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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