Refactor Physics Colliders to use auto serialization.
This commit is contained in:
@@ -292,30 +292,6 @@ void Collider::OnMaterialChanged()
|
||||
PhysicsBackend::SetShapeMaterial(_shape, Material.Get());
|
||||
}
|
||||
|
||||
void Collider::Serialize(SerializeStream& stream, const void* otherObj)
|
||||
{
|
||||
// Base
|
||||
PhysicsColliderActor::Serialize(stream, otherObj);
|
||||
|
||||
SERIALIZE_GET_OTHER_OBJ(Collider);
|
||||
|
||||
SERIALIZE_MEMBER(IsTrigger, _isTrigger);
|
||||
SERIALIZE_MEMBER(Center, _center);
|
||||
SERIALIZE_MEMBER(ContactOffset, _contactOffset);
|
||||
SERIALIZE(Material);
|
||||
}
|
||||
|
||||
void Collider::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
|
||||
{
|
||||
// Base
|
||||
PhysicsColliderActor::Deserialize(stream, modifier);
|
||||
|
||||
DESERIALIZE_MEMBER(IsTrigger, _isTrigger);
|
||||
DESERIALIZE_MEMBER(Center, _center);
|
||||
DESERIALIZE_MEMBER(ContactOffset, _contactOffset);
|
||||
DESERIALIZE(Material);
|
||||
}
|
||||
|
||||
void Collider::BeginPlay(SceneBeginData* data)
|
||||
{
|
||||
// Check if has no shape created (it means no rigidbody requested it but also collider may be spawned at runtime)
|
||||
|
||||
Reference in New Issue
Block a user