// Copyright Epic Games, Inc. All Rights Reserved. #include "ChaosStats.h" DEFINE_STAT(STAT_ChaosTick); DEFINE_STAT(STAT_PhysicsAdvance); DEFINE_STAT(STAT_SolverAdvance); DEFINE_STAT(STAT_HandleSolverCommands); DEFINE_STAT(STAT_IntegrateSolver); DEFINE_STAT(STAT_SyncProxies); DEFINE_STAT(STAT_PhysCommands); DEFINE_STAT(STAT_TaskCommands); DEFINE_STAT(STAT_WaitGlobalCommands); DEFINE_STAT(STAT_KinematicUpdate); DEFINE_STAT(STAT_BeginFrame); DEFINE_STAT(STAT_EndFrame); DEFINE_STAT(STAT_UpdateReverseMapping); DEFINE_STAT(STAT_CollisionContactsCallback); DEFINE_STAT(STAT_BreakingCallback); DEFINE_STAT(STAT_TrailingCallback); DEFINE_STAT(STAT_GCRaycast); DEFINE_STAT(STAT_GCOverlap); DEFINE_STAT(STAT_GCSweep); DEFINE_STAT(STAT_GCCUpdateBounds); DEFINE_STAT(STAT_GCUpdateFilterData); DEFINE_STAT(STAT_GCCUGlobalMatrices); DEFINE_STAT(STAT_GCPostPhysicsSync); DEFINE_STAT(STAT_GCFullyDecayedBroadcast); DEFINE_STAT(STAT_GCInitDynamicData); DEFINE_STAT(STAT_GCTotalTransforms); DEFINE_STAT(STAT_GCChangedTransforms); DEFINE_STAT(STAT_GCReplicatedClusters); DEFINE_STAT(STAT_GCReplicatedFractures); DEFINE_STAT(STAT_LockWaits); DEFINE_STAT(STAT_GeomBeginFrame); DEFINE_STAT(STAT_SkelMeshUpdateAnim); DEFINE_STAT(STAT_DispatchEventNotifies); DEFINE_STAT(STAT_DispatchCollisionEvents); DEFINE_STAT(STAT_DispatchBreakEvents); DEFINE_STAT(STAT_DispatchCrumblingEvents); DEFINE_STAT(STAT_BufferPhysicsResults); DEFINE_STAT(STAT_FlipResults); DEFINE_STAT(STAT_ProcessDeferredCreatePhysicsState); DEFINE_STAT(STAT_SqUpdateMaterials); DEFINE_STAT(STAT_CacheResultGeomCollection); DEFINE_STAT(STAT_UpdateGeometryCollectionViews); DEFINE_STAT(STAT_BufferPhysicsResultsParticleLoop); DEFINE_STAT(STAT_CaptureSolverData); DEFINE_STAT(STAT_CacheResultStaticMesh); DEFINE_STAT(STAT_CaptureDisabledState); DEFINE_STAT(STAT_CalcGlobalGCMatrices); DEFINE_STAT(STAT_CalcGlobalGCBounds); DEFINE_STAT(STAT_CalcParticleToWorld); DEFINE_STAT(STAT_CreateBodies); DEFINE_STAT(STAT_UpdateParams); DEFINE_STAT(STAT_DisableCollisions); DEFINE_STAT(STAT_EvolutionAndKinematicUpdate); DEFINE_STAT(STAT_AdvanceEventWaits); DEFINE_STAT(STAT_ResetCollisionRule); DEFINE_STAT(STAT_EventDataGathering) DEFINE_STAT(STAT_FillProducerData) DEFINE_STAT(STAT_FlipBuffersIfRequired) DEFINE_STAT(STAT_GatherCollisionEvent) DEFINE_STAT(STAT_GatherBreakingEvent) DEFINE_STAT(STAT_GatherTrailingEvent) DEFINE_STAT(STAT_GatherSleepingEvent) DEFINE_STAT(STAT_GatherCrumblingEvent) DEFINE_STAT(STAT_AccelerationStructureReset); DEFINE_STAT(STAT_FinalizeCallbacks); DEFINE_STAT(STAT_ResetClusteringEvents); DEFINE_STAT(STAT_RewindFinishFrame); DEFINE_STAT(STAT_ResetMarshallingData); DEFINE_STAT(STAT_ConditionalApplyRewind); DEFINE_STAT(STAT_FinalizePullData); DEFINE_STAT(STAT_DestroyPendingProxies); DEFINE_STAT(STAT_ParamUpdateObject); DEFINE_STAT(STAT_ParamUpdateField); DEFINE_STAT(STAT_SyncEvents_GameThread); DEFINE_STAT(STAT_PhysicsStatUpdate); DEFINE_STAT(STAT_PhysicsThreadTime); DEFINE_STAT(STAT_PhysicsThreadTimeEff); DEFINE_STAT(STAT_PhysicsThreadFps); DEFINE_STAT(STAT_PhysicsThreadFpsEff); DEFINE_STAT(STAT_Scene_StartFrame); DEFINE_STAT(STAT_Scene_EndFrame); DEFINE_STAT(STAT_ParamUpdateField_Object); DEFINE_STAT(STAT_ForceUpdateField_Object); DEFINE_STAT(STAT_NiagaraUpdateField_Object); DEFINE_STAT(STAT_ParamUpdateField_DynamicState); DEFINE_STAT(STAT_ParamUpdateField_ActivateDisabled); DEFINE_STAT(STAT_ParamUpdateField_ExternalClusterStrain); DEFINE_STAT(STAT_ParamUpdateField_Kill); DEFINE_STAT(STAT_ParamUpdateField_LinearVelocity); DEFINE_STAT(STAT_ParamUpdateField_AngularVelocity); DEFINE_STAT(STAT_ParamUpdateField_SleepingThreshold); DEFINE_STAT(STAT_ParamUpdateField_DisableThreshold); DEFINE_STAT(STAT_ParamUpdateField_InternalClusterStrain); DEFINE_STAT(STAT_ParamUpdateField_CollisionGroup); DEFINE_STAT(STAT_ParamUpdateField_PositionStatic); DEFINE_STAT(STAT_ParamUpdateField_PositionTarget); DEFINE_STAT(STAT_ParamUpdateField_PositionAnimated); DEFINE_STAT(STAT_ParamUpdateField_DynamicConstraint); DEFINE_STAT(STAT_ForceUpdateField_LinearForce); DEFINE_STAT(STAT_ForceUpdateField_AngularTorque); DEFINE_STAT(STAT_ForceUpdateField_LinearImpulse); DEFINE_STAT(STAT_Collisions_Detect); DEFINE_STAT(STAT_Collisions_ParticlePairBroadPhase); DEFINE_STAT(STAT_Collisions_SpatialBroadPhase); DEFINE_STAT(STAT_Collisions_BroadPhase); DEFINE_STAT(STAT_Collisions_AssignMidPhases); DEFINE_STAT(STAT_Collisions_NarrowPhase); DEFINE_STAT(STAT_Collisions_GenerateCollisions); DEFINE_STAT(STAT_Collisions_Gather); DEFINE_STAT(STAT_Collisions_Scatter); DEFINE_STAT(STAT_Collisions_Apply); DEFINE_STAT(STAT_Collisions_ApplyPushOut); DEFINE_STAT(STAT_Collisions_SimplifyConvexes);