我正在阅读一篇关于 Bungie 为 BLAM 实现的“基于标签”资源系统的文章!游戏引擎。我遇到了一种神秘的语法(我认为是 C 结构?),我想知道是什么允许这样做?这种语法如何有效?又是通过什么方法实现的?
我已经粘贴了下面有问题的片段。
TAG_GROUP(
sound_environment,
SOUND_ENVIRONMENT_TAG,
sizeof(sound_environment))
{
{_field_real, "room intensity"},
{_field_real, "room intensity hf"},
{_field_real, "room rolloff (0 to 10)"},
{_field_real, "decay time (.1 to 20)" },
{_field_real, "decay hf ratio (.1 to 2)"},
{_field_real, "reflections intensity:dB[-100,10]"},
{_field_real, "reflections delay (0 to .3):seconds" },
{_field_real, "reverb intensity:dB[-100,20]"},
{_field_real, "reverb delay (0 to .1):seconds"},
{_field_real, "diffusion"},
{_field_real, "density"},
{_field_real, "hf reference(20 to 20,000)},
};