Jolt Physics
A multi core friendly Game Physics Engine
|
This class decodes and decompresses quad tree nodes. More...
#include <NodeCodecQuadTreeHalfFloat.h>
Public Member Functions | |
JPH_INLINE | DecodingContext (const Header *inHeader) |
Constructor. | |
template<class TriangleContext , class Visitor > | |
JPH_INLINE void | WalkTree (const uint8 *inBufferStart, const TriangleContext &inTriangleContext, Visitor &ioVisitor) |
Walk the node tree calling the Visitor::VisitNodes for each node encountered and Visitor::VisitTriangles for each triangle encountered. | |
bool | IsDoneWalking () const |
This can be used to have the visitor early out (ioVisitor.ShouldAbort() returns true) and later continue again (call WalkTree() again) | |
Static Public Member Functions | |
static uint | sTriangleBlockIDBits (const ByteBuffer &inTree) |
Get the amount of bits needed to store an ID to a triangle block. | |
static const void * | sGetTriangleBlockStart (const uint8 *inBufferStart, uint inTriangleBlockID) |
Convert a triangle block ID to the start of the triangle buffer. | |
This class decodes and decompresses quad tree nodes.
|
inlineexplicit |
Constructor.
|
inline |
This can be used to have the visitor early out (ioVisitor.ShouldAbort() returns true) and later continue again (call WalkTree() again)
|
inlinestatic |
Convert a triangle block ID to the start of the triangle buffer.
|
inlinestatic |
Get the amount of bits needed to store an ID to a triangle block.
|
inline |
Walk the node tree calling the Visitor::VisitNodes for each node encountered and Visitor::VisitTriangles for each triangle encountered.