Fix braces convention
This commit is contained in:
@@ -24,7 +24,6 @@ namespace Mujoco
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[Serializable]
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[Serializable]
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public class MjHeightFieldShape : IMjShape
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public class MjHeightFieldShape : IMjShape
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{
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{
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public Terrain terrain;
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public Terrain terrain;
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[Tooltip("The path, relative to Application.dataPath, where the heightmap data will be save in PNG format.")]
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[Tooltip("The path, relative to Application.dataPath, where the heightmap data will be save in PNG format.")]
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@@ -35,21 +34,18 @@ public class MjHeightFieldShape : IMjShape
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public int HeightMapHeight => terrain.terrainData.heightmapTexture.height;
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public int HeightMapHeight => terrain.terrainData.heightmapTexture.height;
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public Vector3 HeightMapScale => terrain.terrainData.heightmapScale;
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public Vector3 HeightMapScale => terrain.terrainData.heightmapScale;
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public void ToMjcf(XmlElement mjcf, Transform transform)
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public void ToMjcf(XmlElement mjcf, Transform transform){
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{
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ExportHeightMap();
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ExportHeightMap();
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var scene = MjScene.Instance;
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var scene = MjScene.Instance;
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var assetName = scene.GenerationContext.AddHeightFieldAsset(this);
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var assetName = scene.GenerationContext.AddHeightFieldAsset(this);
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mjcf.SetAttribute("hfield", assetName);
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mjcf.SetAttribute("hfield", assetName);
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}
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}
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public void FromMjcf(XmlElement mjcf)
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public void FromMjcf(XmlElement mjcf){
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{
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}
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}
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public void ExportHeightMap()
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public void ExportHeightMap(){
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{
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RenderTexture.active = terrain.terrainData.heightmapTexture;
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RenderTexture.active = terrain.terrainData.heightmapTexture;
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Texture2D texture = new Texture2D(RenderTexture.active.width, RenderTexture.active.height);
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Texture2D texture = new Texture2D(RenderTexture.active.width, RenderTexture.active.height);
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texture.ReadPixels(new Rect(0, 0, RenderTexture.active.width, RenderTexture.active.height), 0, 0);
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texture.ReadPixels(new Rect(0, 0, RenderTexture.active.width, RenderTexture.active.height), 0, 0);
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@@ -58,18 +54,15 @@ public class MjHeightFieldShape : IMjShape
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}
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}
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public Vector4 GetChangeStamp()
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public Vector4 GetChangeStamp(){
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{
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return Vector4.one;
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return Vector4.one;
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}
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}
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public Tuple<Vector3[], int[]> BuildMesh()
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public Tuple<Vector3[], int[]> BuildMesh(){
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{
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return Tuple.Create(new Vector3[]{}, new int[]{});
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return Tuple.Create(new Vector3[]{}, new int[]{});
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}
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}
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public void DebugDraw(Transform transform)
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public void DebugDraw(Transform transform){
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{
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}
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}
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}
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}
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}
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}
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