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. More... | |
template<class Type > | |
Result< Ref< Type > > | StreamUtils::RestoreObjectReference (StreamIn &inStream, IDToObjectMap< Type > &ioIDToObjectMap) |
Restore an object reference from stream. More... | |
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) |