<commit_before>// This file is a part of the OpenSurgSim project.
// Copyright 2013, SimQuest Solutions Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#include <memory>

#include "SurgSim/Physics/PhysicsManager.h"
#include "SurgSim/Framework/ApplicationData.h"
#include "SurgSim/Framework/BehaviorManager.h"
#include "SurgSim/Framework/Runtime.h"
#include "SurgSim/Framework/Scene.h"
#include "SurgSim/Framework/Log.h"
#include "SurgSim/Framework/TransferPropertiesBehavior.h"

#include "SurgSim/Graphics/Light.h"
#include "SurgSim/Graphics/OsgBoxRepresentation.h"
#include "SurgSim/Graphics/OsgSphereRepresentation.h"
#include "SurgSim/Graphics/OsgCamera.h"
#include "SurgSim/Graphics/OsgGroup.h"
#include "SurgSim/Graphics/OsgLight.h"
#include "SurgSim/Graphics/OsgManager.h"
#include "SurgSim/Graphics/OsgMaterial.h"
#include "SurgSim/Graphics/OsgRenderTarget.h"
#include "SurgSim/Graphics/OsgShader.h"
#include "SurgSim/Graphics/OsgUniform.h"
#include "SurgSim/Graphics/OsgTexture2d.h"
#include "SurgSim/Graphics/OsgView.h"
#include "SurgSim/Graphics/OsgViewElement.h"
#include "SurgSim/Graphics/RenderPass.h"

#include "SurgSim/Blocks/BasicSceneElement.h"

#include "SurgSim/Math/Vector.h"
#include "SurgSim/Math/Quaternion.h"
#include "SurgSim/Math/RigidTransform.h"
#include "SurgSim/Math/Matrix.h"

using SurgSim::Math::Vector3d;
using SurgSim::Math::Vector4d;
using SurgSim::Math::Matrix44f;
using SurgSim::Math::Quaterniond;
using SurgSim::Math::RigidTransform3d;
using SurgSim::Math::makeRigidTransform;

using SurgSim::Framework::Logger;

using SurgSim::Graphics::OsgUniform;
using SurgSim::Graphics::OsgTextureUniform;
using SurgSim::Graphics::OsgTexture2d;

#include <osg/Matrix>
#include <osg/Camera>

#include "Surgsim/Blocks/PoseInterpolator.h"

/// \file
/// This example creates a simple graphics scene and use the RenderPass object to show
/// a simple shadowing algorithm. For the algorithm see http://en.wikipedia.org/wiki/Shadow_mapping
/// There are two preprocessing passes that use specific shaders, plus a main pass that renders the
/// objects using a shaders that can process the output from the preprocessing steps.
/// Each shaders output becomes the input for the next shader, some parameters from other scene elements
/// is passed into the shaders as uniforms.
/// All of the information is kept up to date using a \sa TransferPropertiesBehavior
/// Both the light and the main camera are being moved through a \sa PoseInterpolator to demonstrate
/// dynamic changes and how to handle them in the rendering pipeline

namespace<commit_msg>Fix case sensitive failure in in ExampleGraphicsScene<commit_after>// This file is a part of the OpenSurgSim project.
// Copyright 2013, SimQuest Solutions Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#include <memory>

#include "SurgSim/Physics/PhysicsManager.h"
#include "SurgSim/Framework/ApplicationData.h"
#include "SurgSim/Framework/BehaviorManager.h"
#include "SurgSim/Framework/Runtime.h"
#include "SurgSim/Framework/Scene.h"
#include "SurgSim/Framework/Log.h"
#include "SurgSim/Framework/TransferPropertiesBehavior.h"

#include "SurgSim/Graphics/Light.h"
#include "SurgSim/Graphics/OsgBoxRepresentation.h"
#include "SurgSim/Graphics/OsgSphereRepresentation.h"
#include "SurgSim/Graphics/OsgCamera.h"
#include "SurgSim/Graphics/OsgGroup.h"
#include "SurgSim/Graphics/OsgLight.h"
#include "SurgSim/Graphics/OsgManager.h"
#include "SurgSim/Graphics/OsgMaterial.h"
#include "SurgSim/Graphics/OsgRenderTarget.h"
#include "SurgSim/Graphics/OsgShader.h"
#include "SurgSim/Graphics/OsgUniform.h"
#include "SurgSim/Graphics/OsgTexture2d.h"
#include "SurgSim/Graphics/OsgView.h"
#include "SurgSim/Graphics/OsgViewElement.h"
#include "SurgSim/Graphics/RenderPass.h"

#include "SurgSim/Blocks/BasicSceneElement.h"

#include "SurgSim/Math/Vector.h"
#include "SurgSim/Math/Quaternion.h"
#include "SurgSim/Math/RigidTransform.h"
#include "SurgSim/Math/Matrix.h"

using SurgSim::Math::Vector3d;
using SurgSim::Math::Vector4d;
using SurgSim::Math::Matrix44f;
using SurgSim::Math::Quaterniond;
using SurgSim::Math::RigidTransform3d;
using SurgSim::Math::makeRigidTransform;

using SurgSim::Framework::Logger;

using SurgSim::Graphics::OsgUniform;
using SurgSim::Graphics::OsgTextureUniform;
using SurgSim::Graphics::OsgTexture2d;

#include <osg/Matrix>
#include <osg/Camera>

#include "SurgSim/Blocks/PoseInterpolator.h"

/// \file
/// This example creates a simple graphics scene and use the RenderPass object to show
/// a simple shadowing algorithm. For the algorithm see http://en.wikipedia.org/wiki/Shadow_mapping
/// There are two preprocessing passes that use specific shaders, plus a main pass that renders the
/// objects using a shaders that can process the output from the preprocessing steps.
/// Each shaders output becomes the input for the next shader, some parameters from other scene elements
/// is passed into the shaders as uniforms.
/// All of the information is kept up to date using a \sa TransferPropertiesBehavior
/// Both the light and the main camera are being moved through a \sa PoseInterpolator to demonstrate
/// dynamic changes and how to handle them in the rendering pipeline

namespace
{'fraction_non_alphanumeric': 0.10678674815053071, 'fraction_numerical': 0.004824702476680605, 'mean_word_length': 5.175769612711023, 'pattern_counts': {'":': 0, '<': 9, '<?xml version=': 0, '>': 9, 'https://': 0, 'lorem ipsum': 0, 'www.': 2, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2759043', 'n_tokens_mistral': 1915, 'n_tokens_neox': 1898, 'n_words': 589}