items">items</paramref> list. /// </param> /// <returns> /// The array of items that provides the maximum value of the /// knapsack without exceeding the specified weight <paramref name="capacity">capacity</paramref>. /// </returns> public T[] Solve(T[] items, int capacity, Func<T, int> weightSelector, Func<T, double> valueSelector) { // This is required for greedy approach in upper bound calculation to work. items = items.OrderBy(i => valueSelector(i) / weightSelector(i)).ToArray(); // nodesQueue --> used to construct tree in breadth first order Queue<BranchAndBoundNode> nodesQueue = new(); // maxCumulativeValue --> maximum value while not exceeding weight capacity. var maxCumulativeValue = 0.0; // starting node, associated with a temporary created dummy item BranchAndBoundNode root = new(level: -1, taken: false); // lastNodeOfOptimalPat --> last item in the optimal item sets identified by this algorithm BranchAndBoundNode lastNodeOfOptimalPath = root; nodesQueue.Enqueue(root); while (nodesQueue.Count != 0) { // parent --> parent node which represents the previous item, may or may not be taken into the knapsack BranchAndBoundNode parent = nodesQueue.Dequeue(); // IF it is the last level, branching cannot be performed if (parent.Level == items.Length - 1) { continue; } // create a child node where the associated item is taken into the knapsack var left = new BranchAndBoundNode(parent.Level + 1, true, parent); // create a child node where the associated item is not taken into the knapsack var right = new BranchAndBoundNode(parent.Level + 1, false, parent); // Since the associated item on current level is taken for the first node, // set the cumulative weight of first node to cumulative weight of parent node + weight of the associated item, // set the cumulative value of first node to cumulative value of parent node + value of current level's item. left.CumulativeWeight = parent.CumulativeWeight + weightSelector(items[left.Level]); left.CumulativeValue = parent.CumulativeValue + valueSelector(items[left.Level]); right.CumulativeWeight = parent.CumulativeWeight; right.CumulativeValue = parent.CumulativeValue; // IF cumulative weight is smaller than the weight capacity of the knapsack AND // current cumulative value is larger then the current maxCumulativeValue, update the maxCumulativeValue if (left.CumulativeWeight <= capacity && left.CumulativeValue > maxCumulativeValue) { maxCumulativeValue = left.CumulativeValue; lastNodeOfOptimalPath = left; } left.UpperBound = ComputeUpperBound(left, items, capacity, weightSelector, valueSelector); right.UpperBound = ComputeUpperBound(right, items, capacity, weightSelector, valueSelector); // IF upperBound of this node is larger than maxCumulativeValue, // the current path is still possible to reach or surpass the maximum value, // add current node to nodesQueue so that nodes below it can be further explored if (left.UpperBound > maxCumulativeValue && left.CumulativeWeight < capacity) { nodesQueue.Enqueue(left); } // Cumulative weight is the same as for parent node and < capacity if (right.UpperBound > maxCumulativeValue) { nodesQueue.Enqueue(right); } } return GetItemsFromPath(items, lastNodeOfOptimalPath); } // determine items taken based on the path private static T[] GetItemsFromPath(T[] items, BranchAndBoundNode lastNodeOfPath) { List<T> takenItems = new(); // only bogus initial node has no parent for (var current = lastNodeOfPath; current.Parent is not null; current = current.Parent) { if(current.IsTaken) { takenItems.Add(items[current.Level]); } } return takenItems.ToArray(); } /// <summary> /// Returns the upper bound value of a given node. /// </summary> /// <param name="aNode">The given node.</param> /// <param name="items">All items to choose from.</param> /// <param name="capacity">The maximum weight capacity of the knapsack to be filled.</param> /// <param name="weightSelector"> /// A function that returns the value of the specified item /// from the <paramref name="items">items</paramref> list. /// </param> /// <param name="valueSelector"> /// A function that returns the weight of the specified item /// from the <paramref name="items">items</paramref> list. /// </param> /// <returns> /// upper bound value of the given <paramref name="aNode">node</paramref>. /// </returns> private static double ComputeUpperBound(BranchAndBoundNode aNode, T[] items, int capacity, Func<T, int> weightSelector, Func<T, double> valueSelector) { var upperBound = aNode.CumulativeValue; var availableWeight = capacity - aNode.CumulativeWeight; var nextLevel = aNode.Level + 1; while (availableWeight > 0 && nextLevel < items.Length) { if (weightSelector(items[nextLevel]) <= availableWeight) { upperBound += valueSelector(items[nextLevel]); availableWeight -= weightSelector(items[nextLevel]); } else { upperBound += valueSelector(items[nextLevel]) / weightSelector(items[nextLevel]) * availableWeight; availableWeight = 0; } nextLevel++; } return upperBound; } } }
166
C-Sharp
TheAlgorithms
C#
namespace Algorithms.Knapsack { public class BranchAndBoundNode { // isTaken --> true = the item where index = level is taken, vice versa public bool IsTaken { get; } // cumulativeWeight --> um of weight of item associated in each nodes starting from root to this node (only item that is taken) public int CumulativeWeight { get; set; } // cumulativeValue --> sum of value of item associated in each nodes starting from root to this node (only item that is taken) public double CumulativeValue { get; set; } // upperBound --> largest possible value after taking/not taking the item associated to this node (fractional) public double UpperBound { get; set; } // level --> level of the node in the tree structure public int Level { get; } // parent node public BranchAndBoundNode? Parent { get; } public BranchAndBoundNode(int level, bool taken, BranchAndBoundNode? parent = null) { Level = level; IsTaken = taken; Parent = parent; } } }
31
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; namespace Algorithms.Knapsack { /// <summary> /// Dynamic Programming Knapsack solver. /// </summary> /// <typeparam name="T">Type of items in knapsack.</typeparam> public class DynamicProgrammingKnapsackSolver<T> { /// <summary> /// Returns the knapsack containing the items that /// maximize value while not exceeding weight capacity. /// </summary> /// <param name="items">The list of items from which we select ones to be in the knapsack.</param> /// <param name="capacity"> /// The maximum weight capacity of the knapsack /// to be filled. Only integer values of this capacity are tried. If /// a greater resolution is needed, multiply the /// weights/capacity by a factor of 10. /// </param> /// <param name="weightSelector"> /// A function that returns the value of the specified item /// from the <paramref name="items">items</paramref> list. /// </param> /// <param name="valueSelector"> /// A function that returns the weight of the specified item /// from the <paramref name="items">items</paramref> list. /// </param> /// <returns> /// The array of items that provides the maximum value of the /// knapsack without exceeding the specified weight <paramref name="capacity">capacity</paramref>. /// </returns> public T[] Solve(T[] items, int capacity, Func<T, int> weightSelector, Func<T, double> valueSelector) { var cache = Tabulate(items, weightSelector, valueSelector, capacity); return GetOptimalItems(items, weightSelector, cache, capacity); } private static T[] GetOptimalItems(T[] items, Func<T, int> weightSelector, double[,] cache, int capacity) { var currentCapacity = capacity; var result = new List<T>(); for (var i = items.Length - 1; i >= 0; i--) { if (cache[i + 1, currentCapacity] > cache[i, currentCapacity]) { var item = items[i]; result.Add(item); currentCapacity -= weightSelector(item); } } result.Reverse(); // we added items back to front return result.ToArray(); } private static double[,] Tabulate( T[] items, Func<T, int> weightSelector, Func<T, double> valueSelector, int maxCapacity) { // Store the incremental results in a bottom up manner var n = items.Length; var results = new double[n + 1, maxCapacity + 1]; for (var i = 0; i <= n; i++) { for (var w = 0; w <= maxCapacity; w++) { if (i == 0 || w == 0) { // If we have no items to take, or // if we have no capacity in our knapsack // we cannot possibly have any value results[i, w] = 0; } else if (weightSelector(items[i - 1]) <= w) { // Decide if it is better to take or not take this item var iut = items[i - 1]; // iut = Item under test var vut = valueSelector(iut); // vut = Value of item under test var wut = weightSelector(iut); // wut = Weight of item under test var valueIfTaken = vut + results[i - 1, w - wut]; var valueIfNotTaken = results[i - 1, w]; results[i, w] = Math.Max(valueIfTaken, valueIfNotTaken); } else { // There is not enough room to take this item results[i, w] = results[i - 1, w]; } } } return results; } } }
102
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Knapsack { /// <summary> /// Solves knapsack problem using some heuristics /// Sum of values of taken items -> max /// Sum of weights of taken items. &lt;= capacity. /// </summary> /// <typeparam name="T">Type of items in knapsack.</typeparam> public interface IHeuristicKnapsackSolver<T> { /// <summary> /// Solves knapsack problem using some heuristics /// Sum of values of taken items -> max /// Sum of weights of taken items. &lt;= capacity. /// </summary> /// <param name="items">All items to choose from.</param> /// <param name="capacity">How much weight we can take.</param> /// <param name="weightSelector">Maps item to its weight.</param> /// <param name="valueSelector">Maps item to its value.</param> /// <returns>Items that were chosen.</returns> T[] Solve(T[] items, double capacity, Func<T, double> weightSelector, Func<T, double> valueSelector); } }
26
C-Sharp
TheAlgorithms
C#
namespace Algorithms.Knapsack { /// <summary> /// Solves knapsack problem: /// to maximize sum of values of taken items, /// while sum of weights of taken items is less than capacity. /// </summary> /// <typeparam name="T">Type of items in knapsack.</typeparam> public interface IKnapsackSolver<T> : IHeuristicKnapsackSolver<T> { } }
13
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; namespace Algorithms.Knapsack { /// <summary> /// Greedy heurictic solver. /// </summary> /// <typeparam name="T">Type of items in knapsack.</typeparam> public class NaiveKnapsackSolver<T> : IHeuristicKnapsackSolver<T> { /// <summary> /// TODO. /// </summary> /// <param name="items">TODO. 2.</param> /// <param name="capacity">TODO. 3.</param> /// <param name="weightSelector">TODO. 4.</param> /// <param name="valueSelector">TODO. 5.</param> /// <returns>TODO. 6.</returns> public T[] Solve(T[] items, double capacity, Func<T, double> weightSelector, Func<T, double> valueSelector) { var weight = 0d; var left = new List<T>(); foreach (var item in items) { var weightDelta = weightSelector(item); if (weight + weightDelta <= capacity) { weight += weightDelta; left.Add(item); } } return left.ToArray(); } } }
39
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Algorithms.LinearAlgebra.Distances { /// <summary> /// Implementation for Euclidean distance. /// </summary> public static class Euclidean { /// <summary> /// Calculate Euclidean distance for two N-Dimensional points. /// </summary> /// <param name="point1">First N-Dimensional point.</param> /// <param name="point2">Second N-Dimensional point.</param> /// <returns>Calculated Euclidean distance.</returns> public static double Distance(double[] point1, double[] point2) { if (point1.Length != point2.Length) { throw new ArgumentException("Both points should have the same dimensionality"); } // distance = sqrt((x1-y1)^2 + (x2-y2)^2 + ... + (xn-yn)^2) return Math.Sqrt(point1.Zip(point2, (x1, x2) => (x1 - x2) * (x1 - x2)).Sum()); } } }
