本文整理汇总了C++中DictionaryArray::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ DictionaryArray::push_back方法的具体用法?C++ DictionaryArray::push_back怎么用?C++ DictionaryArray::push_back使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DictionaryArray
的用法示例。
在下文中一共展示了DictionaryArray::push_back方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: get_input_metadata
DictionaryArray ConstantHemisphereEnvironmentEDFFactory::get_input_metadata() const
{
DictionaryArray metadata;
metadata.push_back(
Dictionary()
.insert("name", "upper_hemi_radiance")
.insert("label", "Upper Hemisphere Radiance")
.insert("type", "colormap")
.insert("entity_types",
Dictionary().insert("color", "Colors"))
.insert("use", "required")
.insert("default", "0.7")
.insert("help", "Upper hemisphere radiance"));
metadata.push_back(
Dictionary()
.insert("name", "lower_hemi_radiance")
.insert("label", "Lower Hemisphere Radiance")
.insert("type", "colormap")
.insert("entity_types",
Dictionary().insert("color", "Colors"))
.insert("use", "required")
.insert("default", "0.3")
.insert("help", "Lower hemisphere radiance"));
return metadata;
}
示例2: add_common_input_metadata
void IEDFFactory::add_common_input_metadata(DictionaryArray& metadata)
{
metadata.push_back(
Dictionary()
.insert("name", "cast_indirect_light")
.insert("label", "Cast Indirect Light")
.insert("type", "boolean")
.insert("use", "optional")
.insert("default", "true"));
metadata.push_back(
Dictionary()
.insert("name", "importance_multiplier")
.insert("label", "Importance Multiplier")
.insert("type", "numeric")
.insert("min_value", "0.0")
.insert("max_value", "10.0")
.insert("use", "optional")
.insert("default", "1.0"));
metadata.push_back(
Dictionary()
.insert("name", "light_near_start")
.insert("label", "Light Near Start")
.insert("type", "numeric")
.insert("min_value", "0.0")
.insert("max_value", "10.0")
.insert("use", "optional")
.insert("default", "0.0"));
}
示例3: get_input_metadata
DictionaryArray ObjectInstanceFactory::get_input_metadata()
{
DictionaryArray metadata;
metadata.push_back(
Dictionary()
.insert("name", "ray_bias_method")
.insert("label", "Ray Bias Method")
.insert("type", "enumeration")
.insert("items",
Dictionary()
.insert("No Ray Bias", "none")
.insert("Shift Along Surface Normal", "normal")
.insert("Shift Along Incoming Direction", "incoming_direction")
.insert("Shift Along Outgoing Direction", "outgoing_direction"))
.insert("use", "optional")
.insert("default", "none"));
metadata.push_back(
Dictionary()
.insert("name", "ray_bias_distance")
.insert("label", "Ray Bias Distance")
.insert("type", "text")
.insert("use", "optional")
.insert("default", "0.0"));
return metadata;
}
示例4: get_widget_definitions
DictionaryArray ConstantHemisphereEnvironmentEDFFactory::get_widget_definitions() const
{
DictionaryArray definitions;
definitions.push_back(
Dictionary()
.insert("name", "upper_hemi_exitance")
.insert("label", "Upper Hemisphere Exitance")
.insert("widget", "entity_picker")
.insert("entity_types",
Dictionary().insert("color", "Colors"))
.insert("use", "required")
.insert("default", ""));
definitions.push_back(
Dictionary()
.insert("name", "lower_hemi_exitance")
.insert("label", "Lower Hemisphere Exitance")
.insert("widget", "entity_picker")
.insert("entity_types",
Dictionary().insert("color", "Colors"))
.insert("use", "required")
.insert("default", ""));
return definitions;
}
示例5: get_widget_definitions
DictionaryArray GradientEnvironmentEDFFactory::get_widget_definitions() const
{
DictionaryArray definitions;
definitions.push_back(
Dictionary()
.insert("name", "horizon_exitance")
.insert("label", "Horizon Exitance")
.insert("widget", "entity_picker")
.insert("entity_types",
Dictionary()
.insert("color", "Colors"))
.insert("use", "required")
.insert("default", ""));
definitions.push_back(
Dictionary()
.insert("name", "zenith_exitance")
.insert("label", "Zenith Exitance")
.insert("widget", "entity_picker")
.insert("entity_types",
Dictionary()
.insert("color", "Colors"))
.insert("use", "required")
.insert("default", ""));
return definitions;
}
示例6: get_widget_definitions
DictionaryArray LambertianBRDFFactory::get_widget_definitions() const
{
DictionaryArray definitions;
definitions.push_back(
Dictionary()
.insert("name", "reflectance")
