// Copyright Epic Games, Inc. All Rights Reserved. #include "PhysicsProxy/SkeletalMeshPhysicsProxy.h" #include "GeometryCollection/GeometryCollectionCollisionStructureManager.h" #include "ChaosStats.h" #include "PhysicsSolver.h" // @todo(chaos): remove this file FSkeletalMeshPhysicsProxy::FSkeletalMeshPhysicsProxy(UObject* InOwner, const FInitFunc& InInitFunc) : Base(InOwner) { } FSkeletalMeshPhysicsProxy::~FSkeletalMeshPhysicsProxy() { } void FSkeletalMeshPhysicsProxy::Initialize() { } void FSkeletalMeshPhysicsProxy::Reset() { } bool FSkeletalMeshPhysicsProxy::IsSimulating() const { return false; } void FSkeletalMeshPhysicsProxy::UpdateKinematicBodiesCallback(const FParticlesType& Particles, const float Dt, const float Time, FKinematicProxy& Proxy) { } void FSkeletalMeshPhysicsProxy::StartFrameCallback(const float InDt, const float InTime) { } void FSkeletalMeshPhysicsProxy::EndFrameCallback(const float InDt) { } void FSkeletalMeshPhysicsProxy::CreateRigidBodyCallback(FParticlesType& Particles) { } void FSkeletalMeshPhysicsProxy::ParameterUpdateCallback(FParticlesType& InParticles, const float InTime) {} void FSkeletalMeshPhysicsProxy::DisableCollisionsCallback(TSet>& InPairs) {} void FSkeletalMeshPhysicsProxy::AddForceCallback(FParticlesType& InParticles, const float InDt, const int32 InIndex) {} void FSkeletalMeshPhysicsProxy::BindParticleCallbackMapping(Chaos::TArrayCollectionArray& PhysicsProxyReverseMap, Chaos::TArrayCollectionArray& ParticleIDReverseMap) { } void FSkeletalMeshPhysicsProxy::SyncBeforeDestroy() {} void FSkeletalMeshPhysicsProxy::OnRemoveFromScene() { } void FSkeletalMeshPhysicsProxy::BufferPhysicsResults() { } void FSkeletalMeshPhysicsProxy::FlipBuffer() { } bool FSkeletalMeshPhysicsProxy::PullFromPhysicsState(const int32 SolverSyncTimestamp) { return true; } void FSkeletalMeshPhysicsProxy::CaptureInputs(const float Dt, const FInputFunc& InputFunc) { }