Open 3D Engine AzFramework API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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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::ShapeConfiguration > | m_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 |
Information required to create the basic physics representation of a character.