Physics Asset data structure.
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#include <MeshAsset.h>
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using | ShapeConfigurationPair = AZStd::pair< AZStd::shared_ptr< AssetColliderConfiguration >, AZStd::shared_ptr< Physics::ShapeConfiguration > > |
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using | ShapeConfigurationList = AZStd::vector< ShapeConfigurationPair > |
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static void | Reflect (AZ::ReflectContext *context) |
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ShapeConfigurationList | m_colliderShapes |
| Shapes data with optional collider configuration override.
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Physics::MaterialSlots | m_materialSlots |
| List of material slots of the mesh asset.
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AZStd::vector< AZ::u16 > | m_materialIndexPerShape |
| An index of the material in m_materialSlots for each shape.
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static constexpr AZ::u16 | TriangleMeshMaterialIndex = (std::numeric_limits<AZ::u16>::max)() |
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Physics Asset data structure.
◆ CreateMeshAsset()
AZ::Data::Asset< MeshAsset > PhysX::Pipeline::MeshAssetData::CreateMeshAsset |
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Creates a Mesh Asset with random Id from the properties of this mesh asset data.
The documentation for this class was generated from the following file:
- Gems/PhysX/Code/Include/PhysX/MeshAsset.h