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TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Algorithms.LinearAlgebra.Distances { /// <summary> /// Implementation fo Manhattan distance. /// It is the sum of the lengths of the projections of the line segment between the points onto the coordinate axes. /// In other words, it is the sum of absolute difference between the measures in all dimensions of two points. /// /// Its commonly used in regression analysis. /// </summary> public static class Manhattan { /// <summary> /// Calculate Manhattan distance for two N-Dimensional points. /// </summary> /// <param name="point1">First N-Dimensional point.</param> /// <param name="point2">Second N-Dimensional point.</param> /// <returns>Calculated Manhattan distance.</returns> public static double Distance(double[] point1, double[] point2) { if (point1.Length != point2.Length) { throw new ArgumentException("Both points should have the same dimensionality"); } // distance = |x1-y1| + |x2-y2| + ... + |xn-yn| return point1.Zip(point2, (x1, x2) => Math.Abs(x1 - x2)).Sum(); } } }
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TheAlgorithms
C#
using System; using System.Linq; using Utilities.Extensions; namespace Algorithms.LinearAlgebra.Eigenvalue { /// <summary> /// Power iteration method - eigenvalue numeric algorithm, based on recurrent relation: /// Li+1 = (A * Li) / || A * Li ||, where Li - eigenvector approximation. /// </summary> public static class PowerIteration { /// <summary> /// Returns approximation of the dominant eigenvalue and eigenvector of <paramref name="source" /> matrix. /// </summary> /// <list type="bullet"> /// <item> /// <description>The algorithm will not converge if the start vector is orthogonal to the eigenvector.</description> /// </item> /// <item> /// <description>The <paramref name="source" /> matrix must be square-shaped.</description> /// </item> /// </list> /// <param name="source">Source square-shaped matrix.</param> /// <param name="startVector">Start vector.</param> /// <param name="error">Accuracy of the result.</param> /// <returns>Dominant eigenvalue and eigenvector pair.</returns> /// <exception cref="ArgumentException">The <paramref name="source" /> matrix is not square-shaped.</exception> /// <exception cref="ArgumentException">The length of the start vector doesn't equal the size of the source matrix.</exception> public static (double eigenvalue, double[] eigenvector) Dominant( double[,] source, double[] startVector, double error = 0.00001) { if (source.GetLength(0) != source.GetLength(1)) { throw new ArgumentException("The source matrix is not square-shaped."); } if (source.GetLength(0) != startVector.Length) { throw new ArgumentException( "The length of the start vector doesn't equal the size of the source matrix."); } double eigenNorm; double[] previousEigenVector; double[] currentEigenVector = startVector; do { previousEigenVector = currentEigenVector; currentEigenVector = source.Multiply( previousEigenVector.ToColumnVector()) .ToRowVector(); eigenNorm = currentEigenVector.Magnitude(); currentEigenVector = currentEigenVector.Select(x => x / eigenNorm).ToArray(); } while (Math.Abs(currentEigenVector.Dot(previousEigenVector)) < 1.0 - error); var eigenvalue = source.Multiply(currentEigenVector.ToColumnVector()).ToRowVector().Magnitude(); return (eigenvalue, eigenvector: currentEigenVector); } /// <summary> /// Returns approximation of the dominant eigenvalue and eigenvector of <paramref name="source" /> matrix. /// Random normalized vector is used as the start vector to decrease chance of orthogonality to the eigenvector. /// </summary> /// <list type="bullet"> /// <item> /// <description>The algorithm will not converge if the start vector is orthogonal to the eigenvector.</description> /// </item> /// <item> /// <description>The <paramref name="source" /> matrix should be square-shaped.</description> /// </item> /// </list> /// <param name="source">Source square-shaped matrix.</param> /// <param name="error">Accuracy of the result.</param> /// <returns>Dominant eigenvalue and eigenvector pair.</returns> /// <exception cref="ArgumentException">The <paramref name="source" /> matrix is not square-shaped.</exception> /// <exception cref="ArgumentException">The length of the start vector doesn't equal the size of the source matrix.</exception> public static (double eigenvalue, double[] eigenvector) Dominant(double[,] source, double error = 0.00001) => Dominant(source, new Random().NextVector(source.GetLength(1)), error); } }
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TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Numerics; namespace Algorithms.ModularArithmetic { /// <summary> /// Chinese Remainder Theorem: https://en.wikipedia.org/wiki/Chinese_remainder_theorem. /// </summary> public static class ChineseRemainderTheorem { /// <summary> /// The Chinese Remainder Theorem is used to compute x for given set of pairs of integers (a_i, n_i) with: /// <list type="bullet"> /// <item>x = a_0 mod n_0</item> /// <item>x = a_1 mod n_1</item> /// <item>...</item> /// <item>x = a_k mod n_k</item> /// </list> /// for 0 &lt;= i &lt; k, for some positive integer k. Additional requirements are: /// <list type="bullet"> /// <item>n_i > 1 for 0 &lt;= i &lt; k</item> /// <item>n_i and n_j are coprime, for all 0 &lt;= i &lt; j &lt; k</item> /// <item>0 &lt;= a_i &lt; n_i, for all 0 &lt;= i &lt; k</item> /// <item>0 &lt;= x &lt; n_0 * n_1 * ... * n_(k-1)</item> /// </list> /// </summary> /// <param name="listOfAs">An ordered list of a_0, a_1, ..., a_k.</param> /// <param name="listOfNs">An ordered list of n_0, n_1, ..., n_k.</param> /// <returns>The value x.</returns> /// <exception cref="ArgumentException">If any of the requirements is not fulfilled.</exception> public static long Compute(List<long> listOfAs, List<long> listOfNs) { // Check the requirements for this algorithm: CheckRequirements(listOfAs, listOfNs); // For performance-reasons compute the product of all n_i as prodN, because we're going to need access to (prodN / n_i) for all i: var prodN = 1L; foreach (var n in listOfNs) { prodN *= n; } var result = 0L; for (var i = 0; i < listOfNs.Count; i++) { var a_i = listOfAs[i]; var n_i = listOfNs[i]; var modulus_i = prodN / n_i; var bezout_modulus_i = ExtendedEuclideanAlgorithm.Compute(n_i, modulus_i).bezoutB; result += a_i * bezout_modulus_i * modulus_i; } // Make sure, result is in [0, prodN). result %= prodN; if (result < 0) { result += prodN; } return result; } /// <summary> /// The Chinese Remainder Theorem is used to compute x for given set of pairs of integers (a_i, n_i) with: /// <list type="bullet"> /// <item>x = a_0 mod n_0</item> /// <item>x = a_1 mod n_1</item> /// <item>...</item> /// <item>x = a_k mod n_k</item> /// </list> /// for 0 &lt;= i &lt; k, for some positive integer k. Additional requirements are: /// <list type="bullet"> /// <item>n_i > 1 for 0 &lt;= i &lt; k</item> /// <item>n_i and n_j are coprime, for all 0 &lt;= i &lt; j &lt; k</item> /// <item>0 &lt;= a_i &lt; n_i, for all 0 &lt;= i &lt; k</item> /// <item>0 &lt;= x &lt; n_0 * n_1 * ... * n_(k-1)</item> /// </list> /// </summary> /// <param name="listOfAs">An ordered list of a_0, a_1, ..., a_k.</param> /// <param name="listOfNs">An ordered list of n_0, n_1, ..., n_k.</param> /// <returns>The value x.</returns> /// <exception cref="ArgumentException">If any of the requirements is not fulfilled.</exception> public static BigInteger Compute(List<BigInteger> listOfAs, List<BigInteger> listOfNs) { // Check the requirements for this algorithm: CheckRequirements(listOfAs, listOfNs); // For performance-reasons compute the product of all n_i as prodN, because we're going to need access to (prodN / n_i) for all i: var prodN = BigInteger.One; foreach (var n in listOfNs) { prodN *= n; } var result = BigInteger.Zero; for (var i = 0; i < listOfNs.Count; i++) { var a_i = listOfAs[i]; var n_i = listOfNs[i]; var modulus_i = prodN / n_i; var bezout_modulus_i = ExtendedEuclideanAlgorithm.Compute(n_i, modulus_i).bezoutB; result += a_i * bezout_modulus_i * modulus_i; } // Make sure, result is in [0, prodN). result %= prodN; if (result < 0) { result += prodN; } return result; } /// <summary> /// Checks the requirements for the algorithm and throws an ArgumentException if they are not being met. /// </summary> /// <param name="listOfAs">An ordered list of a_0, a_1, ..., a_k.</param> /// <param name="listOfNs">An ordered list of n_0, n_1, ..., n_k.</param> /// <exception cref="ArgumentException">If any of the requirements is not fulfilled.</exception> private static void CheckRequirements(List<long> listOfAs, List<long> listOfNs) { if (listOfAs == null || listOfNs == null || listOfAs.Count != listOfNs.Count) { throw new ArgumentException("The parameters 'listOfAs' and 'listOfNs' must not be null and have to be of equal length!"); } if (listOfNs.Any(x => x <= 1)) { throw new ArgumentException($"The value {listOfNs.First(x => x <= 1)} for some n_i is smaller than or equal to 1."); } if (listOfAs.Any(x => x < 0)) { throw new ArgumentException($"The value {listOfAs.First(x => x < 0)} for some a_i is smaller than 0."); } // Check if all pairs of (n_i, n_j) are coprime: for (var i = 0; i < listOfNs.Count; i++) { for (var j = i + 1; j < listOfNs.Count; j++) { long gcd; if ((gcd = ExtendedEuclideanAlgorithm.Compute(listOfNs[i], listOfNs[j]).gcd) != 1L) { throw new ArgumentException($"The GCD of n_{i} = {listOfNs[i]} and n_{j} = {listOfNs[j]} equals {gcd} and thus these values aren't coprime."); } } } } /// <summary> /// Checks the requirements for the algorithm and throws an ArgumentException if they are not being met. /// </summary> /// <param name="listOfAs">An ordered list of a_0, a_1, ..., a_k.</param> /// <param name="listOfNs">An ordered list of n_0, n_1, ..., n_k.</param> /// <exception cref="ArgumentException">If any of the requirements is not fulfilled.</exception> private static void CheckRequirements(List<BigInteger> listOfAs, List<BigInteger> listOfNs) { if (listOfAs == null || listOfNs == null || listOfAs.Count != listOfNs.Count) { throw new ArgumentException("The parameters 'listOfAs' and 'listOfNs' must not be null and have to be of equal length!"); } if (listOfNs.Any(x => x <= 1)) { throw new ArgumentException($"The value {listOfNs.First(x => x <= 1)} for some n_i is smaller than or equal to 1."); } if (listOfAs.Any(x => x < 0)) { throw new ArgumentException($"The value {listOfAs.First(x => x < 0)} for some a_i is smaller than 0."); } // Check if all pairs of (n_i, n_j) are coprime: for (var i = 0; i < listOfNs.Count; i++) { for (var j = i + 1; j < listOfNs.Count; j++) { BigInteger gcd; if ((gcd = ExtendedEuclideanAlgorithm.Compute(listOfNs[i], listOfNs[j]).gcd) != BigInteger.One) { throw new ArgumentException($"The GCD of n_{i} = {listOfNs[i]} and n_{j} = {listOfNs[j]} equals {gcd} and thus these values aren't coprime."); } } } } } }
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TheAlgorithms
C#
