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C++ ParamArray类代码示例

本文整理汇总了C++中ParamArray的典型用法代码示例。如果您正苦于以下问题:C++ ParamArray类的具体用法?C++ ParamArray怎么用?C++ ParamArray使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ParamArray类的14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: absolute

void MaterialItem::slot_export()
{
    const char* project_path = m_editor_context.m_project.get_path();
    const filesystem::path project_root_path = filesystem::path(project_path).parent_path();
    const filesystem::path file_path = absolute("material.dmt", project_root_path);
    const filesystem::path file_root_path = file_path.parent_path();

    QString filepath =
        get_save_filename(
            0,
            "Export...",
            "Disney Materials (*.dmt)",
            m_editor_context.m_settings,
            SETTINGS_FILE_DIALOG_PROJECTS);

    if (!filepath.isEmpty())
    {
        if (QFileInfo(filepath).suffix().isEmpty())
            filepath += ".dmt";

        filepath = QDir::toNativeSeparators(filepath);

        ParamArray parameters = m_entity->get_parameters();
        parameters.insert("__name", m_entity->get_name());
        parameters.insert("__model", m_entity->get_model());

        SettingsFileWriter writer;
        if (!writer.write(filepath.toStdString().c_str(), parameters))
        {
            show_error_message_box(
                "Exporting Error",
                "Failed to export the Disney Material file " + filepath.toStdString() + ".");
        }
    }
}
开发者ID:caomw,项目名称:appleseed,代码行数:35,代码来源:materialitem.cpp

示例2: get_project_params

void MainWindow::update_override_shading_menu_item()
{
    const ParamArray project_params = get_project_params("interactive");
    const ParamArray shading_engine_params = project_params.child("shading_engine");

    if (shading_engine_params.dictionaries().exist("override_shading"))
    {
        const string shading_mode =
            shading_engine_params.child("override_shading").get_optional<string>("mode", "coverage");

        for (const_each<QList<QAction*> > i = m_ui->menu_diagnostics_override_shading->actions(); i; ++i)
        {
            QAction* action = *i;

            if (action->data().toString().toStdString() == shading_mode)
            {
                action->activate(QAction::Trigger);
                break;
            }
        }
    }
    else
    {
        m_ui->action_diagnostics_override_shading_no_override->activate(QAction::Trigger);
    }
}
开发者ID:EgoIncarnate,项目名称:appleseed,代码行数:26,代码来源:mainwindow.cpp

示例3: create_diagnostic_surface_shader

void ShadingEngine::create_diagnostic_surface_shader(const ParamArray& params)
{
    if (params.dictionaries().exist("override_shading"))
    {
        m_diagnostic_surface_shader =
            DiagnosticSurfaceShaderFactory().create(
                "__diagnostic_surface_shader",
                params.child("override_shading"));
    }
}
开发者ID:fewo,项目名称:appleseed,代码行数:10,代码来源:shadingengine.cpp

示例4: get_inherited_parameters

ParamArray Configuration::get_inherited_parameters() const
{
    if (m_base)
    {
        ParamArray params = m_base->m_params;
        params.merge(m_params);
        return params;
    }
    else
    {
        return m_params;
    }
}
开发者ID:caomw,项目名称:appleseed,代码行数:13,代码来源:configuration.cpp

示例5: create_primitive_mesh

auto_release_ptr<MeshObject> create_primitive_mesh(const char* name, const ParamArray& params)
{
    const char* primitive_type = params.get("primitive");

    // Parametric surfaces.

    if (strcmp(primitive_type, "grid") == 0)
        return create_parametric_surface<ParametricGrid>(name, params);

    if (strcmp(primitive_type, "disk") == 0)
        return create_parametric_surface<ParametricDisk>(name, params);

    if (strcmp(primitive_type, "sphere") == 0)
        return create_parametric_surface<ParametricSphere>(name, params);

    if (strcmp(primitive_type, "torus") == 0)
        return create_parametric_surface<ParametricTorus>(name, params);

    // Other, non-parametric primitives.

    if (strcmp(primitive_type, "cube") == 0)
        return create_cube(name, params);

    RENDERER_LOG_ERROR("unknown primitive type: %s", primitive_type);
    return auto_release_ptr<MeshObject>();
}
开发者ID:boberfly,项目名称:gafferDependencies,代码行数:26,代码来源:meshobjectprimitives.cpp

