improve wording for all PhysX gem tooltips apart from pipeline, fixes 3898
Signed-off-by: greerdv <greerdv@amazon.com>
This commit is contained in:
@@ -122,38 +122,38 @@ namespace PhysX
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->Attribute(AZ::Edit::Attributes::Category, "PhysX")
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->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_initialLinearVelocity,
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"Initial linear velocity", "Initial linear velocity")
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"Initial linear velocity", "Linear velocity applied when the rigid body is activated.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInitialVelocitiesVisibility)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetSpeedUnit())
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_initialAngularVelocity,
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"Initial angular velocity", "Initial angular velocity (limited by maximum angular velocity)")
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"Initial angular velocity", "Angular velocity applied when the rigid body is activated (limited by maximum angular velocity).")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInitialVelocitiesVisibility)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetAngularVelocityUnit())
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_linearDamping,
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"Linear damping", "Linear damping (must be non-negative)")
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"Linear damping", "The rate of decay over time for linear velocity even if no forces are acting on the rigid body.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetDampingVisibility)
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->Attribute(AZ::Edit::Attributes::Min, 0.0f)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_angularDamping,
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"Angular damping", "Angular damping (must be non-negative)")
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"Angular damping", "The rate of decay over time for angular velocity even if no forces are acting on the rigid body.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetDampingVisibility)
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->Attribute(AZ::Edit::Attributes::Min, 0.0f)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_sleepMinEnergy,
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"Sleep threshold", "Kinetic energy per unit mass below which body can go to sleep (must be non-negative)")
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"Sleep threshold", "The rigid body can go to sleep (settle) when kinetic energy per unit mass is persistently below this value.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetSleepOptionsVisibility)
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->Attribute(AZ::Edit::Attributes::Min, 0.0f)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetSleepThresholdUnit())
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_startAsleep,
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"Start asleep", "The rigid body will be asleep when spawned")
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"Start asleep", "When active, the rigid body will be asleep when spawned, and wake when the body is disturbed.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetSleepOptionsVisibility)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_interpolateMotion,
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"Interpolate motion", "Makes object motion look smoother")
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"Interpolate motion", "When active, simulation results are interpolated resulting in smoother motion.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInterpolationVisibility)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_gravityEnabled,
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"Gravity enabled", "Rigid body will be affected by gravity")
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"Gravity enabled", "When active, global gravity affects this rigid body.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetGravityVisibility)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_kinematic,
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"Kinematic", "Rigid body is kinematic")
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"Kinematic", "When active, the rigid body is not affected by gravity or other forces and is moved by script.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetKinematicVisibility)
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// Linear axis locking properties
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@@ -161,85 +161,90 @@ namespace PhysX
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->Attribute(AZ::Edit::Attributes::AutoExpand, false)
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->DataElement(
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AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockLinearX, "Lock X",
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"Lock motion along X direction")
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"When active, forces won't create translation on the X axis of the rigid body.")
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->DataElement(
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AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockLinearY, "Lock Y",
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"Lock motion along Y direction")
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"When active, forces won't create translation on the Y axis of the rigid body.")
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->DataElement(
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AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockLinearZ, "Lock Z",
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"Lock motion along Z direction")
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"When active, forces won't create translation on the Z axis of the rigid body.")
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// Angular axis locking properties
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->ClassElement(AZ::Edit::ClassElements::Group, "Angular Axis Locking")
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->Attribute(AZ::Edit::Attributes::AutoExpand, false)
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->DataElement(
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AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockAngularX, "Lock X",
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"Lock rotation around X direction")
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"When active, forces won't create rotation on the X axis of the rigid body.")
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->DataElement(
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AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockAngularY, "Lock Y",
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"Lock rotation around Y direction")
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"When active, forces won't create rotation on the Y axis of the rigid body.")
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->DataElement(
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AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_lockAngularZ, "Lock Z",
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"Lock rotation around Z direction")
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"When active, forces won't create rotation on the Z axis of the rigid body.")
