Castor3D 0.16.0
Multiplatform 3D engine
castor3d::BinaryParser< SkeletonAnimationNode > Member List

This is the complete list of members for castor3d::BinaryParser< SkeletonAnimationNode >, including all inherited members.

BinaryParserBase()=defaultcastor3d::BinaryParserBase< SkeletonAnimationNode >
BinaryParserBase(BinaryParserBase const &)=defaultcastor3d::BinaryParserBase< SkeletonAnimationNode >
BinaryParserBase(BinaryParserBase &&) noexcept=defaultcastor3d::BinaryParserBase< SkeletonAnimationNode >
checkError(bool result, castor::String const &text) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
createBinaryParser()castor3d::BinaryParserBase< SkeletonAnimationNode >inline
doGetSubChunk(BinaryChunk &chunk)castor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doIsLittleEndian() const noexceptcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doParseChunk(T *values, size_t count, BinaryChunk &chunk) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doParseChunk(T(&values)[Count], BinaryChunk &chunk) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doParseChunk(castor::Array< T, Count > &values, BinaryChunk &chunk) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doParseChunk(castor::Vector< T > &values, BinaryChunk &chunk) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doParseChunk(T &value, BinaryChunk &chunk) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
doParseHeader(BinaryChunk &chunk) constcastor3d::BinaryParserBase< SkeletonAnimationNode >inlineprotected
m_chunkcastor3d::BinaryParserBase< SkeletonAnimationNode >protected
m_fileVersioncastor3d::BinaryParserBase< SkeletonAnimationNode >mutableprotected
Namecastor3d::BinaryParserBase< SkeletonAnimationNode >protectedstatic
operator=(BinaryParserBase const &)=defaultcastor3d::BinaryParserBase< SkeletonAnimationNode >
operator=(BinaryParserBase &&) noexcept=defaultcastor3d::BinaryParserBase< SkeletonAnimationNode >
parse(SkeletonAnimationNode &obj, castor::BinaryFile &file)castor3d::BinaryParserBase< SkeletonAnimationNode >inline
parse(SkeletonAnimationNode &obj, BinaryChunk &chunk)castor3d::BinaryParserBase< SkeletonAnimationNode >inline
~BinaryParserBase() noexcept=defaultcastor3d::BinaryParserBase< SkeletonAnimationNode >virtual