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o3de/Gems/PhysX/Code/Source/RigidBody.cpp

813 lines
27 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzCore/Math/ToString.h>
#include <AzFramework/Physics/Utils.h>
#include <AzFramework/Physics/Configuration/RigidBodyConfiguration.h>
#include <PhysX/NativeTypeIdentifiers.h>
#include <PhysX/MathConversion.h>
#include <Source/RigidBody.h>
#include <Source/Utils.h>
#include <PhysX/Utils.h>
#include <Source/Shape.h>
#include <extensions/PxRigidBodyExt.h>
#include <PxPhysicsAPI.h>
#include <PhysX/PhysXLocks.h>
#include <Common/PhysXSceneQueryHelpers.h>
namespace PhysX
{
namespace
{
const AZ::Vector3 DefaultCenterOfMass = AZ::Vector3::CreateZero();
const float DefaultMass = 1.0f;
const AZ::Matrix3x3 DefaultInertiaTensor = AZ::Matrix3x3::CreateIdentity();
bool IsSimulationShape(const physx::PxShape& pxShape)
{
return (pxShape.getFlags() & physx::PxShapeFlag::eSIMULATION_SHAPE);
}
bool CanShapeComputeMassProperties(const physx::PxShape& pxShape)
{
// Note: List based on computeMassAndInertia function in ExtRigidBodyExt.cpp file in PhysX.
const physx::PxGeometryType::Enum geometryType = pxShape.getGeometryType();
return geometryType == physx::PxGeometryType::eSPHERE
|| geometryType == physx::PxGeometryType::eBOX
|| geometryType == physx::PxGeometryType::eCAPSULE
|| geometryType == physx::PxGeometryType::eCONVEXMESH;
}
}
void RigidBody::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<RigidBody>()
->Version(1)
;
}
}
RigidBody::RigidBody(const AzPhysics::RigidBodyConfiguration& configuration)
: m_startAsleep(configuration.m_startAsleep)
{
CreatePhysXActor(configuration);
}
RigidBody::~RigidBody()
{
//clean up the attached shapes
if(m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
for (auto shape : m_shapes)
{
m_pxRigidActor->detachShape(*shape->GetPxShape());
shape->DetachedFromActor();
}
}
m_shapes.clear();
// Invalidate user data so it sets m_pxRigidActor->userData to nullptr.
// It's appropriate to do this as m_pxRigidActor is a shared pointer and
// techniqucally it could survive m_actorUserData life's spam.
m_actorUserData.Invalidate();
}
void RigidBody::CreatePhysXActor(const AzPhysics::RigidBodyConfiguration& configuration)
{
if (m_pxRigidActor != nullptr)
{
AZ_Warning("PhysX Rigid Body", false, "Trying to create PhysX rigid actor when it's already created");
return;
}
if (m_pxRigidActor = PxActorFactories::CreatePxRigidBody(configuration))
{
m_actorUserData = ActorData(m_pxRigidActor.get());
m_actorUserData.SetRigidBody(this);
m_actorUserData.SetEntityId(configuration.m_entityId);
SetName(configuration.m_debugName);
SetGravityEnabled(configuration.m_gravityEnabled);
SetCCDEnabled(configuration.m_ccdEnabled);
SetKinematic(configuration.m_kinematic);
if (configuration.m_customUserData)
{
SetUserData(configuration.m_customUserData);
}
}
}
void RigidBody::AddShape(AZStd::shared_ptr<Physics::Shape> shape)
{
if (!m_pxRigidActor || !shape)
{
return;
}
auto pxShape = AZStd::rtti_pointer_cast<PhysX::Shape>(shape);
if (!pxShape)
{
AZ_Error("PhysX Rigid Body", false, "Trying to add a shape of unknown type. Name: %s", GetName().c_str());
return;
}
if (!pxShape->GetPxShape())
{
AZ_Error("PhysX Rigid Body", false, "Trying to add a shape with no valid PxShape. Name: %s", GetName().c_str());
return;
}
if (pxShape->GetPxShape()->getGeometryType() == physx::PxGeometryType::eTRIANGLEMESH && !IsKinematic())
{
AZ_Error("PhysX", false, "Cannot use triangle mesh geometry on a dynamic object: %s", GetName().c_str());
return;
}
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->attachShape(*pxShape->GetPxShape());
}
pxShape->AttachedToActor(m_pxRigidActor.get());
m_shapes.push_back(pxShape);
}
void RigidBody::RemoveShape(AZStd::shared_ptr<Physics::Shape> shape)
{
if (m_pxRigidActor == nullptr)
{
AZ_Warning("PhysX::RigidBody", false, "Trying to remove shape from rigid body with no actor");
return;
}
