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