示例6: string

void ObjectCollectionItem::insert_objects(const string& path) const
{
    const string base_object_name =
        bf::path(path).replace_extension().filename().string();

    ParamArray params;
    params.insert("filename", path);

    SearchPaths search_paths;
    MeshObjectArray mesh_objects;

    if (!MeshObjectReader().read(
            search_paths,
            base_object_name.c_str(),
            params,
            mesh_objects))
        return;

    for (size_t i = 0; i < mesh_objects.size(); ++i)
    {
        MeshObject* object = mesh_objects[i];

        m_parent_item->add_item(object);

        m_parent.objects().insert(auto_release_ptr<Object>(object));

        const string object_instance_name = string(object->get_name()) + "_inst";

        auto_release_ptr<ObjectInstance> object_instance(
            ObjectInstanceFactory::create(
                object_instance_name.c_str(),
                ParamArray(),
                object->get_name(),
                Transformd::identity(),
                StringDictionary()));

        m_parent_item->add_item(object_instance.get());

        m_parent.object_instances().insert(object_instance);
    }

    if (!mesh_objects.empty())
    {
        m_parent.bump_version_id();
        m_editor_context.m_project_builder.slot_notify_project_modification();
    }
}
开发者ID:appleseedhq,项目名称:appleseed,代码行数:47,代码来源:objectcollectionitem.cpp

示例7: get_rendering_thread_count

size_t get_rendering_thread_count(const ParamArray& params)
{
    const size_t core_count = System::get_logical_cpu_core_count();

    static const char* ThreadCountParameterName = "rendering_threads";

    if (!params.strings().exist(ThreadCountParameterName))
        return core_count;

    const string thread_count_str = params.strings().get<string>(ThreadCountParameterName);

    if (thread_count_str == "auto")
        return core_count;

    bool conversion_failed = false;
    size_t thread_count;

    try
    {
        const int num_threads = from_string<int>(thread_count_str);
        if (num_threads < 0)
        {
            // If num_threads is negative, use all cores except -num_threads.
            thread_count = max(static_cast<int>(core_count) + num_threads, 1);
        }
        else
            thread_count = num_threads;
    }
    catch (const ExceptionStringConversionError&)
    {
        conversion_failed = true;
    }

    if (conversion_failed || thread_count == 0)
    {
        RENDERER_LOG_ERROR(
            "invalid value \"%s\" for parameter \"%s\", using default value \"%s\".",
            thread_count_str.c_str(),
            ThreadCountParameterName,
            "auto");

        return core_count;
    }

    return thread_count;
}
开发者ID:johnhaddon,项目名称:appleseed,代码行数:46,代码来源:settingsparsing.cpp

示例8: get_rendering_thread_count

size_t FrameRendererBase::get_rendering_thread_count(const ParamArray& params)
{
    const size_t core_count = System::get_logical_cpu_core_count();

    static const char* ThreadCountParameterName = "rendering_threads";

    if (!params.strings().exist(ThreadCountParameterName))
        return core_count;

    const string thread_count_str = params.strings().get<string>(ThreadCountParameterName);

    if (thread_count_str == "auto")
        return core_count;

    bool conversion_failed = false;
    size_t thread_count;

    try
    {
        thread_count = from_string<size_t>(thread_count_str);
    }
    catch (const ExceptionStringConversionError&)
    {
        conversion_failed = true;
    }

    if (conversion_failed || thread_count == 0)
    {
        RENDERER_LOG_ERROR(
            "invalid value \"%s\" for parameter \"%s\", using default value \"%s\".",
            thread_count_str.c_str(),
            ThreadCountParameterName,
            "auto");

        return core_count;
    }

    return thread_count;
}
开发者ID:willzhou,项目名称:appleseed,代码行数:39,代码来源:framerendererbase.cpp

