Fix invalid Rigidbody bounds if it has no shapes attached

This commit is contained in:
Wojciech Figat
2022-03-28 19:28:25 +02:00
parent 8e79529e4e
commit 0ca6e70b66
7 changed files with 72 additions and 123 deletions

View File

@@ -1607,6 +1607,12 @@ void PhysicsBackend::GetActorBounds(void* actor, BoundingBox& bounds)
bounds = P2C(actorPhysX->getWorldBounds(boundsScale));
}
int32 PhysicsBackend::GetRigidActorShapesCount(void* actor)
{
auto actorPhysX = (PxRigidActor*)actor;
return actorPhysX->getNbShapes();
}
void* PhysicsBackend::CreateRigidDynamicActor(IPhysicsActor* actor, const Vector3& position, const Quaternion& orientation)
{
const PxTransform trans(C2P(position), C2P(orientation));
@@ -1749,13 +1755,13 @@ bool PhysicsBackend::GetRigidDynamicActorIsSleeping(void* actor)
return actorPhysX->isSleeping();
}
void PhysicsBackend::GetRigidActorSleep(void* actor)
void PhysicsBackend::RigidDynamicActorSleep(void* actor)
{
auto actorPhysX = (PxRigidDynamic*)actor;
actorPhysX->putToSleep();
}
void PhysicsBackend::GetRigidDynamicActorWakeUp(void* actor)
void PhysicsBackend::RigidDynamicActorWakeUp(void* actor)
{
auto actorPhysX = (PxRigidDynamic*)actor;
actorPhysX->wakeUp();