/* * Copyright (c) 2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #include "PxQuatDTO.h" namespace Nv { namespace Blast { bool PxQuatDTO::serialize(Nv::Blast::Serialization::PxQuat::Builder builder, const physx::PxQuat * poco) { builder.setX(poco->x); builder.setY(poco->y); builder.setZ(poco->z); builder.setW(poco->w); return true; } physx::PxQuat* PxQuatDTO::deserialize(Nv::Blast::Serialization::PxQuat::Reader reader) { reader = reader; return nullptr; } bool PxQuatDTO::deserializeInto(Nv::Blast::Serialization::PxQuat::Reader reader, physx::PxQuat * poco) { poco->x = reader.getX(); poco->y = reader.getY(); poco->z = reader.getZ(); poco->w = reader.getW(); return true; } } }