示例9: Impl

    Impl(
        const char*         type,
        const char*         shader,
        const char*         layer,
        const ParamArray&   params)
      : m_type(type)
      , m_shader(shader)
    {
        for (const_each<StringDictionary> i = params.strings(); i; ++i)
        {
            try
            {
                ShaderParamParser parser(i.it().value());

                switch (parser.param_type())
                {
                  case OSLParamTypeColor:
                    {
                        float r, g, b;
                        parser.parse_three_values<float>(r, g, b, true);
                        m_params.insert(ShaderParam::create_color_param(i.it().key(), r, g, b));
                    }
                    break;

                case OSLParamTypeColorArray:
                  {
                      vector<float> values;
                      parser.parse_float3_array(values);
                      m_params.insert(ShaderParam::create_color_array_param(i.it().key(), values));
                  }
                  break;

                  case OSLParamTypeFloat:
                    {
                        const float val = parser.parse_one_value<float>();
                        m_params.insert(ShaderParam::create_float_param(i.it().key(), val));
                    }
                    break;

                case OSLParamTypeFloatArray:
                  {
                      vector<float> values;
                      parser.parse_float_array(values);
                      m_params.insert(ShaderParam::create_float_array_param(i.it().key(), values));
                  }
                  break;

                  case OSLParamTypeInt:
                    {
                        const int val = parser.parse_one_value<int>();
                        m_params.insert(ShaderParam::create_int_param(i.it().key(), val));
                    }
                    break;

                  case OSLParamTypeMatrix:
                    {
                        float val[16];
                        parser.parse_n_values(16, val);
                        m_params.insert(ShaderParam::create_matrix_param(i.it().key(), val));
                    }
                    break;

                  case OSLParamTypeNormal:
                    {
                        float x, y, z;
                        parser.parse_three_values<float>(x, y, z);
                        m_params.insert(ShaderParam::create_normal_param(i.it().key(), x, y, z));
                    }
                    break;

                case OSLParamTypeNormalArray:
                  {
                      vector<float> values;
                      parser.parse_float3_array(values);
                      m_params.insert(ShaderParam::create_normal_array_param(i.it().key(), values));
                  }
                  break;

                  case OSLParamTypePoint:
                    {
                        float x, y, z;
                        parser.parse_three_values<float>(x, y, z);
                        m_params.insert(ShaderParam::create_point_param(i.it().key(), x, y, z));
                    }
                    break;

                case OSLParamTypePointArray:
                  {
                      vector<float> values;
                      parser.parse_float3_array(values);
                      m_params.insert(ShaderParam::create_point_array_param(i.it().key(), values));
                  }
                  break;

                  case OSLParamTypeString:
                    {
                        m_params.insert(
                            ShaderParam::create_string_param(
                                i.it().key(),
                                parser.parse_string_value().c_str()));
//.........这里部分代码省略.........
开发者ID:johnhaddon,项目名称:appleseed,代码行数:101,代码来源:shader.cpp

示例10: get_open_filename

void MaterialCollectionItem::slot_import_disney()
{
#ifdef APPLESEED_WITH_DISNEY_MATERIAL
    QString filepath =
        get_open_filename(
            0,
            "Import...",
            "Disney Material (*.dmt);;All Files (*.*)",
            m_editor_context.m_settings,
            SETTINGS_FILE_DIALOG_PROJECTS);

    if (!filepath.isEmpty())
    {
        filepath = QDir::toNativeSeparators(filepath);

        const bf::path root_path(Application::get_root_path());
        const bf::path schema_file_path = root_path / "schemas" / "settings.xsd";

        SettingsFileReader reader(global_logger());
        ParamArray parameters;
        const bool success =
            reader.read(
                filepath.toStdString().c_str(),
                schema_file_path.string().c_str(),
                parameters);

        if (!success)
        {
            show_error_message_box(
                "Importing Error",
                "Failed to import the Disney Material file " + filepath.toStdString());
            return;
        }

        string name = parameters.get("__name");
        const string model = parameters.get("__model");
        parameters.strings().remove("__name");
        parameters.strings().remove("__model");

        if (model != "disney_material")
        {
            show_error_message_box(
                "Importing Error",
                "Material model " + model + " is not supported.");
            return;
        }

        // If there is already a material with the same name, rename the imported material.
        for (const_each<MaterialContainer> i = m_parent.materials(); i; ++i)
        {
            if (strcmp(i->get_name(), name.c_str()) == 0)
            {
                name = make_unique_name(name, m_parent.materials());
                break;
            }
        }

        auto_release_ptr<Material> material =
            DisneyMaterialFactory().create(name.c_str(), parameters);
        Material* material_ptr = material.get();

        add_item(material_ptr);

        EntityTraits<Material>::insert_entity(material, m_parent);
        m_editor_context.m_project_builder.notify_project_modification();

        m_editor_context.m_project_explorer.select_entity(material_ptr->get_uid());
    }
#endif
}
开发者ID:johnhaddon,项目名称:appleseed,代码行数:70,代码来源:materialcollectionitem.cpp