.insert("label", "Reflectance")
.insert("widget", "entity_picker")
.insert("entity_types",
Dictionary()
.insert("color", "Colors")
.insert("texture_instance", "Textures"))
.insert("use", "required")
.insert("default", ""));
definitions.push_back(
Dictionary()
.insert("name", "reflectance_multiplier")
.insert("label", "Reflectance Multiplier")
.insert("widget", "entity_picker")
.insert("entity_types",
Dictionary().insert("texture_instance", "Textures"))
.insert("use", "optional")
.insert("default", "1.0"));
return definitions;
}
示例7: get_input_metadata
DictionaryArray SheenBRDFFactory::get_input_metadata() const
{
DictionaryArray metadata;
metadata.push_back(
Dictionary()
.insert("name", "reflectance")
.insert("label", "Reflectance")
.insert("type", "colormap")
.insert("entity_types",
Dictionary()
.insert("color", "Colors")
.insert("texture_instance", "Texture Instances"))
.insert("use", "required")
.insert("default", "0.5"));
metadata.push_back(
Dictionary()
.insert("name", "reflectance_multiplier")
.insert("label", "Reflectance Multiplier")
.insert("type", "colormap")
.insert("entity_types",
Dictionary().insert("texture_instance", "Texture Instances"))
.insert("use", "optional")
.insert("default", "1.0"));
return metadata;
}
示例8: get_input_metadata
DictionaryArray ColorEntityFactory::get_input_metadata()
{
DictionaryArray metadata;
metadata.push_back(
Dictionary()
.insert("name", "color_space")
.insert("label", "Color Space")
.insert("type", "enumeration")
.insert("items",
Dictionary()
.insert("Linear RGB", "linear_rgb")
.insert("sRGB", "srgb")
.insert("CIE XYZ", "ciexyz")
.insert("Spectral", "spectral"))
.insert("use", "required")
.insert("default", "srgb")
/* .insert("on_change", "rebuild_form")*/);
metadata.push_back(
Dictionary()
.insert("name", "wavelength_range")
.insert("label", "Wavelength Range")
.insert("type", "text")
.insert("default", "400.0 700.0")
.insert("use", "optional"));
metadata.push_back(
Dictionary()
.insert("name", "color")
.insert("label", "Color")
.insert("type", "color")
.insert("default", "0.0 0.0 0.0")
.insert("use", "required"));
metadata.push_back(
Dictionary()
.insert("name", "alpha")
.insert("label", "Alpha")
.insert("type", "numeric")
.insert("min_value", "0.0")
.insert("max_value", "1.0")
.insert("default", "1.0")
.insert("use", "optional"));
metadata.push_back(
Dictionary()
.insert("name", "multiplier")
.insert("label", "Multiplier")
.insert("type", "numeric")
.insert("min_value", "0.0")
.insert("max_value", "10.0")
.insert("default", "1.0")
.insert("use", "optional"));
return metadata;
}
示例9: get_widget_definitions
DictionaryArray ColorEntityFactory::get_widget_definitions()
{
DictionaryArray definitions;
definitions.push_back(
Dictionary()
.insert("name", "color_space")
.insert("label", "Color Space")
.insert("widget", "dropdown_list")
.insert("dropdown_items",
Dictionary()
.insert("Linear RGB", "linear_rgb")
.insert("sRGB", "srgb")
.insert("CIE XYZ", "ciexyz")
.insert("Spectral", "spectral"))
.insert("use", "required")
.insert("default", "srgb")
/* .insert("on_change", "rebuild_form")*/);
definitions.push_back(
Dictionary()
.insert("name", "wavelength_range")
.insert("label", "Wavelength Range")
.insert("widget", "text_box")
.insert("default", "400.0 700.0")
.insert("use", "optional"));
definitions.push_back(
Dictionary()
.insert("name", "color")
.insert("label", "Color")
.insert("widget", "color_picker")
.insert("default", "0.0 0.0 0.0")
.insert("use", "required"));
definitions.push_back(
Dictionary()
.insert("name", "alpha")
.insert("label", "Alpha")
.insert("widget", "text_box")
.insert("default", "1.0")
.insert("use", "optional"));
definitions.push_back(
Dictionary()
.insert("name", "multiplier")
.insert("label", "Multiplier")
.insert("widget", "text_box")
.insert("default", "1.0")
.insert("use", "optional"));
return definitions;
}
示例10: get_input_metadata
DictionaryArray DiagnosticSurfaceShaderFactory::get_input_metadata() const
{
Dictionary model_items;
for (int i = 0; i < DiagnosticSurfaceShader::ShadingModeCount; ++i)
{
const char* shading_mode_value = DiagnosticSurfaceShader::ShadingModeNames[i].m_key;
const char* shading_mode_name = DiagnosticSurfaceShader::ShadingModeNames[i].m_value;
model_items.insert(shading_mode_name, shading_mode_value);
