Jolt Physics
A multi core friendly Game Physics Engine
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Sample implementation of PhysicsMaterial that just holds the needed properties directly. More...
#include <PhysicsMaterialSimple.h>
Protected Member Functions | |
virtual void | RestoreBinaryState (StreamIn &inStream) override |
This function should not be called directly, it is used by sRestoreFromBinaryState. | |
Additional Inherited Members | |
Public Types inherited from PhysicsMaterial | |
using | PhysicsMaterialResult = Result<Ref<PhysicsMaterial>> |
Static Public Member Functions inherited from PhysicsMaterial | |
static PhysicsMaterialResult | sRestoreFromBinaryState (StreamIn &inStream) |
Creates a PhysicsMaterial of the correct type and restores its contents from the binary stream inStream. | |
Static Public Member Functions inherited from RefTarget< PhysicsMaterial > | |
static int | sInternalGetRefCountOffset () |
INTERNAL HELPER FUNCTION USED BY SERIALIZATION. | |
Static Public Attributes inherited from PhysicsMaterial | |
static RefConst< PhysicsMaterial > | sDefault |
Default material that is used when a shape has no materials defined. | |
Protected Attributes inherited from RefTarget< PhysicsMaterial > | |
atomic< uint32 > | mRefCount |
Current reference count. | |
Static Protected Attributes inherited from RefTarget< PhysicsMaterial > | |
static constexpr uint32 | cEmbedded |
A large value that gets added to the refcount to mark the object as embedded. | |
Sample implementation of PhysicsMaterial that just holds the needed properties directly.
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default |
Constructor.
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inline |
Reimplemented from PhysicsMaterial.
Reimplemented from PhysicsMaterial.
This function should not be called directly, it is used by sRestoreFromBinaryState.
Reimplemented from PhysicsMaterial.
Saves the contents of the material in binary form to inStream.
Reimplemented from PhysicsMaterial.