示例11: project

// Create a new instance of the default project.
auto_release_ptr<Project> DefaultProjectFactory::create()
{
    // Create a project.
    auto_release_ptr<Project> project(ProjectFactory::create("default"));

    // Add default configurations to the project.
    project->add_default_configurations();

    // Create a scene.
    auto_release_ptr<Scene> scene(SceneFactory::create());

    // Create an assembly.
    auto_release_ptr<Assembly> assembly(
        AssemblyFactory::create("assembly", ParamArray()));

    // Create an instance of the assembly and insert it into the scene.
    scene->assembly_instances().insert(
        AssemblyInstanceFactory::create(
            "assembly_inst",
            ParamArray(),
            *assembly,
            Transformd(Matrix4d::identity())));

    // Insert the assembly into the scene.
    scene->assemblies().insert(assembly);

    //
    // Camera.
    //

    {
        // Create a pinhole camera.
        // Film dimensions are 0.980 in × 0.735 in (24.892 mm x 18.669 mm).
        // Reference: http://en.wikipedia.org/wiki/Aspect_ratio_(image).
        ParamArray params;
        params.insert("film_dimensions", "0.024892 0.018669");
        params.insert("focal_length", "0.035");
        auto_release_ptr<Camera> camera(
            PinholeCameraFactory().create("camera", params));

        // Attach the camera to the scene.
        scene->set_camera(camera);
    }

    //
    // Frame.
    //

    {
        // Create a frame.
        ParamArray params;
        params.insert("camera", scene->get_camera()->get_name());
        params.insert("resolution", "640 480");
        params.insert("color_space", "srgb");
        auto_release_ptr<Frame> frame(FrameFactory::create("beauty", params));

        // Attach the frame to the project.
        project->set_frame(frame);
    }

    // Attach the scene to the project.
    project->set_scene(scene);

    // Return the newly created project.
    return project;
}
开发者ID:tomcodes,项目名称:appleseed,代码行数:67,代码来源:defaultproject.cpp

示例12: initialize_and_render_frame

    // Initialize rendering components and render a frame.
    IRendererController::Status initialize_and_render_frame()
    {
        // Construct an abort switch that will allow to abort initialization or rendering.
        RendererControllerAbortSwitch abort_switch(*m_renderer_controller);

        // Create the texture store.
        TextureStore texture_store(
            *m_project.get_scene(),
            m_params.child("texture_store"));

        // Initialize OSL's shading system.
        if (!initialize_osl_shading_system(texture_store, abort_switch) ||
            abort_switch.is_aborted())
        {
            // If it wasn't an abort, it was a failure.
            return
                abort_switch.is_aborted()
                    ? m_renderer_controller->get_status()
                    : IRendererController::AbortRendering;
        }

        // Let scene entities perform their pre-render actions. Don't proceed if that failed.
        // This is done before creating renderer components because renderer components need
        // to access the scene's render data such as the scene's bounding box.
        OnRenderBeginRecorder recorder;
        if (!m_project.get_scene()->on_render_begin(m_project, nullptr, recorder, &abort_switch) ||
            abort_switch.is_aborted())
        {
            recorder.on_render_end(m_project);
            return m_renderer_controller->get_status();
        }

        // Create renderer components.
        RendererComponents components(
            m_project,
            m_params,
            m_tile_callback_factory,
            texture_store,
            *m_texture_system,
            *m_shading_system);
        if (!components.create())
        {
            recorder.on_render_end(m_project);
            return IRendererController::AbortRendering;
        }

        // Print renderer components settings.
        components.print_settings();

        // Report whether Embree is used or not.
#ifdef APPLESEED_WITH_EMBREE
        const bool use_embree = m_params.get_optional<bool>("use_embree", false);
        m_project.set_use_embree(use_embree);
#else
        const bool use_embree = false;
#endif
        if (use_embree)
             RENDERER_LOG_INFO("using Intel Embree ray tracing kernel.");
        else RENDERER_LOG_INFO("using built-in ray tracing kernel.");

        // Updating the trace context causes ray tracing acceleration structures to be updated or rebuilt.
        m_project.update_trace_context();

