@ -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 " , " Whe ther friction is applied when CCD collisions are resolved " )
" CCD friction " , " Whe n 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 " , " Whe ther to automatically compute the mass " )
" Compute Mass " , " Whe n 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 " , " Whe ther to automatically compute the inertia values based on the mass and shape of the rigid body " )
" Compute inertia " , " Whe n 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. " )
;
}
}