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->ClassElement(AZ::Edit::ClassElements::Group, "Continuous Collision Detection")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetCCDVisibility)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_ccdEnabled,
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"CCD enabled", "Whether continuous collision detection is enabled for this body")
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"CCD enabled", "When active, the rigid body has continuous collision detection (CCD). Use this to ensure accurate "
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"collision detection, particularly for fast moving rigid bodies. CCD must be activated in the global PhysX preferences.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetCCDVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_ccdMinAdvanceCoefficient,
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"Min advance coefficient", "Lower values reduce clipping but can affect simulation smoothness")
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"Min advance coefficient", "Lower values reduce clipping but can affect simulation smoothness.")
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->Attribute(AZ::Edit::Attributes::Min, 0.01f)
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->Attribute(AZ::Edit::Attributes::Step, 0.01f)
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->Attribute(AZ::Edit::Attributes::Max, 0.99f)
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::IsCCDEnabled)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_ccdFrictionEnabled,
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"CCD friction", "Whether friction is applied when CCD collisions are resolved")
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"CCD friction", "When active, friction is applied when continuous collision detection (CCD) collisions are resolved.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::IsCCDEnabled)
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->ClassElement(AZ::Edit::ClassElements::Group, "") // end previous group by starting new unnamed expanded group
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_maxAngularVelocity,
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"Maximum angular velocity", "The PhysX solver will clamp angular velocities with magnitude exceeding this value")
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"Maximum angular velocity", "Clamp angular velocities to this maximum value. "
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"This prevents rigid bodies from rotating at unrealistic velocities after collisions.")
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->Attribute(AZ::Edit::Attributes::Min, 0.0f)
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetMaxVelocitiesVisibility)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetAngularVelocityUnit())
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// Mass properties
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->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_computeCenterOfMass,
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"Compute COM", "Whether to automatically compute the center of mass")
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"Compute COM", "Compute the center of mass (COM) for this rigid body.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_centerOfMassOffset,
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"COM offset", "Center of mass offset in local frame")
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"COM offset", "Local space offset for the center of mass (COM).")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetCoMVisibility)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetLengthUnit())
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->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_computeMass,
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"Compute Mass", "Whether to automatically compute the mass")
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"Compute Mass", "When active, the mass of the rigid body is computed based on the volume and density values of its colliders.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(AZ::Edit::UIHandlers::Default, &AzPhysics::RigidBodyConfiguration::m_mass,
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"Mass", "The mass of the object (must be non-negative, with a value of zero treated as infinite)")
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"Mass", "The mass of the rigid body in kilograms. A value of 0 is treated as infinite. "
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"The trajectory of infinite mass bodies cannot be affected by any collisions or forces other than gravity.")
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->Attribute(AZ::Edit::Attributes::Min, 0.0f)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetMassUnit())
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetMassVisibility)
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->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_computeInertiaTensor,
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"Compute inertia", "Whether to automatically compute the inertia values based on the mass and shape of the rigid body")
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"Compute inertia", "When active, inertia is computed based on the mass and shape of the rigid body.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(Editor::InertiaHandler, &AzPhysics::RigidBodyConfiguration::m_inertiaTensor,
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"Inertia diagonal", "Diagonal elements of the inertia tensor")
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"Inertia diagonal", "Inertia diagonal elements that specify an inertia tensor; determines the "
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"torque required to rotate the rigid body on each axis.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaVisibility)
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->Attribute(AZ::Edit::Attributes::Suffix, " " + Physics::NameConstants::GetInertiaUnit())
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->DataElement(AZ::Edit::UIHandlers::Default, &RigidBodyConfiguration::m_includeAllShapesInMassCalculation,
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"Include non-simulated shapes in Mass", "If set, non-simulated shapes will also be included in the center of mass, inertia and mass calculations.")
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"Include non-simulated shapes in Mass",
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"When active, non-simulated shapes are included in the center of mass, inertia, and mass calculations.")
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->Attribute(AZ::Edit::Attributes::Visibility, &AzPhysics::RigidBodyConfiguration::GetInertiaSettingsVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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;
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@@ -250,7 +255,7 @@ namespace PhysX
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->Attribute(AZ::Edit::Attributes::Category, "PhysX")
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->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
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->DataElement(AZ::Edit::UIHandlers::Default, &EditorRigidBodyConfiguration::m_centerOfMassDebugDraw,
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"Debug draw COM", "Whether to debug draw the center of mass for this body")
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"Debug draw COM", "Display the rigid body's center of mass (COM) in the viewport.")
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;
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}
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}
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