Open 3D Engine AzFramework API Reference 23.10.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
Physics::ColliderConfiguration Class Reference

Public Types

enum  PropertyVisibility : AZ::u8 {
  CollisionLayer = 1 << 0 , MaterialSelection = 1 << 1 , IsTrigger = 1 << 2 , IsVisible = 1 << 3 ,
  Offset = 1 << 4
}
 

Public Member Functions

 AZ_CLASS_ALLOCATOR (ColliderConfiguration, AZ::SystemAllocator)
 
 AZ_RTTI (ColliderConfiguration, "{16206828-F867-4DA9-9E4E-549B7B2C6174}")
 
 ColliderConfiguration (const ColliderConfiguration &)=default
 
AZ::Crc32 GetPropertyVisibility (PropertyVisibility property) const
 
void SetPropertyVisibility (PropertyVisibility property, bool isVisible)
 
AZ::Crc32 GetIsTriggerVisibility () const
 
AZ::Crc32 GetCollisionLayerVisibility () const
 
AZ::Crc32 GetMaterialSlotsVisibility () const
 
AZ::Crc32 GetOffsetVisibility () const
 

Static Public Member Functions

static void Reflect (AZ::ReflectContext *context)
 

Public Attributes

AzPhysics::CollisionLayer m_collisionLayer
 Which collision layer is this collider on.
 
AzPhysics::CollisionGroups::Id m_collisionGroupId
 Which layers does this collider collide with.
 
bool m_isTrigger = false
 Should this shape act as a trigger shape.
 
bool m_isSimulated = true
 Should this shape partake in collision in the physical simulation.
 
bool m_isInSceneQueries = true
 Should this shape partake in scene queries (ray casts, overlap tests, sweeps).
 
bool m_isExclusive = true
 Can this collider be shared between multiple bodies?
 
AZ::Vector3 m_position = AZ::Vector3::CreateZero()
 
AZ::Quaternion m_rotation = AZ::Quaternion::CreateIdentity()
 Shape offset relative to the connected rigid body.
 
MaterialSlots m_materialSlots
 Material slots for the collider.
 
AZ::u8 m_propertyVisibilityFlags = (std::numeric_limits<AZ::u8>::max)()
 
bool m_visible = false
 
AZStd::string m_tag
 Identification tag for the collider.
 
float m_restOffset = 0.0f
 Bodies will come to rest separated by the sum of their rest offsets.
 
float m_contactOffset = 0.02f
 Bodies will start to generate contacts when closer than the sum of their contact offsets.
 

Static Public Attributes

static const float ContactOffsetDelta
 

Member Enumeration Documentation

◆ PropertyVisibility

Enumerator
IsVisible 
Deprecated:
This property will be removed in a future release.
Offset 

Whether the rotation and position offsets should be visible.

Member Data Documentation

◆ 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: