VJ Master 1.0
Real-time audio analysis and visualisation.
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FNDISTReactiveBoidsInstanceData_RenderThread Struct Reference

Data structure used to store reactive boid instance data on the render thread. More...

#include <NiagaraDataInterfaceSTReactiveBoids.h>

Public Member Functions

 ~FNDISTReactiveBoidsInstanceData_RenderThread ()
void UpdateData (FNDISTReactiveBoidsInstanceData_GameThread &InstanceData_GT)
void ReleaseData ()

Public Attributes

TRefCountPtr< FRDGPooledBuffer > ReadPooled = nullptr
FRDGBufferRef ReadScopedRef = nullptr
FRDGBufferSRVRef ReadScopedSRV = nullptr
int32 numBoids = 0

Detailed Description

Data structure used to store reactive boid instance data on the render thread.

Constructor & Destructor Documentation

◆ ~FNDISTReactiveBoidsInstanceData_RenderThread()

FNDISTReactiveBoidsInstanceData_RenderThread::~FNDISTReactiveBoidsInstanceData_RenderThread ( )
inline

Destructor to release data.

Member Function Documentation

◆ ReleaseData()

void FNDISTReactiveBoidsInstanceData_RenderThread::ReleaseData ( )
inline

Releases the instance data.

◆ UpdateData()

void FNDISTReactiveBoidsInstanceData_RenderThread::UpdateData ( FNDISTReactiveBoidsInstanceData_GameThread & InstanceData_GT)
inline

Updates the render thread data from the game thread instance data.

Parameters
InstanceData_GTThe instance data from the game thread.

Member Data Documentation

◆ numBoids

int32 FNDISTReactiveBoidsInstanceData_RenderThread::numBoids = 0

Number of boids.

◆ ReadPooled

TRefCountPtr<FRDGPooledBuffer> FNDISTReactiveBoidsInstanceData_RenderThread::ReadPooled = nullptr

Pointer to the pooled buffer for reading boid data.

◆ ReadScopedRef

FRDGBufferRef FNDISTReactiveBoidsInstanceData_RenderThread::ReadScopedRef = nullptr

Scoped reference to the read buffer.

◆ ReadScopedSRV

FRDGBufferSRVRef FNDISTReactiveBoidsInstanceData_RenderThread::ReadScopedSRV = nullptr

Scoped SRV reference for the read buffer.


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