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