auto pxShape = AZStd::rtti_pointer_cast<PhysX::Shape>(shape);
if (!pxShape)
{
AZ_Warning("PhysX::RigidBody", false, "Trying to remove shape of unknown type", GetName().c_str());
return;
}
const auto found = AZStd::find(m_shapes.begin(), m_shapes.end(), shape);
if (found == m_shapes.end())
{
AZ_Warning("PhysX::RigidBody", false, "Shape has not been attached to this rigid body: %s", GetName().c_str());
return;
}
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->detachShape(*pxShape->GetPxShape());
}
pxShape->DetachedFromActor();
m_shapes.erase(found);
}
void RigidBody::UpdateMassProperties(AzPhysics::MassComputeFlags flags, const AZ::Vector3& centerOfMassOffsetOverride, const AZ::Matrix3x3& inertiaTensorOverride, const float massOverride)
{
const bool computeCenterOfMass = AzPhysics::MassComputeFlags::COMPUTE_COM == (flags & AzPhysics::MassComputeFlags::COMPUTE_COM);
const bool computeInertiaTensor = AzPhysics::MassComputeFlags::COMPUTE_INERTIA == (flags & AzPhysics::MassComputeFlags::COMPUTE_INERTIA);
const bool computeMass = AzPhysics::MassComputeFlags::COMPUTE_MASS == (flags & AzPhysics::MassComputeFlags::COMPUTE_MASS);
const bool needsCompute = computeCenterOfMass || computeInertiaTensor || computeMass;
const bool includeAllShapesInMassCalculation = AzPhysics::MassComputeFlags::INCLUDE_ALL_SHAPES == (flags & AzPhysics::MassComputeFlags::INCLUDE_ALL_SHAPES);
// Basic case where all properties are set directly.
if (!needsCompute)
{
SetCenterOfMassOffset(centerOfMassOffsetOverride);
SetMass(massOverride);
SetInertia(inertiaTensorOverride);
return;
}
// If there are no shapes then set the properties directly without computing anything.
if (m_shapes.empty())
{
SetCenterOfMassOffset(computeCenterOfMass ? DefaultCenterOfMass : centerOfMassOffsetOverride);
SetMass(computeMass ? DefaultMass : massOverride);
SetInertia(computeInertiaTensor ? DefaultInertiaTensor : inertiaTensorOverride);
return;
}
auto cannotComputeMassProperties = [this, includeAllShapesInMassCalculation]
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return AZStd::any_of(m_shapes.cbegin(), m_shapes.cend(),
[includeAllShapesInMassCalculation](const AZStd::shared_ptr<PhysX::Shape>& shape)
{
const physx::PxShape& pxShape = *shape->GetPxShape();
const bool includeShape = includeAllShapesInMassCalculation || IsSimulationShape(pxShape);
return includeShape && !CanShapeComputeMassProperties(pxShape);
});
};
// If contains shapes that cannot compute mass properties (triangle mesh,
// plane or heightfield) then default values will be used.
if (cannotComputeMassProperties())
{
AZ_Warning("RigidBody", !computeCenterOfMass,
"Rigid body '%s' cannot compute COM because it contains triangle mesh, plane or heightfield shapes, it will default to %s.",
GetName().c_str(), AZ::ToString(DefaultCenterOfMass).c_str());
AZ_Warning("RigidBody", !computeMass,
"Rigid body '%s' cannot compute Mass because it contains triangle mesh, plane or heightfield shapes, it will default to %0.1f.",
GetName().c_str(), DefaultMass);
AZ_Warning("RigidBody", !computeInertiaTensor,
"Rigid body '%s' cannot compute Inertia because it contains triangle mesh, plane or heightfield shapes, it will default to %s.",
GetName().c_str(), AZ::ToString(DefaultInertiaTensor.RetrieveScale()).c_str());
SetCenterOfMassOffset(computeCenterOfMass ? DefaultCenterOfMass : centerOfMassOffsetOverride);
SetMass(computeMass ? DefaultMass : massOverride);
SetInertia(computeInertiaTensor ? DefaultInertiaTensor : inertiaTensorOverride);
return;
}
// Center of mass needs to be considered first since
// it's needed when computing mass and inertia.
if (computeCenterOfMass)
{
// Compute Center of Mass
UpdateCenterOfMass(includeAllShapesInMassCalculation);
}
else
{
SetCenterOfMassOffset(centerOfMassOffsetOverride);
}
const physx::PxVec3 pxCenterOfMass = PxMathConvert(GetCenterOfMassLocal());
if (computeMass)
{
// Gather material densities from all shapes,
// mass computation is based on them.
