void CorrectorStepS () { real cr[] = {3.,10.,-1.}, cv[] = {7.,6.,-1.}, div = 24., wr, wv; int n; wr = Sqr (deltaT) / div; wv = deltaT / div; DO_MOL { CS (x); CSV (x); CS (y); CSV (y); CS (z); CSV (z); } }
FreeMillerLibrary::FreeMillerLibrary(std::string filename, double maxResolution) { double freeProportion = FileParser::getKey("FREE_MILLER_FRACTION", 0.05); int spaceGroup = FileParser::getKey("SPACE_GROUP", 0); std::vector<double> unitCell = FileParser::getKey("UNIT_CELL", std::vector<double>()); if (spaceGroup == 0) { std::cout << "Space group is unassigned! Please assign your space group using the command SPACE_GROUP in order to generate a free Miller set during refinement." << std::endl; exit(1); } if (unitCell.size() == 0) { std::cout << "Please specify the UNIT_CELL in order to generate a free Miller set during refinement." << std::endl; exit(1); } UnitCellLatticePtr lattice = UnitCellLatticePtr(new UnitCellLattice(unitCell[0], unitCell[1], unitCell[2], unitCell[3], unitCell[4], unitCell[5], spaceGroup, maxResolution)); for (int i = 0; i < lattice->standardVectorCount(); i++) { vec3<int> oneVec = lattice->intVector(i); double randomNumber = rand() / (double)RAND_MAX; if (randomNumber < freeProportion) { freeIndices.push_back(oneVec); } } if (filename != "") { CSV csv = CSV(3, "h", "k", "l"); for (int i = 0; i < freeIndexCount(); i++) { csv.addEntry(0, (double)freeIndices[i][0], (double)freeIndices[i][1], (double)freeIndices[i][2]); } csv.writeToFile(filename); } }
static UDataTable* CreateGameplayDataTable() { FString CSV(TEXT(",Tag,CategoryText,")); CSV.Append(TEXT("\r\n0,Damage")); CSV.Append(TEXT("\r\n1,Damage.Basic")); CSV.Append(TEXT("\r\n2,Damage.Type1")); CSV.Append(TEXT("\r\n3,Damage.Type2")); CSV.Append(TEXT("\r\n4,Damage.Reduce")); CSV.Append(TEXT("\r\n5,Damage.Buffable")); CSV.Append(TEXT("\r\n6,Damage.Buff")); CSV.Append(TEXT("\r\n7,Damage.Physical")); CSV.Append(TEXT("\r\n8,Damage.Fire")); CSV.Append(TEXT("\r\n9,Damage.Buffed.FireBuff")); CSV.Append(TEXT("\r\n10,Damage.Mitigated.Armor")); CSV.Append(TEXT("\r\n11,Lifesteal")); CSV.Append(TEXT("\r\n12,Shield")); CSV.Append(TEXT("\r\n13,Buff")); CSV.Append(TEXT("\r\n14,Immune")); CSV.Append(TEXT("\r\n15,FireDamage")); CSV.Append(TEXT("\r\n16,ShieldAbsorb")); CSV.Append(TEXT("\r\n17,Stackable")); CSV.Append(TEXT("\r\n18,Stack")); CSV.Append(TEXT("\r\n19,Stack.CappedNumber")); CSV.Append(TEXT("\r\n20,Stack.DiminishingReturns")); CSV.Append(TEXT("\r\n21,Protect.Damage")); CSV.Append(TEXT("\r\n22,SpellDmg.Buff")); CSV.Append(TEXT("\r\n23,GameplayCue.Burning")); auto DataTable = NewObject<UDataTable>(GetTransientPackage(), FName(TEXT("TempDataTable"))); DataTable->RowStruct = FGameplayTagTableRow::StaticStruct(); DataTable->CreateTableFromCSVString(CSV); FGameplayTagTableRow * Row = (FGameplayTagTableRow*)DataTable->RowMap["0"]; if (Row) { check(Row->Tag == TEXT("Damage")); } return DataTable; }