Fix various build issuesin uncommon configurations
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@@ -3,6 +3,7 @@
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#if COMPILE_WITH_EMPTY_PHYSICS
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#include "Engine/Core/Log.h"
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#include "Engine/Physics/PhysicsBackend.h"
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#include "Engine/Physics/CollisionData.h"
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#include "Engine/Physics/PhysicalMaterial.h"
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#include "Engine/Physics/PhysicsScene.h"
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@@ -226,26 +227,6 @@ bool PhysicsBackend::CheckConvex(void* scene, const Vector3& center, const Colli
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return false;
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}
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bool PhysicsBackend::OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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return false;
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}
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bool PhysicsBackend::OverlapSphere(void* scene, const Vector3& center, const float radius, Array<Collider*>& results, uint32 layerMask, bool hitTriggers)
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{
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return false;
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}
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bool PhysicsBackend::OverlapCapsule(void* scene, const Vector3& center, const float radius, const float height, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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return false;
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}
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bool PhysicsBackend::OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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return false;
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}
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bool PhysicsBackend::OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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return false;
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@@ -353,7 +334,7 @@ Vector3 PhysicsBackend::GetRigidDynamicActorCenterOfMass(void* actor)
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return Vector3::Zero;
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}
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void PhysicsBackend::SetRigidDynamicActorCenterOfMassOffset(void* actor, const Float3& value)
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void PhysicsBackend::AddRigidDynamicActorCenterOfMassOffset(void* actor, const Float3& value)
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{
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}
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@@ -698,6 +679,15 @@ void PhysicsBackend::SetControllerStepOffset(void* controller, float value)
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{
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}
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Vector3 PhysicsBackend::GetControllerBasePosition(void* controller)
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{
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return Vector3::Zero;
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}
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void PhysicsBackend::SetControllerBasePosition(void* controller, const Vector3& value)
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{
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}
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Vector3 PhysicsBackend::GetControllerUpDirection(void* controller)
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{
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return Vector3::Up;
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