AZStd::vector<float> densities;
densities.reserve(m_shapes.size());
for (const auto& shape : m_shapes)
{
densities.emplace_back(shape->GetMaterial()->GetDensity());
}
// Compute Mass + Inertia
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
physx::PxRigidBodyExt::updateMassAndInertia(*m_pxRigidActor,
densities.data(), static_cast<AZ::u32>(densities.size()),
&pxCenterOfMass, includeAllShapesInMassCalculation);
}
// There is no physx function to only compute the mass without
// computing the inertia. So now that both have been computed
// we can override the inertia if it's suppose to use a
// specific value set by the user.
if (!computeInertiaTensor)
{
SetInertia(inertiaTensorOverride);
}
}
else
{
if (computeInertiaTensor)
{
// Set Mass + Compute Inertia
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
physx::PxRigidBodyExt::setMassAndUpdateInertia(*m_pxRigidActor, massOverride,
&pxCenterOfMass, includeAllShapesInMassCalculation);
}
else
{
SetMass(massOverride);
SetInertia(inertiaTensorOverride);
}
}
}
AZ::u32 RigidBody::GetShapeCount()
{
return static_cast<AZ::u32>(m_shapes.size());
}
AZStd::shared_ptr<Physics::Shape> RigidBody::GetShape(AZ::u32 index)
{
if (index >= m_shapes.size())
{
return nullptr;
}
return m_shapes[index];
}
AZ::Vector3 RigidBody::GetCenterOfMassWorld() const
{
return m_pxRigidActor ? GetTransform().TransformPoint(GetCenterOfMassLocal()) : AZ::Vector3::CreateZero();
}
AZ::Vector3 RigidBody::GetCenterOfMassLocal() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getCMassLocalPose().p);
}
return AZ::Vector3::CreateZero();
}
AZ::Matrix3x3 RigidBody::GetInverseInertiaWorld() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
AZ::Vector3 inverseInertiaDiagonal = PxMathConvert(m_pxRigidActor->getMassSpaceInvInertiaTensor());
AZ::Matrix3x3 rotationToWorld = AZ::Matrix3x3::CreateFromQuaternion(PxMathConvert(m_pxRigidActor->getGlobalPose().q.getConjugate()));
return Physics::Utils::InverseInertiaLocalToWorld(inverseInertiaDiagonal, rotationToWorld);
}
return AZ::Matrix3x3::CreateZero();
}
AZ::Matrix3x3 RigidBody::GetInverseInertiaLocal() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
physx::PxVec3 inverseInertiaDiagonal = m_pxRigidActor->getMassSpaceInvInertiaTensor();
return AZ::Matrix3x3::CreateDiagonal(PxMathConvert(inverseInertiaDiagonal));
}
return AZ::Matrix3x3::CreateZero();
}
float RigidBody::GetMass() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return m_pxRigidActor->getMass();
}
return 0.0f;
}
float RigidBody::GetInverseMass() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return m_pxRigidActor->getInvMass();
}
return 0.0f;
}
void RigidBody::SetMass(float mass)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setMass(mass);
}
}
void RigidBody::SetCenterOfMassOffset(const AZ::Vector3& comOffset)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setCMassLocalPose(physx::PxTransform(PxMathConvert(Utils::Sanitize(comOffset))));
}
}
void RigidBody::UpdateCenterOfMass(bool includeAllShapesInMassCalculation)
{
if (m_shapes.empty())
{
SetCenterOfMassOffset(DefaultCenterOfMass);
return;
}
AZStd::vector<const physx::PxShape*> pxShapes;
pxShapes.reserve(m_shapes.size());
{
// Filter shapes in the same way that updateMassAndInertia function does.
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
for (const auto& shape : m_shapes)
{
const physx::PxShape& pxShape = *shape->GetPxShape();
const bool includeShape = includeAllShapesInMassCalculation || IsSimulationShape(pxShape);
if (includeShape && CanShapeComputeMassProperties(pxShape))
{
pxShapes.emplace_back(&pxShape);
}
}
}
if (pxShapes.empty())
{
SetCenterOfMassOffset(DefaultCenterOfMass);
return;
}
const physx::PxMassProperties pxMassProperties = [this, &pxShapes]
{
// Note: PhysX computeMassPropertiesFromShapes function does not use densities
// to compute the shape's masses, which are needed to calculate the center of mass.
// This differs from updateMassAndInertia function, which uses material density values.
// So the masses used during center of mass calculation do not match the masses
// used during mass/inertia calculation. This is an inconsistency in PhysX.