        // Load the checkpoint if any.
        Frame& frame = *m_project.get_frame();
        const size_t pass_count = m_params.get_optional<size_t>("passes", 1);
        if (!frame.load_checkpoint(&components.get_shading_result_framebuffer_factory(), pass_count))
        {
            recorder.on_render_end(m_project);
            return IRendererController::AbortRendering;
        }

        // Let renderer components perform their pre-render actions. Don't proceed if that failed.
        if (!components.on_render_begin(recorder, &abort_switch) ||
            abort_switch.is_aborted())
        {
            recorder.on_render_end(m_project);
            return m_renderer_controller->get_status();
        }

        // Execute the main rendering loop.
        const auto status = render_frame(components, abort_switch);

        // Perform post-render actions.
        recorder.on_render_end(m_project);

        // End light path recording.
        const CanvasProperties& props = m_project.get_frame()->image().properties();
        m_project.get_light_path_recorder().finalize(
            props.m_canvas_width,
            props.m_canvas_height);

        // Print texture store performance statistics.
        RENDERER_LOG_DEBUG("%s", texture_store.get_statistics().to_string().c_str());

        return status;
    }
开发者ID:luisbarrancos,项目名称:appleseed,代码行数:98,代码来源:masterrenderer.cpp

示例13: initialize_osl_shading_system

    // Initialize OSL's shading system.
    bool initialize_osl_shading_system(
        TextureStore&               texture_store,
        IAbortSwitch&               abort_switch)
    {
        // Construct a search paths string from the project's search paths.
        const string project_search_paths =
            to_string(m_project.search_paths().to_string_reversed(SearchPaths::osl_path_separator()));

        // Initialize OIIO.
        const size_t texture_cache_size_bytes =
            m_params.child("texture_store").get_optional<size_t>(
                "max_size",
                TextureStore::get_default_size());
        RENDERER_LOG_INFO(
            "setting oiio texture cache size to %s.",
            pretty_size(texture_cache_size_bytes).c_str());
        const float texture_cache_size_mb =
            static_cast<float>(texture_cache_size_bytes) / (1024 * 1024);
        m_texture_system->attribute("max_memory_MB", texture_cache_size_mb);

        // Set OIIO search paths.
        string prev_oiio_search_path;
        m_texture_system->getattribute("searchpath", prev_oiio_search_path);
        if (prev_oiio_search_path != project_search_paths)
        {
            RENDERER_LOG_INFO("setting oiio search paths to %s", project_search_paths.c_str());
            m_texture_system->invalidate_all(true);
            m_texture_system->attribute("searchpath", project_search_paths);
        }

        // Also use the project search paths to look for OpenImageIO plugins.
        m_texture_system->attribute("plugin_searchpath", project_search_paths);

        // Initialize OSL.
        m_renderer_services->initialize(texture_store);

        // Set OSL search paths.
        string prev_osl_search_paths;
        m_shading_system->getattribute("searchpath:shader", prev_osl_search_paths);
        if (prev_osl_search_paths != project_search_paths)
        {
            RENDERER_LOG_INFO("setting osl shader search paths to %s", project_search_paths.c_str());
            m_project.get_scene()->release_optimized_osl_shader_groups();
            m_shading_system->attribute("searchpath:shader", project_search_paths);
        }

        // Initialize the shader compiler, if the OSL headers are found.
        if (m_resource_search_paths.exist("stdosl.h"))
        {
            const APIString stdosl_path = m_resource_search_paths.qualify("stdosl.h");
            RENDERER_LOG_INFO("found OSL headers in %s", stdosl_path.c_str());
            m_osl_compiler = ShaderCompilerFactory::create(stdosl_path.c_str());
        }
        else
            RENDERER_LOG_INFO("OSL headers not found.");

        // Re-optimize shader groups that need updating.
        return
            m_project.get_scene()->create_optimized_osl_shader_groups(
                *m_shading_system,
                m_osl_compiler.get(),
                &abort_switch);
    }
开发者ID:luisbarrancos,项目名称:appleseed,代码行数:64,代码来源:masterrenderer.cpp

示例14: main

int main(int argc, char *argv[])
{ 

  Meas.TaskList.TaskList_len = 1;
  Meas.TaskList.TaskList_val = &Task;

  Meas.GaugeStem = "";
  Meas.RNGStem = "";

