Bicameral Engine
GPU-resident engine for a magic-research open-world game
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bicameral::sim::ProbeFrameInput Struct Reference

#include <probe_sim.h>

Public Attributes

uint64_t firstTick = 0
uint32_t firstUnit = 0
uint32_t unitCount = 0
bool extract = false
uint32_t extractionTarget = 0
std::span< const ProbeCommand > commands
bool readPhysics = false
std::function< void(ID3D12GraphicsCommandList10 *list, const ProbeExtractContext &context)> afterExtract
uint32_t saveTo = NO_SAVE_POINT
uint32_t restoreFrom = NO_SAVE_POINT
std::span< const ProbeTableSwap > tableSwaps

Detailed Description

Definition at line 145 of file probe_sim.h.

Member Data Documentation

◆ afterExtract

std::function<void(ID3D12GraphicsCommandList10* list, const ProbeExtractContext& context)> bicameral::sim::ProbeFrameInput::afterExtract

Definition at line 162 of file probe_sim.h.

Referenced by bicameral::sim::ProbeSim::RecordExtractAndHook().

◆ commands

◆ extract

bool bicameral::sim::ProbeFrameInput::extract = false

Definition at line 150 of file probe_sim.h.

Referenced by bicameral::sim::ProbeSim::RecordFrame().

◆ extractionTarget

uint32_t bicameral::sim::ProbeFrameInput::extractionTarget = 0

◆ firstTick

◆ firstUnit

◆ readPhysics

bool bicameral::sim::ProbeFrameInput::readPhysics = false

Definition at line 158 of file probe_sim.h.

Referenced by bicameral::sim::ProbeSim::RecordFrame().

◆ restoreFrom

uint32_t bicameral::sim::ProbeFrameInput::restoreFrom = NO_SAVE_POINT

◆ saveTo

uint32_t bicameral::sim::ProbeFrameInput::saveTo = NO_SAVE_POINT

◆ tableSwaps

std::span<const ProbeTableSwap> bicameral::sim::ProbeFrameInput::tableSwaps

◆ unitCount

uint32_t bicameral::sim::ProbeFrameInput::unitCount = 0

The documentation for this struct was generated from the following file: