// Copyright (C) 2001 Jean-Marc Valin
#include "BufferedNode.h"
#include "Vector.h"
#include "compile_object.h"
using namespace std;
namespace FD {
class VectorCode;
DECLARE_NODE(VectorCode)
/*Node
*
* @name VectorCode
* @category Vector
* @description Modifies a vector using C++ code
*
* @input_name INPUT
* @input_type Vector<float>
* @input_description Input vector
*
* @output_name OUTPUT
* @output_type Vector<float>
* @output_description Output vector (after gain)
*
* @parameter_name CODE
* @parameter_type string
* @parameter_description C++ code inside function [void func(const float *x, float *y, int length)]
*
END*/
class VectorCode : public BufferedNode {
typedef float (*funcptr)(const float *x, float *y, int length);
int inputID;
int outputID;
funcptr func;
CompileObject comp;
public:
VectorCode(string nodeName, ParameterSet params)
: BufferedNode(nodeName, params)
{
inputID = addInput("INPUT");
outputID = addOutput("OUTPUT");
string code = object_cast<String>(parameters.get("CODE"));
code = "#include<math.h>\nextern \"C\" {void func(float *x, float *y, int length){" + code + "}}";
comp.setCode(code);
comp.compile();
func=(funcptr)comp.getFuncPtr();
}
void calculate(int output_id, int count, Buffer &out)
{
ObjectRef inputValue = getInput(inputID, count);
const Vector<float> &in = object_cast<Vector<float> > (inputValue);
int inputLength = in.size();
Vector<float> &output = *Vector<float>::alloc(inputLength);
out[count] = &output;
func(&in[0], &output[0], inputLength);
}
NO_ORDER_NODE_SPEEDUP(VectorCode)
};
}//namespace FD
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