  Task.OutputFilestem = "";
  Task.ArgFilename = "arg_stem";
  ws_out.cg = "";
  ws_out.cg2 = "filename";
  ws_out.pbp = "filename";
  ws_out.mid_point = "filename";
  ws_out.nucleon = "filename";
  ws_out.nucleon_prime = "filename";
  ws_out.delta_x = "filename";
  ws_out.delta_y = "filename";
  ws_out.delta_z = "filename";
  ws_out.delta_t = "filename";
  evo_arg.ensemble_id = "id";
  evo_arg.ensemble_label = "label";
  evo_arg.creator = "creator";
  evo_arg.gauge_file_stem = "ckpoint_lat";
  evo_arg.rng_file_stem = "ckpoint_rng";
  evo_arg.plaquette_stem = "plaq";
  evo_arg.evo_stem = "hmd";
  evo_arg.work_directory = "";

  ws_arg.CgArgFile = "CgFile";

  rat_arg.resize(4);
  rat_arg.resize(0, 10, 16);
  rat_arg.resize(1, 10, 16);
  rat_arg.resize(2, 9, 14);
  rat_arg.resize(3, 6, 9);
  bsn_arg.resize(1);
  frm_arg.resize(1);
  split_arg.resize(2);
  quo_arg.resize(1);
  rat_quo_arg.resize(1);
  rat_quo_arg.resize(0, 9, 15, 6, 9);
  float_array.resize(4);
  param_array.resize(3);
  param_array.params.params_val[0].name="mass";
  param_array.params.params_val[1].name="epsilon";
  param_array.params.params_val[2].name="u0";
  stag_quark_src.type = S_QUARK_POINT;
  for(int i = 0; i < 4; i++)
    {
      stag_quark_src.origin[i] = 0;
      stag_quark_src.end[i] = 0;
    }
  stag_quark_src.dir = HDM_T;
  stag_quark_arg.qid = 0;
  stag_quark_arg.cg.mass = 0.1;
  stag_quark_arg.cg.max_num_iter = 5000;
  stag_quark_arg.cg.stop_rsd = 1e-10;
  stag_quark_arg.cg.true_rsd = 1e-10;
  stag_quark_arg.cg.RitzMatOper = MATPCDAG_MATPC;
  stag_quark_arg.cg.Inverter = CG;
  stag_quark_arg.cg.bicgstab_n = 1;
  stag_quark_arg.src = stag_quark_src;
  stag_quark_arg.sln = LOCAL;
  stag_meson_arg.qid0 = 0;
  stag_meson_arg.qid1 = 1;
  stag_meson_arg.dir = HDM_T;
  stag_meson_arg.meson_buf = 0;
  stag_mom_meson_arg.qid0 = 0;
  stag_mom_meson_arg.qid1 = 1;
  stag_mom_meson_arg.dir = HDM_T;
  stag_mom_meson_arg.no_of_momenta = 4;
  stag_mom_meson_arg.meson_buf = 0;
  stag_nucleon_arg.qid0 = 0;
  stag_nucleon_arg.qid1 = 1;
  stag_nucleon_arg.qid2 = 2;
  stag_nucleon_arg.dir = HDM_T;
  stag_nucleon_arg.nucleon_buf = 0;
  stag_non_local_arg.qid0 = 0;
  stag_non_local_arg.qid1 = 1;
  stag_non_local_arg.qid2 = 2;
  stag_non_local_arg.dir = HDM_T;
  stag_non_local_arg.nlocal_buf = 0;
  for(int i = 0; i < 8; i++)
    nlstag_meson_arg.qid0[i] = i;
  nlstag_meson_arg.dir = HDM_T;
  nlstag_meson_arg.nlocal_buf = 0;
  nuc3pt_arg.cname="AlgNuc3pt";
  nuc3pt_arg.ensemble_label="AlgNuc3pt";

  mdwf_arg.M5 = 1.8;
 // mdwf_arg.cg_arg_p = &cg_arg;

  cg_arg.Encode("cg_arg.vml","cg_arg");
  mdwf_arg.Encode("mdwf_arg.vml","mdwf_arg");
  hmd_arg.Encode("hmd_arg.vml","hmd_arg");
  evo_arg.Encode("evo_arg.vml","evo_arg");
  do_arg.Encode("do_arg.vml","do_arg");
  ws_arg.Encode("w_spect_arg.vml","w_spect_arg");
//.........这里部分代码省略.........
开发者ID:DeanHowarth,项目名称:QUDA-CPS,代码行数:101,代码来源:templates.C


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