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/*
* 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;
}
}
}
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