using System.Numerics; namespace Algorithms.ModularArithmetic { /// <summary> /// Extended Euclidean algorithm: https://en.wikipedia.org/wiki/Extended_Euclidean_algorithm. /// </summary> public static class ExtendedEuclideanAlgorithm { /// <summary> /// Computes the greatest common divisor (gcd) of integers a and b, also the coefficients of Bézout's identity, /// which are integers x and y such that a*bezoutCoefficientOfA + b*bezoutCoefficientOfB = gcd(a, b). /// </summary> /// <param name="a">Input number.</param> /// <param name="b">Second input number.</param> /// <returns>A record of ExtendedEuclideanAlgorithmResult containing the bezout coefficients of a and b as well as the gcd(a,b).</returns> public static ExtendedEuclideanAlgorithmResult<long> Compute(long a, long b) { long quotient; long tmp; var s = 0L; var bezoutOfA = 1L; var r = b; var gcd = a; var bezoutOfB = 0L; while (r != 0) { quotient = gcd / r; // integer division tmp = gcd; gcd = r; r = tmp - quotient * r; tmp = bezoutOfA; bezoutOfA = s; s = tmp - quotient * s; } if (b != 0) { bezoutOfB = (gcd - bezoutOfA * a) / b; // integer division } return new ExtendedEuclideanAlgorithmResult<long>(bezoutOfA, bezoutOfB, gcd); } /// <summary> /// Computes the greatest common divisor (gcd) of integers a and b, also the coefficients of Bézout's identity, /// which are integers x and y such that a*bezoutCoefficientOfA + b*bezoutCoefficientOfB = gcd(a, b). /// </summary> /// <param name="a">Input number.</param> /// <param name="b">Second input number.</param> /// <returns>A record of ExtendedEuclideanAlgorithmResult containing the bezout coefficients of a and b as well as the gcd(a,b).</returns> public static ExtendedEuclideanAlgorithmResult<BigInteger> Compute(BigInteger a, BigInteger b) { BigInteger quotient; BigInteger tmp; var s = BigInteger.Zero; var bezoutOfA = BigInteger.One; var r = b; var gcd = a; var bezoutOfB = BigInteger.Zero; while (r != 0) { quotient = gcd / r; // integer division tmp = gcd; gcd = r; r = tmp - quotient * r; tmp = bezoutOfA; bezoutOfA = s; s = tmp - quotient * s; } if (b != 0) { bezoutOfB = (gcd - bezoutOfA * a) / b; // integer division } return new ExtendedEuclideanAlgorithmResult<BigInteger>(bezoutOfA, bezoutOfB, gcd); } /// <summary> /// The result type for the computation of the Extended Euclidean Algorithm. /// </summary> /// <typeparam name="T">The data type of the computation (i.e. long or BigInteger).</typeparam> /// <param name="bezoutA">The bezout coefficient of the parameter a to the computation.</param> /// <param name="bezoutB">The bezout coefficient of the parameter b to the computation.</param> /// <param name="gcd">The greatest common divisor of the parameters a and b to the computation.</param> public record ExtendedEuclideanAlgorithmResult<T>(T bezoutA, T bezoutB, T gcd); } }
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TheAlgorithms
C#
using System; using System.Numerics; namespace Algorithms.ModularArithmetic { /// <summary> /// Modular multiplicative inverse: https://en.wikipedia.org/wiki/Modular_multiplicative_inverse. /// </summary> public static class ModularMultiplicativeInverse { /// <summary> /// Computes the modular multiplicative inverse of a in Z/nZ, if there is any (i.e. if a and n are coprime). /// </summary> /// <param name="a">The number a, of which to compute the multiplicative inverse.</param> /// <param name="n">The modulus n.</param> /// <returns>The multiplicative inverse of a in Z/nZ, a value in the interval [0, n).</returns> /// <exception cref="ArithmeticException">If there exists no multiplicative inverse of a in Z/nZ.</exception> public static long Compute(long a, long n) { var eeaResult = ExtendedEuclideanAlgorithm.Compute(a, n); // Check if there is an inverse: if (eeaResult.gcd != 1) { throw new ArithmeticException($"{a} is not invertible in Z/{n}Z."); } // Make sure, inverseOfA (i.e. the bezout coefficient of a) is in the interval [0, n). var inverseOfA = eeaResult.bezoutA; if (inverseOfA < 0) { inverseOfA += n; } return inverseOfA; } /// <summary> /// Computes the modular multiplicative inverse of a in Z/nZ, if there is any (i.e. if a and n are coprime). /// </summary> /// <param name="a">The number a, of which to compute the multiplicative inverse.</param> /// <param name="n">The modulus n.</param> /// <returns>The multiplicative inverse of a in Z/nZ, a value in the interval [0, n).</returns> /// <exception cref="ArithmeticException">If there exists no multiplicative inverse of a in Z/nZ.</exception> public static BigInteger Compute(BigInteger a, BigInteger n) { var eeaResult = ExtendedEuclideanAlgorithm.Compute(a, n); // Check if there is an inverse: if (eeaResult.gcd != 1) { throw new ArithmeticException($"{a} is not invertible in Z/{n}Z."); } // Make sure, inverseOfA (i.e. the bezout coefficient of a) is in the interval [0, n). var inverseOfA = eeaResult.bezoutA; if (inverseOfA < 0) { inverseOfA += n; } return inverseOfA; } } }
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TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// In number theory, the aliquot sum s(n) of a positive integer n is the sum of all proper divisors /// of n, that is, all divisors of n other than n itself. For example, the proper divisors of 15 /// (that is, the positive divisors of 15 that are not equal to 15) are 1, 3 and 5, so the aliquot /// sum of 15 is 9 i.e. (1 + 3 + 5). Wikipedia: https://en.wikipedia.org/wiki/Aliquot_sum. /// </summary> public static class AliquotSumCalculator { /// <summary> /// Finds the aliquot sum of an integer number. /// </summary> /// <param name="number">Positive number.</param> /// <returns>The Aliquot Sum.</returns> /// <exception cref="ArgumentException">Error number is not on interval (0.0; int.MaxValue).</exception> public static int CalculateAliquotSum(int number) { if (number < 0) { throw new ArgumentException($"{nameof(number)} cannot be negative"); } var sum = 0; for (int i = 1, limit = number / 2; i <= limit; ++i) { if (number % i == 0) { sum += i; } } return sum; } } }
39
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Algorithms.Numeric { /// <summary> /// Amicable numbers are two different natural numbers related in such a way that the sum of the proper divisors of /// each is equal to the other number. That is, σ(a)=b+a and σ(b)=a+b, where σ(n) is equal to the sum of positive divisors of n (see also divisor function). /// See <a href="https://en.wikipedia.org/wiki/Amicable_numbers">here</a> for more info. /// </summary> public static class AmicableNumbersChecker { /// <summary> /// Checks if two numbers are amicable or not. /// </summary> /// <param name="x">First number to check.</param> /// <param name="y">Second number to check.</param> /// <returns>True if they are amicable numbers. False if not.</returns> public static bool AreAmicableNumbers(int x, int y) { return SumOfDivisors(x) == y && SumOfDivisors(y) == x; } private static int SumOfDivisors(int number) { var sum = 0; /* sum of its positive divisors */ for (var i = 1; i < number; ++i) { if (number % i == 0) { sum += i; } } return sum; } } }
42
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Numerics; namespace Algorithms.Numeric { /// <summary> /// Calculates Automorphic numbers. A number is said to be an Automorphic number /// if the square of the number will contain the number itself at the end. /// </summary> public static class AutomorphicNumber { /// <summary> /// Generates a list of automorphic numbers that are between <paramref name="lowerBound"/> and <paramref name="upperBound"/> /// inclusive. /// </summary> /// <param name="lowerBound">The lower bound of the list.</param> /// <param name="upperBound">The upper bound of the list.</param> /// <returns>A list that contains all of the automorphic numbers between <paramref name="lowerBound"/> and <paramref name="upperBound"/> inclusive.</returns> /// <exception cref="ArgumentException">If the <paramref name="lowerBound"/> /// or <paramref name="upperBound"/> is not greater than zero /// or <paramref name="upperBound"/>is lower than the <paramref name="lowerBound"/>.</exception> public static IEnumerable<int> GetAutomorphicNumbers(int lowerBound, int upperBound) { if (lowerBound < 1) { throw new ArgumentException($"Lower bound must be greater than 0."); } if (upperBound < 1) { throw new ArgumentException($"Upper bound must be greater than 0."); } if (lowerBound > upperBound) { throw new ArgumentException($"The lower bound must be less than or equal to the upper bound."); } return Enumerable.Range(lowerBound, upperBound).Where(IsAutomorphic); } /// <summary> /// Checks if a given natural number is automorphic or not. /// </summary> /// <param name="number">The number to check.</param> /// <returns>True if the number is automorphic, false otherwise.</returns> /// <exception cref="ArgumentException">If the number is non-positive.</exception> public static bool IsAutomorphic(int number) { if (number < 1) { throw new ArgumentException($"An automorphic number must always be positive."); } BigInteger square = BigInteger.Pow(number, 2); // Extract the last digits of both numbers while (number > 0) { if (number % 10 != square % 10) { return false; } number /= 10; square /= 10; } return true; } } }
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TheAlgorithms
C#
using System; using System.Numerics; namespace Algorithms.Numeric { /// <summary> /// The binomial coefficients are the positive integers /// that occur as coefficients in the binomial theorem. /// </summary> public static class BinomialCoefficient { /// <summary> /// Calculates Binomial coefficients for given input. /// </summary> /// <param name="num">First number.</param> /// <param name="k">Second number.</param> /// <returns>Binimial Coefficients.</returns> public static BigInteger Calculate(BigInteger num, BigInteger k) { if (num < k || k < 0) { throw new ArgumentException("num ≥ k ≥ 0"); } // Tricks to gain performance: // 1. Because (num over k) equals (num over (num-k)), we can save multiplications and divisions // by replacing k with the minimum of k and (num - k). k = BigInteger.Min(k, num - k); // 2. We can simplify the computation of (num! / (k! * (num - k)!)) to ((num * (num - 1) * ... * (num - k + 1) / (k!)) // and thus save some multiplications and divisions. var numerator = BigInteger.One; for (var val = num - k + 1; val <= num; val++) { numerator *= val; } // 3. Typically multiplication is a lot faster than division, therefore compute the value of k! first (i.e. k - 1 multiplications) // and then divide the numerator by the denominator (i.e. 1 division); instead of performing k - 1 divisions (1 for each factor in k!). var denominator = BigInteger.One; for (var val = k; val > BigInteger.One; val--) { denominator *= val; } return numerator / denominator; } } }
50
