/* * 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 "PxVec3DTO.h" #include "NvBlastAssert.h" namespace Nv { namespace Blast { bool PxVec3DTO::serialize(Nv::Blast::Serialization::PxVec3::Builder builder, const physx::PxVec3 * poco) { NVBLAST_ASSERT(poco != nullptr); builder.setX(poco->x); builder.setY(poco->y); builder.setZ(poco->z); return true; } physx::PxVec3* PxVec3DTO::deserialize(Nv::Blast::Serialization::PxVec3::Reader reader) { //TODO: Allocate using ExtContext and return reader = reader; return nullptr; } bool PxVec3DTO::deserializeInto(Nv::Blast::Serialization::PxVec3::Reader reader, physx::PxVec3* target) { target->x = reader.getX(); target->y = reader.getY(); target->z = reader.getZ(); return true; } } }