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