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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.  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) |