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| AZ_CLASS_ALLOCATOR (ColliderConfiguration, AZ::SystemAllocator) |
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| AZ_RTTI (ColliderConfiguration, "{16206828-F867-4DA9-9E4E-549B7B2C6174}") |
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| ColliderConfiguration (const ColliderConfiguration &)=default |
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AZ::Crc32 | GetPropertyVisibility (PropertyVisibility property) const |
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void | SetPropertyVisibility (PropertyVisibility property, bool isVisible) |
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AZ::Crc32 | GetIsTriggerVisibility () const |
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AZ::Crc32 | GetCollisionLayerVisibility () const |
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AZ::Crc32 | GetMaterialSlotsVisibility () const |
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AZ::Crc32 | GetOffsetVisibility () const |
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static void | Reflect (AZ::ReflectContext *context) |
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AzPhysics::CollisionLayer | m_collisionLayer |
| Which collision layer is this collider on.
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AzPhysics::CollisionGroups::Id | m_collisionGroupId |
| Which layers does this collider collide with.
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bool | m_isTrigger = false |
| Should this shape act as a trigger shape.
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bool | m_isSimulated = true |
| Should this shape partake in collision in the physical simulation.
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bool | m_isInSceneQueries = true |
| Should this shape partake in scene queries (ray casts, overlap tests, sweeps).
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bool | m_isExclusive = true |
| Can this collider be shared between multiple bodies?
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AZ::Vector3 | m_position = AZ::Vector3::CreateZero() |
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AZ::Quaternion | m_rotation = AZ::Quaternion::CreateIdentity() |
| Shape offset relative to the connected rigid body.
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MaterialSlots | m_materialSlots |
| Material slots for the collider.
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AZ::u8 | m_propertyVisibilityFlags = (std::numeric_limits<AZ::u8>::max)() |
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bool | m_visible = false |
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AZStd::string | m_tag |
| Identification tag for the collider.
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float | m_restOffset = 0.0f |
| Bodies will come to rest separated by the sum of their rest offsets.
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float | m_contactOffset = 0.02f |
| Bodies will start to generate contacts when closer than the sum of their contact offsets.
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static const float | ContactOffsetDelta |
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◆ PropertyVisibility
Enumerator |
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IsVisible | - Deprecated:
- This property will be removed in a future release.
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Offset | Whether the rotation and position offsets should be visible.
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◆ m_propertyVisibilityFlags
AZ::u8 Physics::ColliderConfiguration::m_propertyVisibilityFlags = (std::numeric_limits<AZ::u8>::max)() |
Visibility flags for collider. Note: added parenthesis for std::numeric_limits is to avoid collision with max
macro in uber builds.
◆ m_rotation
AZ::Quaternion Physics::ColliderConfiguration::m_rotation = AZ::Quaternion::CreateIdentity() |
Shape offset relative to the connected rigid body.
Shape rotation relative to the connected rigid body.
◆ m_visible
bool Physics::ColliderConfiguration::m_visible = false |
- Deprecated:
- This property will be removed in a future release. Display the collider in editor view.
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Physics/Shape.h