// Copyright Epic Games, Inc. All Rights Reserved. #include "PhysicsProxy/StaticMeshPhysicsProxy.h" #include "PhysicsSolver.h" #include "GeometryCollection/GeometryCollectionCollisionStructureManager.h" #include "Chaos/Box.h" #include "Chaos/Capsule.h" #include "Chaos/Sphere.h" #include "Chaos/ErrorReporter.h" #include "Chaos/Serializable.h" #include "ChaosStats.h" // @todo(chaos): remove this file FStaticMeshPhysicsProxy::FStaticMeshPhysicsProxy(UObject* InOwner, FCallbackInitFunc InInitFunc, FSyncDynamicFunc InSyncFunc) : Base(InOwner) { } void FStaticMeshPhysicsProxy::Initialize() { } void FStaticMeshPhysicsProxy::Reset() { } void FStaticMeshPhysicsProxy::BufferKinematicUpdate(const FPhysicsProxyKinematicUpdate& InParamUpdate) { }; bool FStaticMeshPhysicsProxy::IsSimulating() const { return false; } void FStaticMeshPhysicsProxy::UpdateKinematicBodiesCallback(const FParticlesType& Particles, const float Dt, const float Time, FKinematicProxy& Proxy) { } void FStaticMeshPhysicsProxy::StartFrameCallback(const float InDt, const float InTime) { } void FStaticMeshPhysicsProxy::EndFrameCallback(const float InDt) { } void FStaticMeshPhysicsProxy::BindParticleCallbackMapping(Chaos::TArrayCollectionArray & PhysicsProxyReverseMap, Chaos::TArrayCollectionArray & ParticleIDReverseMap) { } void FStaticMeshPhysicsProxy::CreateRigidBodyCallback(FParticlesType& Particles) { } void FStaticMeshPhysicsProxy::ParameterUpdateCallback(FParticlesType& InParticles, const float InTime) { } void FStaticMeshPhysicsProxy::DisableCollisionsCallback(TSet>& InPairs) { } void FStaticMeshPhysicsProxy::AddForceCallback(FParticlesType& InParticles, const float InDt, const int32 InIndex) { } void FStaticMeshPhysicsProxy::OnRemoveFromScene() { } void FStaticMeshPhysicsProxy::BufferPhysicsResults() { } void FStaticMeshPhysicsProxy::FlipBuffer() { } bool FStaticMeshPhysicsProxy::PullFromPhysicsState(const int32 SolverSyncTimestamp) { return true; }