PX_INLINE PxVec3 getVelocityAtPosInternal(const PxRigidBody& body, const PxVec3& point)
{
	PxVec3 velocity = body.getLinearVelocity();
	velocity       += body.getAngularVelocity().cross(point);
	
	return velocity;
}
vec3f PhysActor_PhysX::GetLinearVelocity()
{
	if (!impl->physActor)
	{
		LOG("Cannot get linear velocity from actor because actor ptr is null!");
		return vec3f(0.0f, 0.0f, 0.0f);
	}

	PxRigidBody* actor = nullptr;

	if (impl->physActor->isRigidDynamic() || impl->physActor->isRigidBody())
		actor = (PxRigidBody*)impl->physActor;
	else
	{
		LOG("Cannot get linear velocity from actor because actor is not a Rigid Dynamic or Rigid Body actor.");
		return vec3f(0.0f, 0.0f, 0.0f);
	}

	if (!actor)
		return vec3f(0.0f, 0.0f, 0.0f);

	PxVec3 velocity = actor->getLinearVelocity();
	vec3f vConv(velocity.x, velocity.y, velocity.z);

	return vConv;
}
Vec3 PhysXPhysics::VGetVelocity(ActorId actorId)
{
	PxRigidBody* pBody = FindRigidBody(actorId);
	BE_ASSERT(pBody);
	if (!pBody)
	{
		return Vec3::g_InvalidVec3;
	}
	PxVec3 pxVec = pBody->getLinearVelocity();

	Vec3 velocity;
	PxVecToVec3(pxVec, &velocity);

	return velocity;
}
void SimulationEventCallback::destroyWallBlock(const PxRigidBody& _krRigidBody, const PxShape& _krShape)
{
	Entity* wallBlock = static_cast<Entity*>(_krRigidBody.userData);
	if (find(m_destroyedWallBlocks.begin(), m_destroyedWallBlocks.end(), wallBlock) != m_destroyedWallBlocks.end())
	{
		return;
	}

	PxBoxGeometry geometry;
	_krShape.getBoxGeometry(geometry);

	PxTransform transform = _krRigidBody.getGlobalPose();
	Matrix44 transformation = PhysXMatrix::toMatrix44(transform);

	PxVec3 angularVelocity = _krRigidBody.getAngularVelocity();
	PxVec3 linearVelocity = _krRigidBody.getLinearVelocity();

	m_destroyedWallBlocks.push_back(wallBlock);
	GazEngine::removeEntity(*wallBlock);

	float halfSize = geometry.halfExtents.x / 2.0f;

	Matrix44 fragment0Transformation = transformation;
	getTranslation3(fragment0Transformation) += Vector3(-halfSize, halfSize, 0.0f);
	Entity* pFragment0 = CreateWallBlock(fragment0Transformation, halfSize, *m_pParentNode);
	PxRigidBody* pFragment0RigidBody = pFragment0->getSingleComponent<PhysXBody>()->getActor()->isRigidBody();
	pFragment0RigidBody->setAngularVelocity(angularVelocity);
	pFragment0RigidBody->setLinearVelocity(linearVelocity);
	// The body only got a position in the constructor... lets give it a rotation too.
	PxTransform fragment0Transform = transform;
	fragment0Transform.p += PxVec3(-halfSize, halfSize, 0.0f);
	pFragment0RigidBody->setGlobalPose(fragment0Transform);

	Matrix44 fragment1Transformation = transformation;
	getTranslation3(fragment1Transformation) += Vector3(halfSize, halfSize, 0.0f);
	Entity* pFragment1 = CreateWallBlock(fragment1Transformation, halfSize, *m_pParentNode);
	PxRigidBody* pFragment1RigidBody = pFragment1->getSingleComponent<PhysXBody>()->getActor()->isRigidBody();
	pFragment1RigidBody->setAngularVelocity(angularVelocity);
	pFragment1RigidBody->setLinearVelocity(linearVelocity);
	// The body only got a position in the constructor... lets give it a rotation too.
	PxTransform fragment1Transform = transform;
	fragment1Transform.p += PxVec3(halfSize, halfSize, 0.0f);
	pFragment1RigidBody->setGlobalPose(fragment1Transform);

	Matrix44 fragment2Transformation = transformation;
	getTranslation3(fragment2Transformation) += Vector3(halfSize, -halfSize, 0.0f);
	Entity* pFragment2 = CreateWallBlock(fragment2Transformation, halfSize, *m_pParentNode);
	PxRigidBody* pFragment2RigidBody = pFragment2->getSingleComponent<PhysXBody>()->getActor()->isRigidBody();
	pFragment2RigidBody->setAngularVelocity(angularVelocity);
	pFragment2RigidBody->setLinearVelocity(linearVelocity);
	// The body only got a position in the constructor... lets give it a rotation too.
	PxTransform fragment2Transform = transform;
	fragment2Transform.p += PxVec3(halfSize, -halfSize, 0.0f);
	pFragment2RigidBody->setGlobalPose(fragment2Transform);

	Matrix44 fragment3Transformation = transformation;
	getTranslation3(fragment3Transformation) += Vector3(-halfSize, -halfSize, 0.0f);
	Entity* pFragment3 = CreateWallBlock(fragment3Transformation, halfSize, *m_pParentNode);
	PxRigidBody* pFragment3RigidBody = pFragment3->getSingleComponent<PhysXBody>()->getActor()->isRigidBody();
	pFragment3RigidBody->setAngularVelocity(angularVelocity);
	pFragment3RigidBody->setLinearVelocity(linearVelocity);
	// The body only got a position in the constructor... lets give it a rotation too.
	PxTransform fragment3Transform = transform;
	fragment3Transform.p += PxVec3(-halfSize, -halfSize, 0.0f);
	pFragment3RigidBody->setGlobalPose(fragment3Transform);
}