}
DictionaryArray metadata;
metadata.push_back(
Dictionary()
.insert("name", "mode")
.insert("label", "Mode")
.insert("type", "enumeration")
.insert("items", model_items)
.insert("use", "required")
.insert("default", "coverage")
.insert("on_change", "rebuild_form"));
return metadata;
}
示例11: get_input_metadata
DictionaryArray FisheyeLensCameraFactory::get_input_metadata() const
{
DictionaryArray metadata = CameraFactory::get_input_metadata();
CameraFactory::add_film_metadata(metadata);
CameraFactory::add_lens_metadata(metadata);
CameraFactory::add_clipping_metadata(metadata);
CameraFactory::add_shift_metadata(metadata);
metadata.push_back(
Dictionary()
.insert("name", "projection_type")
.insert("label", "Projection Type")
.insert("type", "enumeration")
.insert("items",
Dictionary()
.insert("Equisolid Angle", "equisolid_angle")
.insert("Equidistant", "equidistant")
.insert("Stereographic", "stereographic")
.insert("Thoby", "thoby"))
.insert("default", "equisolid_angle")
.insert("use", "required"));
return metadata;
}
示例12: get_widget_definitions
DictionaryArray ThinLensCameraFactory::get_widget_definitions() const
{
DictionaryArray definitions = CameraFactory::get_widget_definitions();
definitions.push_back(
Dictionary()
.insert("name", "f_stop")
.insert("label", "F-number")
.insert("widget", "text_box")
.insert("use", "required")
.insert("default", "8.0"));
definitions.push_back(
Dictionary()
.insert("name", "focal_distance")
.insert("label", "Focal Distance")
.insert("widget", "text_box")
.insert("use", "required")
.insert("default", "1.0"));
definitions.push_back(
Dictionary()
.insert("name", "autofocus_target")
.insert("label", "Autofocus Target")
.insert("widget", "text_box")
.insert("use", "required"));
definitions.push_back(
Dictionary()
.insert("name", "diaphragm_blades")
.insert("label", "Diaphragm Blades")
.insert("widget", "text_box")
.insert("use", "required")
.insert("default", "0"));
definitions.push_back(
Dictionary()
.insert("name", "diaphragm_tilt_angle")
.insert("label", "Diaphragm Tilt Angle")
.insert("widget", "text_box")
.insert("use", "required")
.insert("default", "0.0"));
return definitions;
}
示例13: add_common_input_metadata
void ILightFactory::add_common_input_metadata(DictionaryArray& metadata)
{
metadata.push_back(
Dictionary()
.insert("name", "cast_indirect_light")
.insert("label", "Cast Indirect Light")
.insert("type", "boolean")
.insert("use", "optional")
.insert("default", "true"));
metadata.push_back(
Dictionary()
.insert("name", "importance_multiplier")
.insert("label", "Importance Multiplier")
.insert("type", "text")
.insert("use", "optional")
.insert("default", "1.0"));
}
示例14: get_input_metadata
DictionaryArray TextureInstanceFactory::get_input_metadata()
{
DictionaryArray metadata;
metadata.push_back(
Dictionary()
.insert("name", "addressing_mode")
.insert("label", "Addressing Mode")
.insert("type", "enumeration")
.insert("items",
Dictionary()
.insert("Clamp", "clamp")
.insert("Wrap/Tile", "wrap"))
.insert("use", "optional")
.insert("default", "wrap"));
metadata.push_back(
Dictionary()
.insert("name", "filtering_mode")
.insert("label", "Filtering Mode")
.insert("type", "enumeration")
.insert("items",
Dictionary()
.insert("Nearest", "nearest")
.insert("Bilinear", "bilinear"))
.insert("use", "optional")
.insert("default", "bilinear"));
metadata.push_back(
Dictionary()
.insert("name", "alpha_mode")
.insert("label", "Alpha Mode")
.insert("type", "enumeration")
.insert("items",
Dictionary()
.insert("Alpha Channel", "alpha_channel")
.insert("Luminance", "luminance")
.insert("Detect", "detect"))
.insert("use", "optional")
.insert("default", "alpha_channel"));
return metadata;
}
示例15: add_common_input_metadata
void IMaterialFactory::add_common_input_metadata(DictionaryArray& metadata)
{
metadata.push_back(
Dictionary()
.insert("name", "shade_alpha_cutouts")
.insert("label", "Shade Alpha Cutouts")
.insert("type", "boolean")
.insert("use", "optional")
.insert("default", "false"));
metadata.push_back(
Dictionary()
.insert("name", "surface_shader")
.insert("label", "Surface Shader")
.insert("type", "entity")
.insert("entity_types",
Dictionary().insert("surface_shader", "Surface Shaders"))
.insert("use", "optional"));
}