Jolt Physics
A multi core friendly Game Physics Engine
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Conversion algorithm that converts an AABB tree to an optimized binary buffer. More...
#include <AABBTreeToBuffer.h>
Public Types | |
using | NodeHeader = typename NodeCodec::Header |
Header for the tree. More... | |
using | TriangleHeader = typename TriangleCodec::TriangleHeader |
Header for the triangles. More... | |
Public Member Functions | |
bool | Convert (const VertexList &inVertices, const AABBTreeBuilder::Node *inRoot, bool inStoreUserData, const char *&outError) |
Convert AABB tree. Returns false if failed. More... | |
const ByteBuffer & | GetBuffer () const |
Get resulting data. More... | |
ByteBuffer & | GetBuffer () |
Get resulting data. More... | |
const NodeHeader * | GetNodeHeader () const |
Get header for tree. More... | |
const TriangleHeader * | GetTriangleHeader () const |
Get header for triangles. More... | |
const void * | GetRoot () const |
Get root of resulting tree. More... | |
Static Public Attributes | |
static const int | HeaderSize = NodeCodec::HeaderSize |
Size in bytes of the header of the tree. More... | |
static const int | NumChildrenPerNode = NodeCodec::NumChildrenPerNode |
Maximum number of children per node in the tree. More... | |
static const int | TriangleHeaderSize = TriangleCodec::TriangleHeaderSize |
Size in bytes of the header for the triangles. More... | |
Conversion algorithm that converts an AABB tree to an optimized binary buffer.
using AABBTreeToBuffer< TriangleCodec, NodeCodec >::NodeHeader = typename NodeCodec::Header |
Header for the tree.
using AABBTreeToBuffer< TriangleCodec, NodeCodec >::TriangleHeader = typename TriangleCodec::TriangleHeader |
Header for the triangles.
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Convert AABB tree. Returns false if failed.
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Get resulting data.
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Get resulting data.
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Get header for tree.
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Get root of resulting tree.
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Get header for triangles.
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Size in bytes of the header of the tree.
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Maximum number of children per node in the tree.
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Size in bytes of the header for the triangles.