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NoOpCallback

Struct NoOpCallback 

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pub struct NoOpCallback;
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No-op callback for physics-only usage (no consciousness coupling).

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impl<const D: usize> PhysicsCallback<D> for NoOpCallback

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fn modulate_force( &self, _: BodyHandle, force: &SVector<f64, D>, ) -> SVector<f64, D>

Modulate a force by the entity’s consciousness level. Returns the modified force vector.
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fn modulate_impulse(&self, impulse: f64, _: &SVector<f64, D>) -> f64

Modulate a collision impulse at a contact point. Returns the modified impulse magnitude.
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fn friction_multiplier(&self, _: &SVector<f64, D>, _: BodyHandle) -> f64

Friction multiplier at a contact point (harmony field effect). 1.0 = normal, <1.0 = reduced (resonance), >1.0 = increased (dissonance).
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fn on_collision(&mut self, _: &CollisionEvent<D>)

Called after collision resolution with the collision event. This is the primary hook for consciousness to observe and react to physical impacts (e.g., calculating trauma, adjusting internal state).
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fn record_dissipation(&mut self, _: f64)

Called after each physics step to record energy dissipated.
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fn record_work(&mut self, _: BodyHandle, _: f64)

Record mechanical work performed (or energy recovered) by an actuator. Positive work = energy consumed (motor driving motion). Negative work = energy recovered (regenerative braking).
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fn apply_trauma(&mut self, _: &CollisionEvent<D>)

Calculates and applies the long-term effect of a collision event (e.g., trauma, fatigue, shock) to the entity’s internal state. This is the primary hook for persistent state change based on impact.

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