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; namespace Algorithms.Numeric { /// <summary> /// In mathematics and computational science, the Euler method (also called forward Euler method) /// is a first-order numerical procedure for solving ordinary differential equations (ODEs) /// with a given initial value (aka. Cauchy problem). It is the most basic explicit method for numerical integration /// of ordinary differential equations. The method proceeds in a series of steps. At each step /// the y-value is calculated by evaluating the differential equation at the previous step, /// multiplying the result with the step-size and adding it to the last y-value: /// y_n+1 = y_n + stepSize * f(x_n, y_n). /// (description adapted from https://en.wikipedia.org/wiki/Euler_method ) /// (see also: https://www.geeksforgeeks.org/euler-method-solving-differential-equation/ ). /// </summary> public static class EulerMethod { /// <summary> /// Loops through all the steps until xEnd is reached, adds a point for each step and then /// returns all the points. /// </summary> /// <param name="xStart">Initial conditions x-value.</param> /// <param name="xEnd">Last x-value.</param> /// <param name="stepSize">Step-size on the x-axis.</param> /// <param name="yStart">Initial conditions y-value.</param> /// <param name="yDerivative">The right hand side of the differential equation.</param> /// <returns>The solution of the Cauchy problem.</returns> public static List<double[]> EulerFull( double xStart, double xEnd, double stepSize, double yStart, Func<double, double, double> yDerivative) { if (xStart >= xEnd) { throw new ArgumentOutOfRangeException( nameof(xEnd), $"{nameof(xEnd)} should be greater than {nameof(xStart)}"); } if (stepSize <= 0) { throw new ArgumentOutOfRangeException( nameof(stepSize), $"{nameof(stepSize)} should be greater than zero"); } List<double[]> points = new(); double[] firstPoint = { xStart, yStart }; points.Add(firstPoint); var yCurrent = yStart; var xCurrent = xStart; while (xCurrent < xEnd) { yCurrent = EulerStep(xCurrent, stepSize, yCurrent, yDerivative); xCurrent += stepSize; double[] point = { xCurrent, yCurrent }; points.Add(point); } return points; } /// <summary> /// Calculates the next y-value based on the current value of x, y and the stepSize. /// </summary> /// <param name="xCurrent">Current x-value.</param> /// <param name="stepSize">Step-size on the x-axis.</param> /// <param name="yCurrent">Current y-value.</param> /// <param name="yDerivative">The right hand side of the differential equation.</param> /// <returns>The next y-value.</returns> private static double EulerStep( double xCurrent, double stepSize, double yCurrent, Func<double, double, double> yDerivative) { var yNext = yCurrent + stepSize * yDerivative(xCurrent, yCurrent); return yNext; } } }
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C#
using System; using System.Numerics; namespace Algorithms.Numeric { /// <summary> /// The factorial of a positive integer n, denoted by n!, /// is the product of all positive integers less than or equal to n. /// </summary> public static class Factorial { /// <summary> /// Calculates factorial of a integer number. /// </summary> /// <param name="inputNum">Integer Input number.</param> /// <returns>Factorial of integer input number.</returns> public static BigInteger Calculate(int inputNum) { // Convert integer input to BigInteger BigInteger num = new BigInteger(inputNum); // Don't calculate factorial if input is a negative number. if (BigInteger.Compare(num, BigInteger.Zero) < 0) { throw new ArgumentException("Only for num >= 0"); } // Factorial of numbers greater than 0. BigInteger result = BigInteger.One; for (BigInteger i = BigInteger.One; BigInteger.Compare(i, num) <= 0; i = BigInteger.Add(i, BigInteger.One)) { result = BigInteger.Multiply(result, i); } return result; } } }
40
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// Algorithm used to find the inverse of any matrix that can be inverted. /// </summary> public class GaussJordanElimination { private int RowCount { get; set; } /// <summary> /// Method to find a linear equation system using gaussian elimination. /// </summary> /// <param name="matrix">The key matrix to solve via algorithm.</param> /// <returns> /// whether the input matrix has a unique solution or not. /// and solves on the given matrix. /// </returns> public bool Solve(double[,] matrix) { RowCount = matrix.GetUpperBound(0) + 1; if (!CanMatrixBeUsed(matrix)) { throw new ArgumentException("Please use a n*(n+1) matrix with Length > 0."); } var pivot = PivotMatrix(ref matrix); if (!pivot) { return false; } Elimination(ref matrix); return ElementaryReduction(ref matrix); } /// <summary> /// To make simple validation of the matrix to be used. /// </summary> /// <param name="matrix">Multidimensional array matrix.</param> /// <returns> /// True: if algorithm can be use for given matrix; /// False: Otherwise. /// </returns> private bool CanMatrixBeUsed(double[,] matrix) => matrix?.Length == RowCount * (RowCount + 1) && RowCount > 1; /// <summary> /// To prepare given matrix by pivoting rows. /// </summary> /// <param name="matrix">Input matrix.</param> /// <returns>Matrix.</returns> private bool PivotMatrix(ref double[,] matrix) { for (var col = 0; col + 1 < RowCount; col++) { if (matrix[col, col] == 0) { // To find a non-zero coefficient var rowToSwap = FindNonZeroCoefficient(ref matrix, col); if (matrix[rowToSwap, col] != 0) { var tmp = new double[RowCount + 1]; for (var i = 0; i < RowCount + 1; i++) { // To make the swap with the element above. tmp[i] = matrix[rowToSwap, i]; matrix[rowToSwap, i] = matrix[col, i]; matrix[col, i] = tmp[i]; } } else { // To return that the matrix doesn't have a unique solution. return false; } } } return true; } private int FindNonZeroCoefficient(ref double[,] matrix, int col) { var rowToSwap = col + 1; // To find a non-zero coefficient for (; rowToSwap < RowCount; rowToSwap++) { if (matrix[rowToSwap, col] != 0) { return rowToSwap; } } return col + 1; } /// <summary> /// Applies REF. /// </summary> /// <param name="matrix">Input matrix.</param> private void Elimination(ref double[,] matrix) { for (var srcRow = 0; srcRow + 1 < RowCount; srcRow++) { for (var destRow = srcRow + 1; destRow < RowCount; destRow++) { var df = matrix[srcRow, srcRow]; var sf = matrix[destRow, srcRow]; for (var i = 0; i < RowCount + 1; i++) { matrix[destRow, i] = matrix[destRow, i] * df - matrix[srcRow, i] * sf; } } } } /// <summary> /// To continue reducing the matrix using RREF. /// </summary> /// <param name="matrix">Input matrix.</param> /// <returns>True if it has a unique solution; false otherwise.</returns> private bool ElementaryReduction(ref double[,] matrix) { for (var row = RowCount - 1; row >= 0; row--) { var element = matrix[row, row]; if (element == 0) { return false; } for (var i = 0; i < RowCount + 1; i++) { matrix[row, i] /= element; } for (var destRow = 0; destRow < row; destRow++) { matrix[destRow, RowCount] -= matrix[destRow, row] * matrix[row, RowCount]; matrix[destRow, row] = 0; } } return true; } } }
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C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric; public static class JosephusProblem { /// <summary> /// Calculates the winner in the Josephus problem. /// </summary> /// <param name="n">The number of people in the initial circle.</param> /// <param name="k">The count of each step. k-1 people are skipped and the k-th is executed.</param> /// <returns>The 1-indexed position where the player must choose in order to win the game.</returns> public static long FindWinner(long n, long k) { if (k <= 0) { throw new ArgumentException("The step cannot be smaller than 1"); } if (k > n) { throw new ArgumentException("The step cannot be greater than the size of the group"); } long winner = 0; for (long stepIndex = 1; stepIndex <= n; ++stepIndex) { winner = (winner + k) % stepIndex; } return winner + 1; } }
34
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// In number theory, a Keith number or repfigit number is a natural number n in a given number base b with k digits such that /// when a sequence is created such that the first k terms are the k digits of n and each subsequent term is the sum of the /// previous k terms, n is part of the sequence. /// </summary> public static class KeithNumberChecker { /// <summary> /// Checks if a number is a Keith number or not. /// </summary> /// <param name="number">Number to check.</param> /// <returns>True if it is a Keith number; False otherwise.</returns> public static bool IsKeithNumber(int number) { if (number < 0) { throw new ArgumentException($"{nameof(number)} cannot be negative"); } var tempNumber = number; var stringNumber = number.ToString(); var digitsInNumber = stringNumber.Length; /* storing the terms of the series */ var termsArray = new int[number]; for (var i = digitsInNumber - 1; i >= 0; i--) { termsArray[i] = tempNumber % 10; tempNumber /= 10; } var sum = 0; var k = digitsInNumber; while (sum < number) { sum = 0; for (var j = 1; j <= digitsInNumber; j++) { sum += termsArray[k - j]; } termsArray[k] = sum; k++; } return sum == number; } } }
58
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// A Krishnamurthy number is a number whose sum of the factorial of digits /// is equal to the number itself. /// /// For example, 145 is a Krishnamurthy number since: 1! + 4! + 5! = 1 + 24 + 120 = 145. /// </summary> public static class KrishnamurthyNumberChecker { /// <summary> /// Check if a number is Krishnamurthy number or not. /// </summary> /// <param name="n">The number to check.</param> /// <returns>True if the number is Krishnamurthy, false otherwise.</returns> public static bool IsKMurthyNumber(int n) { int sumOfFactorials = 0; int tmp = n; if (n <= 0) { return false; } while (n != 0) { int factorial = (int)Factorial.Calculate(n % 10); sumOfFactorials += factorial; n = n / 10; } return tmp == sumOfFactorials; } } }
39
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// Modular exponentiation is a type of exponentiation performed over a modulus /// Modular exponentiation c is: c = b^e mod m where b is base, e is exponent, m is modulus /// (Wiki: https://en.wikipedia.org/wiki/Modular_exponentiation). /// </summary> public class ModularExponentiation { /// <summary> /// Performs Modular Exponentiation on b, e, m. /// </summary> /// <param name="b">Base.</param> /// <param name="e">Exponent.</param> /// <param name="m">Modulus.</param> /// <returns>Modular Exponential.</returns> public int ModularPow(int b, int e, int m) { // initialize result in variable res int res = 1; if (m == 1) { // 1 divides every number return 0; } if (m <= 0) { // exponential not defined in this case throw new ArgumentException(string.Format("{0} is not a positive integer", m)); } for (int i = 0; i < e; i++) { res = (res * b) % m; } return res; } } }
44
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// A Narcissistic number is equal to the sum of the cubes of its digits. For example, 370 is a /// Narcissistic number because 3*3*3 + 7*7*7 + 0*0*0 = 370. /// </summary> public static class NarcissisticNumberChecker { /// <summary> /// Checks if a number is a Narcissistic number or not. /// </summary> /// <param name="number">Number to check.</param> /// <returns>True if is a Narcissistic number; False otherwise.</returns> public static bool IsNarcissistic(int number) { var sum = 0; var temp = number; var numberOfDigits = 0; while (temp != 0) { numberOfDigits++; temp /= 10; } temp = number; while (number > 0) { var remainder = number % 10; var power = (int)Math.Pow(remainder, numberOfDigits); sum += power; number /= 10; } return sum == temp; } } }
41
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// In number theory, a perfect number is a positive integer that is equal to the sum of its positive /// divisors, excluding the number itself.For instance, 6 has divisors 1, 2 and 3 (excluding /// itself), and 1 + 2 + 3 = 6, so 6 is a perfect number. /// </summary> public static class PerfectNumberChecker { /// <summary> /// Checks if a number is a perfect number or not. /// </summary> /// <param name="number">Number to check.</param> /// <returns>True if is a perfect number; False otherwise.</returns> /// <exception cref="ArgumentException">Error number is not on interval (0.0; int.MaxValue).</exception> public static bool IsPerfectNumber(int number) { if (number < 0) { throw new ArgumentException($"{nameof(number)} cannot be negative"); } var sum = 0; /* sum of its positive divisors */ for (var i = 1; i < number; ++i) { if (number % i == 0) { sum += i; } } return sum == number; } } }
38
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric { /// <summary> /// A perfect square is an element of algebraic structure that is equal to the square of another element. /// </summary> public static class PerfectSquareChecker { /// <summary> /// Checks if a number is a perfect square or not. /// </summary> /// <param name="number">Number too check.</param> /// <returns>True if is a perfect square; False otherwise.</returns> public static bool IsPerfectSquare(int number) { if (number < 0) { return false; } var sqrt = (int)Math.Sqrt(number); return sqrt * sqrt == number; } } }