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return physx::PxRigidBodyExt::computeMassPropertiesFromShapes(pxShapes.data(), static_cast<physx::PxU32>(pxShapes.size()));
}();
SetCenterOfMassOffset(PxMathConvert(pxMassProperties.centerOfMass));
}
void RigidBody::SetInertia(const AZ::Matrix3x3& inertia)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setMassSpaceInertiaTensor(PxMathConvert(inertia.RetrieveScale()));
}
}
AZ::Vector3 RigidBody::GetLinearVelocity() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getLinearVelocity());
}
return AZ::Vector3::CreateZero();
}
void RigidBody::SetLinearVelocity(const AZ::Vector3& velocity)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setLinearVelocity(PxMathConvert(Utils::Sanitize(velocity)));
}
}
AZ::Vector3 RigidBody::GetAngularVelocity() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getAngularVelocity());
}
return AZ::Vector3::CreateZero();
}
void RigidBody::SetAngularVelocity(const AZ::Vector3& angularVelocity)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setAngularVelocity(PxMathConvert(Utils::Sanitize(angularVelocity)));
}
}
AZ::Vector3 RigidBody::GetLinearVelocityAtWorldPoint(const AZ::Vector3& worldPoint) const
{
return m_pxRigidActor ?
GetLinearVelocity() + GetAngularVelocity().Cross(worldPoint - GetCenterOfMassWorld()) :
AZ::Vector3::CreateZero();
}
void RigidBody::ApplyLinearImpulse(const AZ::Vector3& impulse)
{
if (m_pxRigidActor)
{
physx::PxScene* scene = m_pxRigidActor->getScene();
if (!scene)
{
AZ_Warning("PhysX Rigid Body", false, "ApplyLinearImpulse is only valid if the rigid body has been added to a scene. Name: %s", GetName().c_str());
return;
}
if (IsKinematic())
{
AZ_Warning("PhysX Rigid Body", false, "ApplyLinearImpulse is only valid if the rigid body is not kinematic. Name: %s", GetName().c_str());
return;
}
PHYSX_SCENE_WRITE_LOCK(scene);
m_pxRigidActor->addForce(PxMathConvert(Utils::Sanitize(impulse)), physx::PxForceMode::eIMPULSE);
}
}
void RigidBody::ApplyLinearImpulseAtWorldPoint(const AZ::Vector3& impulse, const AZ::Vector3& worldPoint)
{
if (m_pxRigidActor)
{
if (IsKinematic())
{
AZ_Warning("PhysX Rigid Body", false, "ApplyLinearImpulseAtWorldPoint is only valid if the rigid body is not kinematic. Name: %s", GetName().c_str());
return;
}
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
physx::PxRigidBodyExt::addForceAtPos(*m_pxRigidActor, PxMathConvert(Utils::Sanitize(impulse)),
PxMathConvert(Utils::Sanitize(worldPoint)), physx::PxForceMode::eIMPULSE);
}
}
void RigidBody::ApplyAngularImpulse(const AZ::Vector3& angularImpulse)
{
if (m_pxRigidActor)
{
physx::PxScene* scene = m_pxRigidActor->getScene();
if (!scene)
{
AZ_Warning("PhysX Rigid Body", false, "ApplyAngularImpulse is only valid if the rigid body has been added to a scene. Name: %s", GetName().c_str());
return;
}
if (IsKinematic())
{
AZ_Warning("PhysX Rigid Body", false, "ApplyAngularImpulse is only valid if the rigid body is not kinematic. Name: %s", GetName().c_str());
return;
}
PHYSX_SCENE_WRITE_LOCK(scene);
m_pxRigidActor->addTorque(PxMathConvert(Utils::Sanitize(angularImpulse)), physx::PxForceMode::eIMPULSE);
}
}
void RigidBody::SetKinematic(bool isKinematic)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setRigidBodyFlag(physx::PxRigidBodyFlag::eKINEMATIC, isKinematic);
}
}
bool RigidBody::IsKinematic() const
{
bool result = false;
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
auto rigidBodyFlags = m_pxRigidActor->getRigidBodyFlags();
result = rigidBodyFlags.isSet(physx::PxRigidBodyFlag::eKINEMATIC);
}
return result;
}
void RigidBody::SetKinematicTarget(const AZ::Transform& targetTransform)
{
if (IsKinematic())
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setKinematicTarget(PxMathConvert(targetTransform));
}
else
{
AZ_Error("PhysX Rigid Body", false, "SetKinematicTarget is only valid if rigid body is kinematic. Name: %s", GetName().c_str());
}
}
bool RigidBody::IsGravityEnabled() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return m_pxRigidActor->getActorFlags().isSet(physx::PxActorFlag::eDISABLE_GRAVITY) == false;
}
return false;
}
