Files
UnrealEngine/Engine/Source/Runtime/Experimental/Chaos/Private/PhysicsProxy/SkeletalMeshPhysicsProxy.cpp
2025-05-18 13:04:45 +08:00

84 lines
1.9 KiB
C++

// 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<TTuple<int32, int32>>& InPairs)
{}
void FSkeletalMeshPhysicsProxy::AddForceCallback(FParticlesType& InParticles, const float InDt, const int32 InIndex)
{}
void FSkeletalMeshPhysicsProxy::BindParticleCallbackMapping(Chaos::TArrayCollectionArray<PhysicsProxyWrapper>& PhysicsProxyReverseMap, Chaos::TArrayCollectionArray<int32>& 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)
{
}