27
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; namespace Algorithms.Numeric { /// <summary> /// In numerical analysis, the Runge–Kutta methods are a family of implicit and explicit iterative methods, /// used in temporal discretization for the approximate solutions of simultaneous nonlinear equations. /// The most widely known member of the Runge–Kutta family is generally referred to as /// "RK4", the "classic Runge–Kutta method" or simply as "the Runge–Kutta method". /// </summary> public static class RungeKuttaMethod { /// <summary> /// Loops through all the steps until xEnd is reached, adds a point for each step and then /// returns all the points. /// </summary> /// <param name="xStart">Initial conditions x-value.</param> /// <param name="xEnd">Last x-value.</param> /// <param name="stepSize">Step-size on the x-axis.</param> /// <param name="yStart">Initial conditions y-value.</param> /// <param name="function">The right hand side of the differential equation.</param> /// <returns>The solution of the Cauchy problem.</returns> public static List<double[]> ClassicRungeKuttaMethod( double xStart, double xEnd, double stepSize, double yStart, Func<double, double, double> function) { if (xStart >= xEnd) { throw new ArgumentOutOfRangeException( nameof(xEnd), $"{nameof(xEnd)} should be greater than {nameof(xStart)}"); } if (stepSize <= 0) { throw new ArgumentOutOfRangeException( nameof(stepSize), $"{nameof(stepSize)} should be greater than zero"); } List<double[]> points = new(); double[] firstPoint = { xStart, yStart }; points.Add(firstPoint); var yCurrent = yStart; var xCurrent = xStart; while (xCurrent < xEnd) { var k1 = function(xCurrent, yCurrent); var k2 = function(xCurrent + 0.5 * stepSize, yCurrent + 0.5 * stepSize * k1); var k3 = function(xCurrent + 0.5 * stepSize, yCurrent + 0.5 * stepSize * k2); var k4 = function(xCurrent + stepSize, yCurrent + stepSize * k3); yCurrent += (1.0 / 6.0) * stepSize * (k1 + 2 * k2 + 2 * k3 + k4); xCurrent += stepSize; double[] newPoint = { xCurrent, yCurrent }; points.Add(newPoint); } return points; } } }
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C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric.Decomposition { /// <summary> /// LU-decomposition factors the "source" matrix as the product of lower triangular matrix /// and upper triangular matrix. /// </summary> public static class Lu { /// <summary> /// Performs LU-decomposition on "source" matrix. /// Lower and upper matrices have same shapes as source matrix. /// Note: Decomposition can be applied only to square matrices. /// </summary> /// <param name="source">Square matrix to decompose.</param> /// <returns>Tuple of lower and upper matrix.</returns> /// <exception cref="ArgumentException">Source matrix is not square shaped.</exception> public static (double[,] L, double[,] U) Decompose(double[,] source) { if (source.GetLength(0) != source.GetLength(1)) { throw new ArgumentException("Source matrix is not square shaped."); } var pivot = source.GetLength(0); var lower = new double[pivot, pivot]; var upper = new double[pivot, pivot]; for (var i = 0; i < pivot; i++) { for (var k = i; k < pivot; k++) { double sum = 0; for (var j = 0; j < i; j++) { sum += lower[i, j] * upper[j, k]; } upper[i, k] = source[i, k] - sum; } for (var k = i; k < pivot; k++) { if (i == k) { lower[i, i] = 1; } else { double sum = 0; for (var j = 0; j < i; j++) { sum += lower[k, j] * upper[j, i]; } lower[k, i] = (source[k, i] - sum) / upper[i, i]; } } } return (L: lower, U: upper); } /// <summary> /// Eliminates linear equations system represented as A*x=b, using LU-decomposition, /// where A - matrix of equation coefficients, b - vector of absolute terms of equations. /// </summary> /// <param name="matrix">Matrix of equation coefficients.</param> /// <param name="coefficients">Vector of absolute terms of equations.</param> /// <returns>Vector-solution for linear equations system.</returns> /// <exception cref="ArgumentException">Matrix of equation coefficients is not square shaped.</exception> public static double[] Eliminate(double[,] matrix, double[] coefficients) { if (matrix.GetLength(0) != matrix.GetLength(1)) { throw new ArgumentException("Matrix of equation coefficients is not square shaped."); } var pivot = matrix.GetLength(0); var upperTransform = new double[pivot, 1]; // U * upperTransform = coefficients var solution = new double[pivot]; // L * solution = upperTransform (double[,] l, double[,] u) = Decompose(matrix); for (var i = 0; i < pivot; i++) { double pivotPointSum = 0; for (var j = 0; j < i; j++) { pivotPointSum += upperTransform[j, 0] * l[i, j]; } upperTransform[i, 0] = (coefficients[i] - pivotPointSum) / l[i, i]; } for (var i = pivot - 1; i >= 0; i--) { double pivotPointSum = 0; for (var j = i; j < pivot; j++) { pivotPointSum += solution[j] * u[i, j]; } solution[i] = (upperTransform[i, 0] - pivotPointSum) / u[i, i]; } return solution; } } }
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C-Sharp
TheAlgorithms
C#
using System; using Utilities.Extensions; using M = Utilities.Extensions.MatrixExtensions; using V = Utilities.Extensions.VectorExtensions; namespace Algorithms.Numeric.Decomposition { /// <summary> /// Singular Vector Decomposition decomposes any general matrix into its /// singular values and a set of orthonormal bases. /// </summary> public static class ThinSvd { /// <summary> /// Computes a random unit vector. /// </summary> /// <param name="dimensions">The dimensions of the required vector.</param> /// <returns>The unit vector.</returns> public static double[] RandomUnitVector(int dimensions) { Random random = new(); double[] result = new double[dimensions]; for (var i = 0; i < dimensions; i++) { result[i] = 2 * random.NextDouble() - 1; } var magnitude = result.Magnitude(); result = result.Scale(1 / magnitude); return result; } /// <summary> /// Computes a single singular vector for the given matrix, corresponding to the largest singular value. /// </summary> /// <param name="matrix">The matrix.</param> /// <returns>A singular vector, with dimension equal to number of columns of the matrix.</returns> public static double[] Decompose1D(double[,] matrix) => Decompose1D(matrix, 1E-5, 100); /// <summary> /// Computes a single singular vector for the given matrix, corresponding to the largest singular value. /// </summary> /// <param name="matrix">The matrix.</param> /// <param name="epsilon">The error margin.</param> /// <param name="maxIterations">The maximum number of iterations.</param> /// <returns>A singular vector, with dimension equal to number of columns of the matrix.</returns> public static double[] Decompose1D(double[,] matrix, double epsilon, int maxIterations) { var n = matrix.GetLength(1); var iterations = 0; double mag; double[] lastIteration; double[] currIteration = RandomUnitVector(n); double[,] b = matrix.Transpose().Multiply(matrix); do { lastIteration = currIteration.Copy(); currIteration = b.MultiplyVector(lastIteration); currIteration = currIteration.Scale(100); mag = currIteration.Magnitude(); if (mag > epsilon) { currIteration = currIteration.Scale(1 / mag); } iterations++; } while (lastIteration.Dot(currIteration) < 1 - epsilon && iterations < maxIterations); return currIteration; } public static (double[,] U, double[] S, double[,] V) Decompose(double[,] matrix) => Decompose(matrix, 1E-5, 100); /// <summary> /// Computes the SVD for the given matrix, with singular values arranged from greatest to least. /// </summary> /// <param name="matrix">The matrix.</param> /// <param name="epsilon">The error margin.</param> /// <param name="maxIterations">The maximum number of iterations.</param> /// <returns>The SVD.</returns> public static (double[,] U, double[] S, double[,] V) Decompose( double[,] matrix, double epsilon, int maxIterations) { var m = matrix.GetLength(0); var n = matrix.GetLength(1); var numValues = Math.Min(m, n); // sigmas is be a diagonal matrix, hence only a vector is needed double[] sigmas = new double[numValues]; double[,] us = new double[m, numValues]; double[,] vs = new double[n, numValues]; // keep track of progress double[,] remaining = matrix.Copy(); // for each singular value for (var i = 0; i < numValues; i++) { // compute the v singular vector double[] v = Decompose1D(remaining, epsilon, maxIterations); double[] u = matrix.MultiplyVector(v); // compute the contribution of this pair of singular vectors double[,] contrib = u.OuterProduct(v); // extract the singular value var s = u.Magnitude(); // v and u should be unit vectors if (s < epsilon) { u = new double[m]; v = new double[n]; } else { u = u.Scale(1 / s); } // save u, v and s into the result for (var j = 0; j < u.Length; j++) { us[j, i] = u[j]; } for (var j = 0; j < v.Length; j++) { vs[j, i] = v[j]; } sigmas[i] = s; // remove the contribution of this pair and compute the rest remaining = remaining.Subtract(contrib); } return (U: us, S: sigmas, V: vs); } } }
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C-Sharp
TheAlgorithms
C#
namespace Algorithms.Numeric.Factorization { /// <summary> /// Finds a factor of a given number or returns false if it's prime. /// </summary> public interface IFactorizer { /// <summary> /// Finds a factor of a given number or returns false if it's prime. /// </summary> /// <param name="n">Integer to factor.</param> /// <param name="factor">Found factor.</param> /// <returns><see langword="true" /> if factor is found, <see langword="false" /> if <paramref name="n" /> is prime.</returns> bool TryFactor(int n, out int factor); } }
17
C-Sharp
TheAlgorithms
C#
using System; using System.Linq; namespace Algorithms.Numeric.Factorization { /// <summary> /// Factors number using trial division algorithm. /// </summary> public class TrialDivisionFactorizer : IFactorizer { /// <summary> /// Finds the smallest non trivial factor (i.e.: 1 &lt; factor &lt;= sqrt(<paramref name="n" />)) of a given number or returns false if it's prime. /// </summary> /// <param name="n">Integer to factor.</param> /// <param name="factor">Found factor.</param> /// <returns><see langword="true" /> if factor is found, <see langword="false" /> if <paramref name="n" /> is prime.</returns> public bool TryFactor(int n, out int factor) { n = Math.Abs(n); factor = Enumerable.Range(2, (int)Math.Sqrt(n) - 1).FirstOrDefault(i => n % i == 0); return factor != 0; } } }
25
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Numeric.GreatestCommonDivisor { /// <summary> /// Finds greatest common divisor for numbers u and v /// using binary algorithm. /// Wiki: https://en.wikipedia.org/wiki/Binary_GCD_algorithm. /// </summary> public class BinaryGreatestCommonDivisorFinder : IGreatestCommonDivisorFinder { public int FindGcd(int u, int v) { // GCD(0, 0) = 0 if (u == 0 && v == 0) { return 0; } // GCD(0, v) = v; GCD(u, 0) = u if (u == 0 || v == 0) { return u + v; } // GCD(-a, -b) = GCD(-a, b) = GCD(a, -b) = GCD(a, b) u = Math.Sign(u) * u; v = Math.Sign(v) * v; // Let shift := lg K, where K is the greatest power of 2 dividing both u and v var shift = 0; while (((u | v) & 1) == 0) { u >>= 1; v >>= 1; shift++; } while ((u & 1) == 0) { u >>= 1; } // From here on, u is always odd do { // Remove all factors of 2 in v as they are not common // v is not zero, so while will terminate while ((v & 1) == 0) { v >>= 1; } // Now u and v are both odd. Swap if necessary so u <= v, if (u > v) { var t = v; v = u; u = t; } // Here v >= u and v - u is even v -= u; } while (v != 0); // Restore common factors of 2 return u << shift; } } }