void RigidBody::SetGravityEnabled(bool enabled)
{
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setActorFlag(physx::PxActorFlag::eDISABLE_GRAVITY, enabled == false);
}
if (enabled)
{
ForceAwake();
}
}
void RigidBody::SetSimulationEnabled(bool enabled)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setActorFlag(physx::PxActorFlag::eDISABLE_SIMULATION, enabled == false);
}
}
void RigidBody::SetCCDEnabled(bool enabled)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setRigidBodyFlag(physx::PxRigidBodyFlag::eENABLE_CCD, enabled);
}
AZ::Transform RigidBody::GetTransform() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getGlobalPose());
}
return AZ::Transform::CreateIdentity();
}
void RigidBody::SetTransform(const AZ::Transform& transform)
{
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setGlobalPose(PxMathConvert(transform));
}
}
AZ::Vector3 RigidBody::GetPosition() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getGlobalPose().p);
}
return AZ::Vector3::CreateZero();
}
AZ::Quaternion RigidBody::GetOrientation() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getGlobalPose().q);
}
return AZ::Quaternion::CreateZero();
}
AZ::Aabb RigidBody::GetAabb() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return PxMathConvert(m_pxRigidActor->getWorldBounds(1.0f));
}
return AZ::Aabb::CreateNull();
}
AZ::EntityId RigidBody::GetEntityId() const
{
return m_actorUserData.GetEntityId();
}
AzPhysics::SceneQueryHit RigidBody::RayCast(const AzPhysics::RayCastRequest& request)
{
return PhysX::SceneQueryHelpers::ClosestRayHitAgainstShapes(request, m_shapes, GetTransform());
}
// Physics::ReferenceBase
AZ::Crc32 RigidBody::GetNativeType() const
{
return PhysX::NativeTypeIdentifiers::RigidBody;
}
void* RigidBody::GetNativePointer() const
{
return m_pxRigidActor.get();
}
// Not in API but needed to support PhysicsComponentBus
float RigidBody::GetLinearDamping() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return m_pxRigidActor->getLinearDamping();
}
return 0.0f;
}
void RigidBody::SetLinearDamping(float damping)
{
if (damping < 0.0f)
{
AZ_Warning("PhysX Rigid Body", false, "Negative linear damping value (%6.4e). Name: %s", damping, GetName().c_str());
return;
}
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setLinearDamping(damping);
}
}
float RigidBody::GetAngularDamping() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return m_pxRigidActor->getAngularDamping();
}
return 0.0f;
}
void RigidBody::SetAngularDamping(float damping)
{
if (damping < 0.0f)
{
AZ_Warning("PhysX Rigid Body", false, "Negative angular damping value (%6.4e). Name: %s", damping, GetName().c_str());
return;
}
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setAngularDamping(damping);
}
}
bool RigidBody::IsAwake() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return !m_pxRigidActor->isSleeping();
}
return false;
}
void RigidBody::ForceAsleep()
{
if (m_pxRigidActor) //<- Rigid body must be in a scene, otherwise putToSleep will crash
{
physx::PxScene* scene = m_pxRigidActor->getScene();
if (scene)
{
PHYSX_SCENE_WRITE_LOCK(scene);
m_pxRigidActor->putToSleep();
}
}
}
void RigidBody::ForceAwake()
{
if (m_pxRigidActor) //<- Rigid body must be in a scene, otherwise wakeUp will crash
{
physx::PxScene* scene = m_pxRigidActor->getScene();
if (scene)
{
PHYSX_SCENE_WRITE_LOCK(scene);
m_pxRigidActor->wakeUp();
}
}
}
float RigidBody::GetSleepThreshold() const
{
if (m_pxRigidActor)
{
PHYSX_SCENE_READ_LOCK(m_pxRigidActor->getScene());
return m_pxRigidActor->getSleepThreshold();
}
return 0.0f;
}
void RigidBody::SetSleepThreshold(float threshold)
{
if (threshold < 0.0f)
{
AZ_Warning("PhysX Rigid Body", false, "Negative sleep threshold value (%6.4e). Name: %s", threshold, GetName().c_str());
return;
}
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setSleepThreshold(threshold);
}
}
void RigidBody::SetName(const AZStd::string& entityName)
{
m_name = entityName;
if (m_pxRigidActor)
{
PHYSX_SCENE_WRITE_LOCK(m_pxRigidActor->getScene());
m_pxRigidActor->setName(m_name.c_str());
}
}
const AZStd::string& RigidBody::GetName() const
{
return m_name;
}
}