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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/PhysicsMaterial.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <Jolt/Jolt.h>
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#include <Jolt/Physics/Collision/PhysicsMaterial.h>
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#include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
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#include <Jolt/Core/StreamUtils.h>
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JPH_NAMESPACE_BEGIN
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RefConst<PhysicsMaterial> PhysicsMaterial::sDefault;
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JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(PhysicsMaterial)
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{
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JPH_ADD_BASE_CLASS(PhysicsMaterial, SerializableObject)
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}
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void PhysicsMaterial::SaveBinaryState(StreamOut &inStream) const
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{
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inStream.Write(GetRTTI()->GetHash());
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}
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void PhysicsMaterial::RestoreBinaryState(StreamIn &inStream)
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{
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// RTTI hash is read in sRestoreFromBinaryState
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}
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PhysicsMaterial::PhysicsMaterialResult PhysicsMaterial::sRestoreFromBinaryState(StreamIn &inStream)
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{
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return StreamUtils::RestoreObject<PhysicsMaterial>(inStream, &PhysicsMaterial::RestoreBinaryState);
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}
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JPH_NAMESPACE_END
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