72
C-Sharp
TheAlgorithms
C#
namespace Algorithms.Numeric.GreatestCommonDivisor { /// <summary> /// TODO. /// </summary> public class EuclideanGreatestCommonDivisorFinder : IGreatestCommonDivisorFinder { /// <summary> /// Finds greatest common divisor for numbers a and b /// using euclidean algorithm. /// </summary> /// <param name="a">TODO.</param> /// <param name="b">TODO. 2.</param> /// <returns>Greatest common divisor.</returns> public int FindGcd(int a, int b) { if (a == 0 && b == 0) { return int.MaxValue; } if (a == 0 || b == 0) { return a + b; } var aa = a; var bb = b; var cc = aa % bb; while (cc != 0) { aa = bb; bb = cc; cc = aa % bb; } return bb; } } }
42
C-Sharp
TheAlgorithms
C#
namespace Algorithms.Numeric.GreatestCommonDivisor { public interface IGreatestCommonDivisorFinder { int FindGcd(int a, int b); } }
8
C-Sharp
TheAlgorithms
C#
using System; using Algorithms.Numeric.Decomposition; using Utilities.Extensions; namespace Algorithms.Numeric.Pseudoinverse { /// <summary> /// The Moore–Penrose pseudo-inverse A+ of a matrix A, /// is a general way to find the solution to the following system of linear equations: /// ~b = A ~y. ~b e R^m; ~y e R^n; A e Rm×n. /// There are varios methods for construction the pseudo-inverse. /// This one is based on Singular Value Decomposition (SVD). /// </summary> public static class PseudoInverse { /// <summary> /// Return the pseudoinverse of a matrix based on the Moore-Penrose Algorithm. /// using Singular Value Decomposition (SVD). /// </summary> /// <param name="inMat">Input matrix to find its inverse to.</param> /// <returns>The inverse matrix approximation of the input matrix.</returns> public static double[,] PInv(double[,] inMat) { // To compute the SVD of the matrix to find Sigma. var (u, s, v) = ThinSvd.Decompose(inMat); // To take the reciprocal of each non-zero element on the diagonal. var len = s.Length; var sigma = new double[len]; for (var i = 0; i < len; i++) { sigma[i] = Math.Abs(s[i]) < 0.0001 ? 0 : 1 / s[i]; } // To construct a diagonal matrix based on the vector result. var diag = sigma.ToDiagonalMatrix(); // To construct the pseudo-inverse using the computed information above. var matinv = u.Multiply(diag).Multiply(v.Transpose()); // To Transpose the result matrix. return matinv.Transpose(); } } }
47
C-Sharp
TheAlgorithms
C#
using System; using System.Linq; namespace Algorithms.Numeric.Series { /// <summary> /// Maclaurin series calculates nonlinear functions approximation /// starting from point x = 0 in a form of infinite power series: /// f(x) = f(0) + f'(0) * x + ... + (f'n(0) * (x ^ n)) / n! + ..., /// where n is natural number. /// </summary> public static class Maclaurin { /// <summary> /// Calculates approximation of e^x function: /// e^x = 1 + x + x^2 / 2! + ... + x^n / n! + ..., /// where n is number of terms (natural number), /// and x is given point (rational number). /// </summary> /// <param name="x">Given point.</param> /// <param name="n">The number of terms in polynomial.</param> /// <returns>Approximated value of the function in the given point.</returns> public static double Exp(double x, int n) => Enumerable.Range(0, n).Sum(i => ExpTerm(x, i)); /// <summary> /// Calculates approximation of sin(x) function: /// sin(x) = x - x^3 / 3! + ... + (-1)^n * x^(2*n + 1) / (2*n + 1)! + ..., /// where n is number of terms (natural number), /// and x is given point (rational number). /// </summary> /// <param name="x">Given point.</param> /// <param name="n">The number of terms in polynomial.</param> /// <returns>Approximated value of the function in the given point.</returns> public static double Sin(double x, int n) => Enumerable.Range(0, n).Sum(i => SinTerm(x, i)); /// <summary> /// Calculates approximation of cos(x) function: /// cos(x) = 1 - x^2 / 2! + ... + (-1)^n * x^(2*n) / (2*n)! + ..., /// where n is number of terms (natural number), /// and x is given point (rational number). /// </summary> /// <param name="x">Given point.</param> /// <param name="n">The number of terms in polynomial.</param> /// <returns>Approximated value of the function in the given point.</returns> public static double Cos(double x, int n) => Enumerable.Range(0, n).Sum(i => CosTerm(x, i)); /// <summary> /// Calculates approximation of e^x function: /// e^x = 1 + x + x^2 / 2! + ... + x^n / n! + ..., /// and x is given point (rational number). /// </summary> /// <param name="x">Given point.</param> /// <param name="error">Last term error value.</param> /// <returns>Approximated value of the function in the given point.</returns> /// <exception cref="ArgumentException">Error value is not on interval (0.0; 1.0).</exception> public static double Exp(double x, double error = 0.00001) => ErrorTermWrapper(x, error, ExpTerm); /// <summary> /// Calculates approximation of sin(x) function: /// sin(x) = x - x^3 / 3! + ... + (-1)^n * x^(2*n + 1) / (2*n + 1)! + ..., /// and x is given point (rational number). /// </summary> /// <param name="x">Given point.</param> /// <param name="error">Last term error value.</param> /// <returns>Approximated value of the function in the given point.</returns> /// <exception cref="ArgumentException">Error value is not on interval (0.0; 1.0).</exception> public static double Sin(double x, double error = 0.00001) => ErrorTermWrapper(x, error, SinTerm); /// <summary> /// Calculates approximation of cos(x) function: /// cos(x) = 1 - x^2 / 2! + ... + (-1)^n * x^(2*n) / (2*n)! + ..., /// and x is given point (rational number). /// </summary> /// <param name="x">Given point.</param> /// <param name="error">Last term error value.</param> /// <returns>Approximated value of the function in the given point.</returns> /// <exception cref="ArgumentException">Error value is not on interval (0.0; 1.0).</exception> public static double Cos(double x, double error = 0.00001) => ErrorTermWrapper(x, error, CosTerm); /// <summary> /// Wrapper function for calculating approximation with estimated /// count of terms, where last term value is less than given error. /// </summary> /// <param name="x">Given point.</param> /// <param name="error">Last term error value.</param> /// <param name="term">Indexed term of approximation series.</param> /// <returns>Approximated value of the function in the given point.</returns> /// <exception cref="ArgumentException">Error value is not on interval (0.0; 1.0).</exception> private static double ErrorTermWrapper(double x, double error, Func<double, int, double> term) { if (error <= 0.0 || error >= 1.0) { throw new ArgumentException("Error value is not on interval (0.0; 1.0)."); } var i = 0; var termCoefficient = 0.0; var result = 0.0; do { result += termCoefficient; termCoefficient = term(x, i); i++; } while (Math.Abs(termCoefficient) > error); return result; } /// <summary> /// Single term for e^x function approximation: x^i / i!. /// </summary> /// <param name="x">Given point.</param> /// <param name="i">Term index from 0 to n.</param> /// <returns>Single term value.</returns> private static double ExpTerm(double x, int i) => Math.Pow(x, i) / (long)Factorial.Calculate(i); /// <summary> /// Single term for sin(x) function approximation: (-1)^i * x^(2*i + 1) / (2*i + 1)!. /// </summary> /// <param name="x">Given point.</param> /// <param name="i">Term index from 0 to n.</param> /// <returns>Single term value.</returns> private static double SinTerm(double x, int i) => Math.Pow(-1, i) / ((long)Factorial.Calculate(2 * i + 1)) * Math.Pow(x, 2 * i + 1); /// <summary> /// Single term for cos(x) function approximation: (-1)^i * x^(2*i) / (2*i)!. /// </summary> /// <param name="x">Given point.</param> /// <param name="i">Term index from 0 to n.</param> /// <returns>Single term value.</returns> private static double CosTerm(double x, int i) => Math.Pow(-1, i) / ((long)Factorial.Calculate(2 * i)) * Math.Pow(x, 2 * i); } }
141
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Algorithms.Other { /// <summary> /// Almost all real complex decision-making task is described by more than one criterion. /// There are different methods to select the best decisions from the defined set of decisions. /// This class contains implementations of the popular convolution methods: linear and maxmin. /// </summary> public static class DecisionsConvolutions { /// <summary> /// This method implements the linear method of decision selection. It is based on /// the calculation of the "value" for each decision and the selection of the most /// valuable one. /// </summary> /// <param name="matrix">Contains a collection of the criteria sets.</param> /// <param name="priorities">Contains a set of priorities for each criterion.</param> /// <returns>The most effective decision that is represented by a set of criterias.</returns> public static List<decimal> Linear(List<List<decimal>> matrix, List<decimal> priorities) { var decisionValues = new List<decimal>(); foreach (var decision in matrix) { decimal sum = 0; for (int i = 0; i < decision.Count; i++) { sum += decision[i] * priorities[i]; } decisionValues.Add(sum); } decimal bestDecisionValue = decisionValues.Max(); int bestDecisionIndex = decisionValues.IndexOf(bestDecisionValue); return matrix[bestDecisionIndex]; } /// <summary> /// This method implements maxmin method of the decision selection. It is based on /// the calculation of the least criteria value and comparison of decisions based /// on the calculated results. /// </summary> /// <param name="matrix">Contains a collection of the criteria sets.</param> /// <param name="priorities">Contains a set of priorities for each criterion.</param> /// <returns>The most effective decision that is represented by a set of criterias.</returns> public static List<decimal> MaxMin(List<List<decimal>> matrix, List<decimal> priorities) { var decisionValues = new List<decimal>(); foreach (var decision in matrix) { decimal minValue = decimal.MaxValue; for (int i = 0; i < decision.Count; i++) { decimal result = decision[i] * priorities[i]; if (result < minValue) { minValue = result; } } decisionValues.Add(minValue); } decimal bestDecisionValue = decisionValues.Max(); int bestDecisionIndex = decisionValues.IndexOf(bestDecisionValue); return matrix[bestDecisionIndex]; } } }
79
C-Sharp
TheAlgorithms
C#
using System; using System.Numerics; namespace Algorithms.Other { /// <summary> /// Fermat's prime tester https://en.wikipedia.org/wiki/Fermat_primality_test. /// </summary> public static class FermatPrimeChecker { /// <summary> /// Checks if input number is a probable prime. /// </summary> /// <param name="numberToTest">Input number.</param> /// <param name="timesToCheck">Number of times to check.</param> /// <returns>True if is a prime; False otherwise.</returns> public static bool IsPrime(int numberToTest, int timesToCheck) { // You have to use BigInteger for two reasons: // 1. The pow operation between two int numbers usually overflows an int // 2. The pow and modular operation is very optimized var numberToTestBigInteger = new BigInteger(numberToTest); var exponentBigInteger = new BigInteger(numberToTest - 1); // Create a random number generator using the current time as seed var r = new Random(default(DateTime).Millisecond); var iterator = 1; var prime = true; while (iterator < timesToCheck && prime) { var randomNumber = r.Next(1, numberToTest); var randomNumberBigInteger = new BigInteger(randomNumber); if (BigInteger.ModPow(randomNumberBigInteger, exponentBigInteger, numberToTestBigInteger) != 1) { prime = false; } iterator++; } return prime; } } }
47
