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

86 lines
2.0 KiB
C++

// 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<PhysicsProxyWrapper> & PhysicsProxyReverseMap, Chaos::TArrayCollectionArray<int32> & ParticleIDReverseMap)
{
}
void FStaticMeshPhysicsProxy::CreateRigidBodyCallback(FParticlesType& Particles)
{
}
void FStaticMeshPhysicsProxy::ParameterUpdateCallback(FParticlesType& InParticles, const float InTime)
{
}
void FStaticMeshPhysicsProxy::DisableCollisionsCallback(TSet<TTuple<int32, int32>>& 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;
}