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Open 3D Engine PhysX Gem API Reference
23.05.0
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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| Struct to bundle together the numerical results of a line search and a qualitative indicator of search success | |
| Contains configuration data for initializing and interacting with PhysX Visual Debugger (PVD) | |
| Contains various options for debug display of PhysX features | |
| Interface for interacting with the PhysX Debug options | |
| Implementation of the PhysXDebugInterface | |
| Dialog for explaining the difference between Simulated and Kinematic bodies | |
| Name Identifiers for the joint components sub modes | |
| A pairing of Sub component Names, and Id | |
| A struct to store the materials of the mesh nodes selected in a mesh group | |
| Represents a PhysX height field asset | |
| Physics Asset data structure | |
| Represents a PhysX mesh asset. This is an AZ::Data::AssetData wrapper around MeshAssetData | |
| Asset handler for loading and initializing PhysX HeightFieldAsset assets | |
| Asset handler for loading and initializing PhysXMeshAsset assets | |
| Helper class, responsible for filtering invalid collision candidates prior to more expensive narrow phase checks | |
| Callback used to process unbounded overlap scene queries | |
| Contains information about a node in a hierarchy and how deep it is in the hierarchy relative to the root | |
| Sub component mode for modifying the asset scale on a collider in the viewport | |
| Sub component mode for modifying the box dimensions on a collider | |
| Sub component mode for modifying the height and radius on a capsule collider | |
| Bus used to communicate with component mode | |
| Provides access to Component Mode specific UI options | |
| Sub component mode for modifying the height and radius on a cylinder collider | |
| Sub component mode for modifying offset on a collider in the viewport | |
| Sub component mode for modifying the rotation on a collider in the viewport | |
| Sub component mode for modifying the box dimensions on a collider | |
| Base class for joint limits | |
| Pair (angles) limits for joints | |
| Pair (linear) limits for joints | |
| Cone (swing) limits for joints | |
| Class responsible for managing component mode for joints | |
| Request bus for Joints ComponentMode operations | |
| Handles loading and saving the settings registry | |
| Bus for PhysX specific character controller functionality | |
| Bus for requests to the example character gameplay component | |
| PhysX wind settings | |
| EntityColliderComponentRequests | |
| Request bus for colliders using primitive shapes | |
| Request bus for colliders using PhysX mesh assets | |
| Bus used to validate that non-convex meshes are not used with simulation types which do not support them | |
| Provides an interface to the Editor Heightfield Collider component | |
| Messages serviced by Editor Joint Components | |
| Requests serviced by a world space force | |
| Requests serviced by a local space force | |
| Requests serviced by a point space force | |
| Requests serviced by a spline follow force | |
| Requests serviced by a simple drag force | |
| Requests serviced by a linear damping force | |
| Requests serviced by a force region | |
| Properties that are common for several types of joints | |
| Interface to communicate with PhysX joint's motor | |
| Properties of compliant contact mode | |
| Properties of a PhysX material | |
| Services provided by the PhysX Mesh Collider Component | |
| Base class for all runtime collider components | |
| Handles loading and saving the settings registry | |
| Edit context wrapper for cylinder specific parameters and cached geometry | |
| Proxy container for only displaying a specific shape configuration depending on the shapeType selected | |
| Editor PhysX Primitive Collider Component | |
| Editor PhysX Force Region Component | |
| Editor PhysX Heightfield Collider Component | |
| Base class for editor joint components | |
| Edit context wrapper for the physics asset and asset specific parameters in the shape configuration | |
| Editor PhysX Mesh Collider Component | |
| Configuration data for EditorRigidBodyComponent | |
| Class for in-editor PhysX Dynamic Rigid Body Component | |
| Cached data for generating sample points inside the attached shape | |
| Class for in-editor PhysX Static Rigid Body Component | |
| Force region internal representation. Computes net force exerted on bodies in a force region | |
| Requests serviced by all forces used by force regions | |
| Class for a world space force exerted on bodies in a force region | |
| Class for a local space force exerted on bodies in a force region | |
| Class for a simple drag force | |
| Class for a linear damping force | |
| A fixed joint locks 2 bodies relative to one another on all axes of freedom | |
| A ball joint locks 2 bodies relative to one another except about the y and z axes of the joint between them | |
| A hinge joint locks 2 bodies relative to one another except about the x-axis of the joint between them | |
| Base class for game-time generic joint components | |
| Material manager specialization for PhysX | |
| Allows PhysX specific character controller properties that are not included in the generic configuration | |
| Manages callbacks for character controller collision filtering, collision notifications, and handling riding on objects | |
| PhysX specific implementation of generic physics API Ragdoll class | |
| PhysX specific implementation of generic physics API RagdollNode class | |
| Configuration for storing character gameplay settings | |
| Proxy container for only displaying a specific shape configuration depending on the shapeType selected | |
| Editor component that allows a PhysX character controller to be edited | |
| Editor component that allows a PhysX character gameplay component to be edited | |
| Component used to simulate a hierarchy of rigid bodies connected by joints, typically used for characters | |
| PhysX-specific settings which are not generic enough to be stored in the AzPhysics rigid body configuration | |
| PhysX specific implementation of generic physics API RigidBody class | |
| Component used to register an entity as a dynamic rigid body in the PhysX simulation | |
| PhysX implementation of the AzPhysics::Scene | |
| Helper class to handle the filtering of collision pairs reported from PhysX | |
| Component that provides a collider based on geometry from a shape component | |
| Implementation of the PhysX memory allocation callback interface using Open 3D Engine allocator | |
| CPU dispatcher which directs tasks submitted by PhysX to the Open 3D Engine scheduling system | |
| Handles PhysX tasks in the Open 3D Engine job scheduler | |
| Implementation of the PhysX error callback interface directing errors to Open 3D Engine error output | |
| Implementation of the PhysX profiler callback interface | |
| A face in a doubly connected edge list (a data structure for efficiently manipulating meshes) | |
| A collection of Face and HalfEdge objects used to represent a 2d mesh |