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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 "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;
}
}
}
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