/* * 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 "PxTransformDTO.h" #include "PxQuatDTO.h" #include "PxVec3DTO.h" namespace Nv { namespace Blast { bool PxTransformDTO::serialize(Nv::Blast::Serialization::PxTransform::Builder builder, const physx::PxTransform * poco) { PxQuatDTO::serialize(builder.getQ(), &poco->q); PxVec3DTO::serialize(builder.getP(), &poco->p); return true; } physx::PxTransform* PxTransformDTO::deserialize(Nv::Blast::Serialization::PxTransform::Reader reader) { reader = reader; return nullptr; } bool PxTransformDTO::deserializeInto(Nv::Blast::Serialization::PxTransform::Reader reader, physx::PxTransform * poco) { PxQuatDTO::deserializeInto(reader.getQ(), &poco->q); PxVec3DTO::deserializeInto(reader.getP(), &poco->p); return true; } } }