#include <PhysicsMaterialAsset.h>
Inherits AZ::Data::AssetData.
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| AZ_CLASS_ALLOCATOR (Physics::MaterialAsset, AZ::SystemAllocator) |
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| AZ_RTTI (Physics::MaterialAsset, "{E4EF58EE-B1D1-46C8-BE48-BB62B8247386}", AZ::Data::AssetData) |
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void | SetData (const AZStd::string &materialType, AZ::u32 version, const MaterialProperties &materialProperties) |
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const AZStd::string & | GetMaterialType () const |
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AZ::u32 | GetVersion () const |
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const MaterialProperties & | GetMaterialProperties () const |
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static void | Reflect (AZ::ReflectContext *context) |
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static constexpr const char * | FileExtension = "physicsmaterial" |
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static constexpr const char * | AssetGroup = "Physics Material" |
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static constexpr AZ::u32 | AssetSubId = 1 |
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AZStd::string | m_materialType |
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AZ::u32 | m_version = 0 |
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MaterialProperties | m_materialProperties |
| List of material properties.
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MaterialAsset defines a single material, which includes all the properties to create a Material instance to use at runtime. This physics material asset is generic and independent from the physics backend used.
◆ SetData()
void Physics::MaterialAsset::SetData |
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const AZStd::string & |
materialType, |
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AZ::u32 |
version, |
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const MaterialProperties & |
materialProperties |
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) |
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Sets the data for this material asset and marks it as ready. This is necessary to be called when creating an in-memory material asset.
◆ m_materialType
AZStd::string Physics::MaterialAsset::m_materialType |
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protected |
String that identifies the type of the material. Each physics backend must provide a different one.
◆ m_version
AZ::u32 Physics::MaterialAsset::m_version = 0 |
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protected |
Version number of the material. Used to identify changes in the properties.
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Physics/Material/PhysicsMaterialAsset.h