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Drawing; using System.Numerics; namespace Algorithms.Other { /// <summary> /// Flood fill, also called seed fill, is an algorithm that determines and /// alters the area connected to a given node in a multi-dimensional array with /// some matching attribute. It is used in the "bucket" fill tool of paint /// programs to fill connected, similarly-colored areas with a different color. /// (description adapted from https://en.wikipedia.org/wiki/Flood_fill) /// (see also: https://www.techiedelight.com/flood-fill-algorithm/). /// </summary> public static class FloodFill { private static readonly List<(int xOffset, int yOffset)> Neighbors = new() { (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1) }; /// <summary> /// Implements the flood fill algorithm through a breadth-first approach using a queue. /// </summary> /// <param name="bitmap">The bitmap to which the algorithm is applied.</param> /// <param name="location">The start location on the bitmap.</param> /// <param name="targetColor">The old color to be replaced.</param> /// <param name="replacementColor">The new color to replace the old one.</param> public static void BreadthFirstSearch(Bitmap bitmap, (int x, int y) location, Color targetColor, Color replacementColor) { if (location.x < 0 || location.x >= bitmap.Width || location.y < 0 || location.y >= bitmap.Height) { throw new ArgumentOutOfRangeException(nameof(location), $"{nameof(location)} should point to a pixel within the bitmap"); } var queue = new List<(int x, int y)>(); queue.Add(location); while (queue.Count > 0) { BreadthFirstFill(bitmap, location, targetColor, replacementColor, queue); } } /// <summary> /// Implements the flood fill algorithm through a depth-first approach through recursion. /// </summary> /// <param name="bitmap">The bitmap to which the algorithm is applied.</param> /// <param name="location">The start location on the bitmap.</param> /// <param name="targetColor">The old color to be replaced.</param> /// <param name="replacementColor">The new color to replace the old one.</param> public static void DepthFirstSearch(Bitmap bitmap, (int x, int y) location, Color targetColor, Color replacementColor) { if (location.x < 0 || location.x >= bitmap.Width || location.y < 0 || location.y >= bitmap.Height) { throw new ArgumentOutOfRangeException(nameof(location), $"{nameof(location)} should point to a pixel within the bitmap"); } DepthFirstFill(bitmap, location, targetColor, replacementColor); } private static void BreadthFirstFill(Bitmap bitmap, (int x, int y) location, Color targetColor, Color replacementColor, List<(int x, int y)> queue) { (int x, int y) currentLocation = queue[0]; queue.RemoveAt(0); if (bitmap.GetPixel(currentLocation.x, currentLocation.y) == targetColor) { bitmap.SetPixel(currentLocation.x, currentLocation.y, replacementColor); for (int i = 0; i < Neighbors.Count; i++) { int x = currentLocation.x + Neighbors[i].xOffset; int y = currentLocation.y + Neighbors[i].yOffset; if (x >= 0 && x < bitmap.Width && y >= 0 && y < bitmap.Height) { queue.Add((x, y)); } } } } private static void DepthFirstFill(Bitmap bitmap, (int x, int y) location, Color targetColor, Color replacementColor) { if (bitmap.GetPixel(location.x, location.y) == targetColor) { bitmap.SetPixel(location.x, location.y, replacementColor); for (int i = 0; i < Neighbors.Count; i++) { int x = location.x + Neighbors[i].xOffset; int y = location.y + Neighbors[i].yOffset; if (x >= 0 && x < bitmap.Width && y >= 0 && y < bitmap.Height) { DepthFirstFill(bitmap, (x, y), targetColor, replacementColor); } } } } } }
100
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Algorithms.Other { /// <summary> /// The Gaussian method (coordinate descent method) refers to zero-order methods in which only the value /// of the function Q(X) at different points in the space of variables is used to organize the search /// for the extremum. This reduces the overall computational cost of finding the extremum. Also in /// the Gaussian method, the procedures for finding and moving the operating point are simplified as /// much as possible. /// </summary> public class GaussOptimization { /// <summary> /// Implementation of function extremum search by the Gauss optimization algorithm. /// </summary> /// <param name="func">Function for which extremum has to be found.</param> /// <param name="n">This parameter identifies how much step size will be decreased each iteration.</param> /// <param name="step">The initial shift step.</param> /// <param name="eps">This value is used to control the accuracy of the optimization. In case if the error is less than eps, /// optimization will be stopped.</param> /// <param name="x1">The first function parameter.</param> /// <param name="x2">The second function parameter.</param> /// <returns>A tuple of coordinates of function extremum.</returns> public (double, double) Optimize( Func<double, double, double> func, double n, double step, double eps, double x1, double x2) { // The initial value of the error double error = 1; while (Math.Abs(error) > eps) { // Calculation of the function with coordinates that are calculated with shift double bottom = func(x1, x2 - step); double top = func(x1, x2 + step); double left = func(x1 - step, x2); double right = func(x1 + step, x2); // Determination of the best option. var possibleFunctionValues = new List<double> { bottom, top, left, right }; double maxValue = possibleFunctionValues.Max(); double maxValueIndex = possibleFunctionValues.IndexOf(maxValue); // Error evaluation error = maxValue - func(x1, x2); // Coordinates update for the best option switch (maxValueIndex) { case 0: x2 -= step; break; case 1: x2 += step; break; case 2: x1 -= step; break; default: x1 += step; break; } // Step reduction step /= n; } return (x1, x2); } } }
81
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Other { public static class GeoLocation { private const double EarthRadiusKm = 6371.01d; /// <summary> /// Calculates spherical distance between 2 points given their latitude, longitude coordinates. /// https://www.movable-type.co.uk/scripts/latlong.html. /// </summary> /// <param name="lat1">Latitude of point A.</param> /// <param name="lng1">Longitude of point A.</param> /// <param name="lat2">Latitude of point B.</param> /// <param name="lng2">Longitude of point B.</param> /// <returns>Spherical distance between A and B.</returns> public static double CalculateDistanceFromLatLng(double lat1, double lng1, double lat2, double lng2) { var pi180 = Math.PI / 180d; var lat1Radian = lat1 * pi180; var lng1Radian = lng1 * pi180; var lat2Radian = lat2 * pi180; var lng2Radian = lng2 * pi180; var diffLat = lat2Radian - lat1Radian; var diffLng = lng2Radian - lng1Radian; var haversine = Math.Sin(diffLat / 2) * Math.Sin(diffLat / 2) + Math.Cos(lat1Radian) * Math.Cos(lat2Radian) * Math.Sin(diffLng / 2) * Math.Sin(diffLng / 2); var distance = EarthRadiusKm * (2d * Math.Atan2(Math.Sqrt(haversine), Math.Sqrt(1 - haversine))); return distance * 1000; // Convert from km -> m } } }
38
C-Sharp
TheAlgorithms
C#
using System.Text; namespace Algorithms.Other { /// <summary> /// Manually converts an integer of certain size to a string of the binary representation. /// </summary> public static class Int2Binary { /// <summary> /// Returns string of the binary representation of given Int. /// </summary> /// <param name="input">Number to be converted.</param> /// <returns>Binary representation of input.</returns> public static string Int2Bin(ushort input) { ushort msb = ushort.MaxValue / 2 + 1; var output = new StringBuilder(); for (var i = 0; i < 16; i++) { if (input >= msb) { output.Append("1"); input -= msb; msb /= 2; } else { output.Append("0"); msb /= 2; } } return output.ToString(); } /// <summary> /// Returns string of the binary representation of given Int. /// </summary> /// <param name="input">Number to be converted.</param> /// <returns>Binary representation of input.</returns> public static string Int2Bin(uint input) { var msb = uint.MaxValue / 2 + 1; var output = new StringBuilder(); for (var i = 0; i < 32; i++) { if (input >= msb) { output.Append("1"); input -= msb; msb /= 2; } else { output.Append("0"); msb /= 2; } } return output.ToString(); } /// <summary> /// Returns string of the binary representation of given Int. /// </summary> /// <param name="input">Number to be converted.</param> /// <returns>Binary representation of input.</returns> public static string Int2Bin(ulong input) { var msb = ulong.MaxValue / 2 + 1; var output = new StringBuilder(); for (var i = 0; i < 64; i++) { if (input >= msb) { output.Append("1"); input -= msb; msb /= 2; } else { output.Append("0"); msb /= 2; } } return output.ToString(); } } }
92
C-Sharp
TheAlgorithms
C#
using System; using System.Globalization; namespace Algorithms.Other { /// <summary> /// Date of Easter calculated with Meeus's Julian algorithm. /// The algorithm is described in Jean Meeus' <a href="https://archive.org/details/astronomicalalgorithmsjeanmeeus1991/page/n73/mode/2up">Astronomical Algorithms (1991, p. 69)</a>. /// </summary> public static class JulianEaster { /// <summary> /// Calculates the date of Easter. /// </summary> /// <param name="year">Year to calculate the date of Easter.</param> /// <returns>Date of Easter as a DateTime.</returns> public static DateTime Calculate(int year) { var a = year % 4; var b = year % 7; var c = year % 19; var d = (19 * c + 15) % 30; var e = (2 * a + 4 * b - d + 34) % 7; var month = (int)Math.Floor((d + e + 114) / 31M); var day = ((d + e + 114) % 31) + 1; DateTime easter = new(year, month, day, new JulianCalendar()); return easter; } } }
33
C-Sharp
TheAlgorithms
C#
using System; using System.Collections.Generic; using System.Drawing; using System.Numerics; namespace Algorithms.Other { /// <summary> /// The Koch snowflake is a fractal curve and one of the earliest fractals to /// have been described. The Koch snowflake can be built up iteratively, in a /// sequence of stages. The first stage is an equilateral triangle, and each /// successive stage is formed by adding outward bends to each side of the /// previous stage, making smaller equilateral triangles. /// This can be achieved through the following steps for each line: /// 1. divide the line segment into three segments of equal length. /// 2. draw an equilateral triangle that has the middle segment from step 1 /// as its base and points outward. /// 3. remove the line segment that is the base of the triangle from step 2. /// (description adapted from https://en.wikipedia.org/wiki/Koch_snowflake ) /// (for a more detailed explanation and an implementation in the /// Processing language, see https://natureofcode.com/book/chapter-8-fractals/ /// #84-the-koch-curve-and-the-arraylist-technique ). /// </summary> public static class KochSnowflake { /// <summary> /// Go through the number of iterations determined by the argument "steps". /// Be careful with high values (above 5) since the time to calculate increases /// exponentially. /// </summary> /// <param name="initialVectors"> /// The vectors composing the shape to which /// the algorithm is applied. /// </param> /// <param name="steps">The number of iterations.</param> /// <returns>The transformed vectors after the iteration-steps.</returns> public static List<Vector2> Iterate(List<Vector2> initialVectors, int steps = 5) { List<Vector2> vectors = initialVectors; for (var i = 0; i < steps; i++) { vectors = IterationStep(vectors); } return vectors; } /// <summary> /// Method to render the Koch snowflake to a bitmap. To save the /// bitmap the command 'GetKochSnowflake().Save("KochSnowflake.png")' can be used. /// </summary> /// <param name="bitmapWidth">The width of the rendered bitmap.</param> /// <param name="steps">The number of iterations.</param> /// <returns>The bitmap of the rendered Koch snowflake.