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godot/thirdparty/jolt_physics/Jolt/Physics/Collision/PhysicsMaterial.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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// 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/PhysicsMaterial.h>
#include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
#include <Jolt/Core/StreamUtils.h>
JPH_NAMESPACE_BEGIN
RefConst<PhysicsMaterial> PhysicsMaterial::sDefault;
JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(PhysicsMaterial)
{
JPH_ADD_BASE_CLASS(PhysicsMaterial, SerializableObject)
}
void PhysicsMaterial::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write(GetRTTI()->GetHash());
}
void PhysicsMaterial::RestoreBinaryState(StreamIn &inStream)
{
// RTTI hash is read in sRestoreFromBinaryState
}
PhysicsMaterial::PhysicsMaterialResult PhysicsMaterial::sRestoreFromBinaryState(StreamIn &inStream)
{
return StreamUtils::RestoreObject<PhysicsMaterial>(inStream, &PhysicsMaterial::RestoreBinaryState);
}
JPH_NAMESPACE_END