Why use it
Template dispatch is resolved at compile time and normally adds no runtime indirection. The boolean result makes success, availability or state explicit without exceptions.
EPOK RUNTIME
Function template · 1 overload
World matrix of a SceneComponent2D by walking its attach_parent chain.
template <class Resolver> inline bool world_matrix_2d(const SceneComponent2D& leaf, Resolver&& resolve, Affine2D& out)World matrix of a SceneComponent2D by walking its attach_parent chain.
| Parameter | Type | Meaning |
|---|---|---|
leaf | const SceneComponent2D & | Value supplied for leaf. Keep referenced or pointed-to data valid for the complete call. |
resolve | Resolver && | Value supplied for resolve. Keep referenced or pointed-to data valid for the complete call. |
out | Affine2D & | Value supplied for out. Keep referenced or pointed-to data valid for the complete call. |
Returns: bool. Check the value before continuing when it represents success, availability or a resource handle.
#include "world2d.hpp"
// Replace these template arguments with types or values accepted by the declaration:
// Resolver
// Assume these named values have been initialized with valid data:
// const SceneComponent2D & leaf
// Resolver && resolve
// Affine2D & out
auto result = epok::world_matrix_2d<Resolver>(leaf, resolve, out);Template dispatch is resolved at compile time and normally adds no runtime indirection. The boolean result makes success, availability or state explicit without exceptions.
Every instantiated type must satisfy the header's compile-time requirements; extra instantiations can increase code size. Check the return value; `false` is part of normal control flow for many PSX resource operations. Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.
Declared in runtime/world2d.hpp:185
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