improve wording for all PhysX gem tooltips apart from pipeline, fixes 3898

Signed-off-by: greerdv <greerdv@amazon.com>
This commit is contained in:
greerdv
2021-10-14 16:06:13 +01:00
parent 922a991443
commit ec10bb078e
21 changed files with 174 additions and 147 deletions
@@ -122,38 +122,38 @@ namespace PhysX
->Attribute(AZ::Edit::Attributes::Category, "PhysX")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_initialLinearVelocity,
"Initial linear velocity", "Initial linear velocity")
"Initial linear velocity", "Linear velocity applied when the rigid body is activated.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInitialVelocitiesVisibility)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetSpeedUnit())
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_initialAngularVelocity,
"Initial angular velocity", "Initial angular velocity (limited by maximum angular velocity)")
"Initial angular velocity", "Angular velocity applied when the rigid body is activated (limited by maximum angular velocity).")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInitialVelocitiesVisibility)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetAngularVelocityUnit())
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_linearDamping,
"Linear damping", "Linear damping (must be non-negative)")
"Linear damping", "The rate of decay over time for linear velocity even if no forces are acting on the rigid body.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetDampingVisibility)
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_angularDamping,
"Angular damping", "Angular damping (must be non-negative)")
"Angular damping", "The rate of decay over time for angular velocity even if no forces are acting on the rigid body.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetDampingVisibility)
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_sleepMinEnergy,
"Sleep threshold", "Kinetic energy per unit mass below which body can go to sleep (must be non-negative)")
"Sleep threshold", "The rigid body can go to sleep (settle) when kinetic energy per unit mass is persistently below this value.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetSleepOptionsVisibility)
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetSleepThresholdUnit())
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_startAsleep,
"Start asleep", "The rigid body will be asleep when spawned")
"Start asleep", "When active, the rigid body will be asleep when spawned, and wake when the body is disturbed.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetSleepOptionsVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_interpolateMotion,
"Interpolate motion", "Makes object motion look smoother")
"Interpolate motion", "When active, simulation results are interpolated resulting in smoother motion.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInterpolationVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_gravityEnabled,
"Gravity enabled", "Rigid body will be affected by gravity")
"Gravity enabled", "When active, global gravity affects this rigid body.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetGravityVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_kinematic,
"Kinematic", "Rigid body is kinematic")
"Kinematic", "When active, the rigid body is not affected by gravity or other forces and is moved by script.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetKinematicVisibility)
// Linear axis locking properties
@@ -161,85 +161,90 @@ namespace PhysX
->Attribute(AZ::Edit::Attributes::AutoExpand, false)
->DataElement(
AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockLinearX, "Lock X",
"Lock motion along X direction")
"When active, forces won't create translation on the X axis of the rigid body.")
->DataElement(
AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockLinearY, "Lock Y",
"Lock motion along Y direction")
"When active, forces won't create translation on the Y axis of the rigid body.")
->DataElement(
AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockLinearZ, "Lock Z",
"Lock motion along Z direction")
"When active, forces won't create translation on the Z axis of the rigid body.")
// Angular axis locking properties
->ClassElement(AZ::Edit::ClassElements::Group, "Angular Axis Locking")
->Attribute(AZ::Edit::Attributes::AutoExpand, false)
->DataElement(
AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockAngularX, "Lock X",
"Lock rotation around X direction")
"When active, forces won't create rotation on the X axis of the rigid body.")
->DataElement(
AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockAngularY, "Lock Y",
"Lock rotation around Y direction")
"When active, forces won't create rotation on the Y axis of the rigid body.")
->DataElement(
AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockAngularZ, "Lock Z",
"Lock rotation around Z direction")
"When active, forces won't create rotation on the Z axis of the rigid body.")
->ClassElement(AZ::Edit::ClassElements::Group, "Continuous Collision Detection")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetCCDVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_ccdEnabled,
"CCD enabled", "Whether continuous collision detection is enabled for this body")
"CCD enabled", "When active, the rigid body has continuous collision detection (CCD). Use this to ensure accurate "
"collision detection, particularly for fast moving rigid bodies. CCD must be activated in the global PhysX preferences.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetCCDVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_ccdMinAdvanceCoefficient,
"Min advance coefficient", "Lower values reduce clipping but can affect simulation smoothness")
"Min advance coefficient", "Lower values reduce clipping but can affect simulation smoothness.")
->Attribute(AZ::Edit::Attributes::Min, 0.01f)
->Attribute(AZ::Edit::Attributes::Step, 0.01f)
->Attribute(AZ::Edit::Attributes::Max, 0.99f)
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::IsCCDEnabled)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_ccdFrictionEnabled,
"CCD friction", "Whether friction is applied when CCD collisions are resolved")
"CCD friction", "When active, friction is applied when continuous collision detection (CCD) collisions are resolved.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::IsCCDEnabled)
->ClassElement(AZ::Edit::ClassElements::Group, "") // end previous group by starting new unnamed expanded group
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_maxAngularVelocity,
"Maximum angular velocity", "The PhysX solver will clamp angular velocities with magnitude exceeding this value")
"Maximum angular velocity", "Clamp angular velocities to this maximum value. "
"This prevents rigid bodies from rotating at unrealistic velocities after collisions.")
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetMaxVelocitiesVisibility)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetAngularVelocityUnit())
// Mass properties
->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_computeCenterOfMass,
"Compute COM", "Whether to automatically compute the center of mass")
"Compute COM", "Compute the center of mass (COM) for this rigid body.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_centerOfMassOffset,
"COM offset", "Center of mass offset in local frame")
"COM offset", "Local space offset for the center of mass (COM).")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetCoMVisibility)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetLengthUnit())
->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_computeMass,
"Compute Mass", "Whether to automatically compute the mass")
"Compute Mass", "When active, the mass of the rigid body is computed based on the volume and density values of its colliders.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_mass,
"Mass", "The mass of the object (must be non-negative, with a value of zero treated as infinite)")
"Mass", "The mass of the rigid body in kilograms. A value of 0 is treated as infinite. "
"The trajectory of infinite mass bodies cannot be affected by any collisions or forces other than gravity.")
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetMassUnit())
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetMassVisibility)
->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_computeInertiaTensor,
"Compute inertia", "Whether to automatically compute the inertia values based on the mass and shape of the rigid body")
"Compute inertia", "When active, inertia is computed based on the mass and shape of the rigid body.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
->DataElement(Editor::InertiaHandler, &AzPhysics::RigidBodyConfiguration::m_inertiaTensor,
"Inertia diagonal", "Diagonal elements of the inertia tensor")
"Inertia diagonal", "Inertia diagonal elements that specify an inertia tensor; determines the "
"torque required to rotate the rigid body on each axis.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaVisibility)
->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetInertiaUnit())
->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_includeAllShapesInMassCalculation,
"Include non-simulated shapes in Mass", "If set, non-simulated shapes will also be included in the center of mass, inertia and mass calculations.")
"Include non-simulated shapes in Mass",
"When active, non-simulated shapes are included in the center of mass, inertia, and mass calculations.")
->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
;
@@ -250,7 +255,7 @@ namespace PhysX
->Attribute(AZ::Edit::Attributes::Category, "PhysX")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorRigidBodyConfiguration::m_centerOfMassDebugDraw,
"Debug draw COM", "Whether to debug draw the center of mass for this body")
"Debug draw COM", "Display the rigid body's center of mass (COM) in the viewport.")
;
}
}