</returns> public static Bitmap GetKochSnowflake( int bitmapWidth = 600, int steps = 5) { if (bitmapWidth <= 0) { throw new ArgumentOutOfRangeException( nameof(bitmapWidth), $"{nameof(bitmapWidth)} should be greater than zero"); } var offsetX = bitmapWidth / 10f; var offsetY = bitmapWidth / 3.7f; var vector1 = new Vector2(offsetX, offsetY); var vector2 = new Vector2(bitmapWidth / 2, (float)Math.Sin(Math.PI / 3) * bitmapWidth * 0.8f + offsetY); var vector3 = new Vector2(bitmapWidth - offsetX, offsetY); List<Vector2> initialVectors = new() { vector1, vector2, vector3, vector1 }; List<Vector2> vectors = Iterate(initialVectors, steps); return GetBitmap(vectors, bitmapWidth, bitmapWidth); } /// <summary> /// Loops through each pair of adjacent vectors. Each line between two adjacent /// vectors is divided into 4 segments by adding 3 additional vectors in-between /// the original two vectors. The vector in the middle is constructed through a /// 60 degree rotation so it is bent outwards. /// </summary> /// <param name="vectors"> /// The vectors composing the shape to which /// the algorithm is applied. /// </param> /// <returns>The transformed vectors after the iteration-step.</returns> private static List<Vector2> IterationStep(List<Vector2> vectors) { List<Vector2> newVectors = new(); for (var i = 0; i < vectors.Count - 1; i++) { var startVector = vectors[i]; var endVector = vectors[i + 1]; newVectors.Add(startVector); var differenceVector = endVector - startVector; newVectors.Add(startVector + differenceVector / 3); newVectors.Add(startVector + differenceVector / 3 + Rotate(differenceVector / 3, 60)); newVectors.Add(startVector + differenceVector * 2 / 3); } newVectors.Add(vectors[^1]); return newVectors; } /// <summary> /// Standard rotation of a 2D vector with a rotation matrix /// (see https://en.wikipedia.org/wiki/Rotation_matrix ). /// </summary> /// <param name="vector">The vector to be rotated.</param> /// <param name="angleInDegrees">The angle by which to rotate the vector.</param> /// <returns>The rotated vector.</returns> private static Vector2 Rotate(Vector2 vector, float angleInDegrees) { var radians = angleInDegrees * (float)Math.PI / 180; var ca = (float)Math.Cos(radians); var sa = (float)Math.Sin(radians); return new Vector2(ca * vector.X - sa * vector.Y, sa * vector.X + ca * vector.Y); } /// <summary> /// Utility-method to render the Koch snowflake to a bitmap. /// </summary> /// <param name="vectors">The vectors defining the edges to be rendered.</param> /// <param name="bitmapWidth">The width of the rendered bitmap.</param> /// <param name="bitmapHeight">The height of the rendered bitmap.</param> /// <returns>The bitmap of the rendered edges.</returns> private static Bitmap GetBitmap( List<Vector2> vectors, int bitmapWidth, int bitmapHeight) { Bitmap bitmap = new(bitmapWidth, bitmapHeight); using (Graphics graphics = Graphics.FromImage(bitmap)) { // Set the background white var imageSize = new Rectangle(0, 0, bitmapWidth, bitmapHeight); graphics.FillRectangle(Brushes.White, imageSize); // Draw the edges for (var i = 0; i < vectors.Count - 1; i++) { Pen blackPen = new(Color.Black, 1); var x1 = vectors[i].X; var y1 = vectors[i].Y; var x2 = vectors[i + 1].X; var y2 = vectors[i + 1].Y; graphics.DrawLine(blackPen, x1, y1, x2, y2); } } return bitmap; } } }
158
C-Sharp
TheAlgorithms
C#
using System; namespace Algorithms.Other { /// <summary> /// Luhn algorithm is a simple /// checksum formula used to validate /// a variety of identification numbers, /// such as credit card numbers. /// More information on the link: /// https://en.wikipedia.org/wiki/Luhn_algorithm. /// </summary> public static class Luhn { /// <summary> /// Checking the validity of a sequence of numbers. /// </summary> /// <param name="number">The number that will be checked for validity.</param> /// <returns> /// True: Number is valid. /// False: Number isn`t valid. /// </returns> public static bool Validate(string number) => GetSum(number) % 10 == 0; /// <summary> /// This algorithm only finds one number. /// In place of the unknown digit, put "x". /// </summary> /// <param name="number">The number in which to find the missing digit.</param> /// <returns>Missing digit.</returns> public static int GetLostNum(string number) { var lostIndex = number.Length - 1 - number.LastIndexOf("x", StringComparison.CurrentCultureIgnoreCase); var lostNum = GetSum(number.Replace("x", "0", StringComparison.CurrentCultureIgnoreCase)) * 9 % 10; // Case 1: If the index of the lost digit is even. if (lostIndex % 2 == 0) { return lostNum; } var tempLostNum = lostNum / 2; // Case 2: if the index of the lost digit isn`t even and that number <= 4. // Case 3: if the index of the lost digit isn`t even and that number > 4. return Validate(number.Replace("x", tempLostNum.ToString())) ? tempLostNum : (lostNum + 9) / 2; } /// <summary> /// Computes the sum found by the algorithm. /// </summary> /// <param name="number">The number for which the sum will be found.</param> /// <returns>Sum.</returns> private static int GetSum(string number) { var sum = 0; for (var i = 0; i < number.Length; i++) { var d = number[i] - '0'; d = (i + number.Length) % 2 == 0 ? 2 * d : d; if (d > 9) { d -= 9; } sum += d; } return sum; } } }
75
C-Sharp
TheAlgorithms
C#
using System; using System.Drawing; namespace Algorithms.Other { /// <summary> /// The Mandelbrot set is the set of complex numbers "c" for which the series /// "z_(n+1) = z_n * z_n + c" does not diverge, i.e. remains bounded. Thus, a /// complex number "c" is a member of the Mandelbrot set if, when starting with /// "z_0 = 0" and applying the iteration repeatedly, the absolute value of /// "z_n" remains bounded for all "n > 0". Complex numbers can be written as /// "a + b*i": "a" is the real component, usually drawn on the x-axis, and "b*i" /// is the imaginary component, usually drawn on the y-axis. Most visualizations /// of the Mandelbrot set use a color-coding to indicate after how many steps in /// the series the numbers outside the set cross the divergence threshold. /// Images of the Mandelbrot set exhibit an elaborate and infinitely /// complicated boundary that reveals progressively ever-finer recursive detail /// at increasing magnifications, making the boundary of the Mandelbrot set a /// fractal curve. /// (description adapted from https://en.wikipedia.org/wiki/Mandelbrot_set) /// (see also https://en.wikipedia.org/wiki/Plotting_algorithms_for_the_Mandelbrot_set). /// </summary> public static class Mandelbrot { /// <summary> /// Method to generate the bitmap of the Mandelbrot set. Two types of coordinates /// are used: bitmap-coordinates that refer to the pixels and figure-coordinates /// that refer to the complex numbers inside and outside the Mandelbrot set. The /// figure-coordinates in the arguments of this method determine which section /// of the Mandelbrot set is viewed. The main area of the Mandelbrot set is /// roughly between "-1.5 &lt; x &lt; 0.5" and "-1 &lt; y &lt; 1" in the figure-coordinates. /// To save the bitmap the command 'GetBitmap().Save("Mandelbrot.png")' can be used. /// </summary> /// <param name="bitmapWidth">The width of the rendered bitmap.</param> /// <param name="bitmapHeight">The height of the rendered bitmap.</param> /// <param name="figureCenterX">The x-coordinate of the center of the figure.</param> /// <param name="figureCenterY">The y-coordinate of the center of the figure.</param> /// <param name="figureWidth">The width of the figure.</param> /// <param name="maxStep">Maximum number of steps to check for divergent behavior.</param> /// <param name="useDistanceColorCoding">Render in color or black and white.</param> /// <returns>The bitmap of the rendered Mandelbrot set.</returns> public static Bitmap GetBitmap( int bitmapWidth = 800, int bitmapHeight = 600, double figureCenterX = -0.6, double figureCenterY = 0, double figureWidth = 3.2, int maxStep = 50, bool useDistanceColorCoding = true) { if (bitmapWidth <= 0) { throw new ArgumentOutOfRangeException( nameof(bitmapWidth), $"{nameof(bitmapWidth)} should be greater than zero"); } if (bitmapHeight <= 0) { throw new ArgumentOutOfRangeException( nameof(bitmapHeight), $"{nameof(bitmapHeight)} should be greater than zero"); } if (maxStep <= 0) { throw new ArgumentOutOfRangeException( nameof(maxStep), $"{nameof(maxStep)} should be greater than zero"); } var bitmap = new Bitmap(bitmapWidth, bitmapHeight); var figureHeight = figureWidth / bitmapWidth * bitmapHeight; // loop through the bitmap-coordinates for (var bitmapX = 0; bitmapX < bitmapWidth; bitmapX++) { for (var bitmapY = 0; bitmapY < bitmapHeight; bitmapY++) { // determine the figure-coordinates based on the bitmap-coordinates var figureX = figureCenterX + ((double)bitmapX / bitmapWidth - 0.5) * figureWidth; var figureY = figureCenterY + ((double)bitmapY / bitmapHeight - 0.5) * figureHeight; var distance = GetDistance(figureX, figureY, maxStep); // color the corresponding pixel based on the selected coloring-function bitmap.SetPixel( bitmapX, bitmapY, useDistanceColorCoding ? ColorCodedColorMap(distance) : BlackAndWhiteColorMap(distance)); } } return bitmap; } /// <summary> /// Black and white color-coding that ignores the relative distance. The Mandelbrot /// set is black, everything else is white. /// </summary> /// <param name="distance">Distance until divergence threshold.</param> /// <returns>The color corresponding to the distance.</returns> private static Color BlackAndWhiteColorMap(double distance) => distance >= 1 ? Color.FromArgb(255, 0, 0, 0) : Color.FromArgb(255, 255, 255, 255); /// <summary> /// Color-coding taking the relative distance into account. The Mandelbrot set /// is black. /// </summary> /// <param name="distance">Distance until divergence threshold.</param> /// <returns>The color corresponding to the distance.</returns> private static Color ColorCodedColorMap(double distance) { if (distance >= 1) { return Color.FromArgb(255, 0, 0, 0); } // simplified transformation of HSV to RGB // distance determines hue var hue = 360 * distance; double saturation = 1; double val = 255; var hi = (int)Math.Floor(hue / 60) % 6; var f = hue / 60 - Math.Floor(hue / 60); var v = (int)val; var p = 0; var q = (int)(val * (1 - f * saturation)); var t = (int)(val * (1 - (1 - f) * saturation)); switch (hi) { case 0: return Color.FromArgb(255, v, t, p); case 1: return Color.FromArgb(255, q, v, p); case 2: return Color.FromArgb(255, p, v, t); case 3: return Color.FromArgb(255, p, q, v); case 4: return Color.FromArgb(255, t, p, v); default: return Color.FromArgb(255, v, p, q); } } /// <summary> /// Return the relative distance (ratio of steps taken to maxStep) after which the complex number /// constituted by this x-y-pair diverges. Members of the Mandelbrot set do not /// diverge so their distance is 1. /// </summary> /// <param name="figureX">The x-coordinate within the figure.</param> /// <param name="figureY">The y-coordinate within the figure.</param> /// <param name="maxStep">Maximum number of steps to check for divergent behavior.</param> /// <returns>The relative distance as the ratio of steps taken to maxStep.</returns> private static double GetDistance(double figureX, double figureY, int maxStep) { var a = figureX; var b = figureY; var currentStep = 0; for (var step = 0; step < maxStep; step++) { currentStep = step; var aNew = a * a - b * b + figureX; b = 2 * a * b + figureY; a = aNew; // divergence happens for all complex number with an absolute value // greater than 4 (= divergence threshold) if (a * a + b * b > 4) { break; } } return (double)currentStep / (maxStep - 1); } } }
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