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Jolt Physics
A multi core friendly Game Physics Engine
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#include <Jolt/Core/Result.h>#include <Jolt/Core/StreamIn.h>#include <Jolt/Core/StreamOut.h>#include <Jolt/Core/UnorderedMap.h>#include <Jolt/Core/Factory.h>Go to the source code of this file.
Namespaces | |
| namespace | StreamUtils |
Typedefs | |
| template<class Type > | |
| using | StreamUtils::ObjectToIDMap = UnorderedMap<const Type *, uint32> |
| template<class Type > | |
| using | StreamUtils::IDToObjectMap = Array<Ref<Type>> |
Functions | |
| template<class Type > | |
| Result< Ref< Type > > | StreamUtils::RestoreObject (StreamIn &inStream, void(Type::*inRestoreBinaryStateFunction)(StreamIn &)) |
| template<class Type > | |
| void | StreamUtils::SaveObjectReference (StreamOut &inStream, const Type *inObject, ObjectToIDMap< Type > *ioObjectToIDMap) |
| Save an object reference to a stream. Uses a map to map objects to IDs which is also used to prevent writing duplicates. | |
| template<class Type > | |
| Result< Ref< Type > > | StreamUtils::RestoreObjectReference (StreamIn &inStream, IDToObjectMap< Type > &ioIDToObjectMap) |
| Restore an object reference from stream. | |
| template<class ArrayType , class ValueType > | |
| void | StreamUtils::SaveObjectArray (StreamOut &inStream, const ArrayType &inArray, ObjectToIDMap< ValueType > *ioObjectToIDMap) |
| template<class ArrayType , class ValueType > | |
| Result< ArrayType > | StreamUtils::RestoreObjectArray (StreamIn &inStream, IDToObjectMap< ValueType > &ioIDToObjectMap) |