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godot/thirdparty/jolt_physics/Jolt/Physics/Collision/CollisionGroup.cpp
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

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818 B
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Collision/CollisionGroup.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(CollisionGroup)
{
JPH_ADD_ATTRIBUTE(CollisionGroup, mGroupFilter)
JPH_ADD_ATTRIBUTE(CollisionGroup, mGroupID)
JPH_ADD_ATTRIBUTE(CollisionGroup, mSubGroupID)
}
void CollisionGroup::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write(mGroupID);
inStream.Write(mSubGroupID);
}
void CollisionGroup::RestoreBinaryState(StreamIn &inStream)
{
inStream.Read(mGroupID);
inStream.Read(mSubGroupID);
}
JPH_NAMESPACE_END