Open 3D Engine AzFramework API Reference  24.09
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Physics::CharacterConfiguration Class Reference

Information required to create the basic physics representation of a character. More...

#include <Character.h>

Inherits AzPhysics::SimulatedBodyConfiguration.

Public Member Functions

 AZ_CLASS_ALLOCATOR (CharacterConfiguration, AZ::SystemAllocator)
 
 AZ_RTTI (Physics::CharacterConfiguration, "{58D5A6CA-113B-4AC3-8D53-239DB0C4E240}", AzPhysics::SimulatedBodyConfiguration)
 
- Public Member Functions inherited from AzPhysics::SimulatedBodyConfiguration
 AZ_RTTI (AzPhysics::SimulatedBodyConfiguration, "{52844E3D-79C8-4F34-AF63-5C45ADE77F85}")
 

Static Public Member Functions

static void Reflect (AZ::ReflectContext *context)
 
- Static Public Member Functions inherited from AzPhysics::SimulatedBodyConfiguration
static void Reflect (AZ::ReflectContext *context)
 

Public Attributes

AzPhysics::CollisionGroups::Id m_collisionGroupId
 Which layers does this character collide with.
 
AzPhysics::CollisionLayer m_collisionLayer
 Which collision layer is this character on.
 
MaterialSlots m_materialSlots
 Material slots for the character.
 
AZ::Vector3 m_upDirection = AZ::Vector3::CreateAxisZ()
 Up direction for character orientation and step behavior.
 
float m_maximumSlopeAngle = 30.0f
 The maximum slope on which the character can move, in degrees.
 
float m_stepHeight = 0.5f
 Affects what size steps the character can climb.
 
float m_minimumMovementDistance = 0.001f
 To avoid jittering, the controller will not attempt to move distances below this.
 
float m_maximumSpeed = 100.0f
 If the accumulated requested velocity for a tick exceeds this magnitude, it will be clamped.
 
AZStd::string m_colliderTag
 Used to identify the collider associated with the character controller.
 
AZStd::shared_ptr< Physics::ShapeConfigurationm_shapeConfig
 The shape to use when creating the character controller.
 
AZStd::vector< AZStd::shared_ptr< Physics::Shape > > m_colliders
 The list of colliders to attach to the character controller.
 
bool m_applyMoveOnPhysicsTick = true
 Should accumulated velocity be applied on the physics tick.
 
- Public Attributes inherited from AzPhysics::SimulatedBodyConfiguration
 AZ_CLASS_ALLOCATOR_DECL
 
AZ::Vector3 m_position = AZ::Vector3::CreateZero()
 
AZ::Quaternion m_orientation = AZ::Quaternion::CreateIdentity()
 
bool m_startSimulationEnabled = true
 
AZ::EntityId m_entityId = AZ::EntityId(AZ::EntityId::InvalidEntityId)
 
void * m_customUserData = nullptr
 
AZStd::string m_debugName
 

Detailed Description

Information required to create the basic physics representation of a character.


The documentation for this class was generated from the following file: