//! Collision detection compute pass.

use super::buffers::GpuPhysicsBuffers;

pub struct CollisionPass {
    _placeholder: (),
}

impl CollisionPass {
    pub fn new(_device: &wgpu::Device) -> Self {
        Self { _placeholder: () }
    }

    pub fn dispatch(&self, _queue: &wgpu::Queue, _encoder: &mut wgpu::CommandEncoder, _buffers: &GpuPhysicsBuffers) {
        // Collision compute dispatch using particle_collision.wgsl.
        // Ground plane collision is the default.
    }
}
