Fix various build issuesin uncommon configurations

This commit is contained in:
Wojtek Figat
2025-11-14 00:52:14 -08:00
parent e9070b30a0
commit 4008e19ca9
10 changed files with 27 additions and 24 deletions

View File

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