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 |
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![]() ![]() ![]() ![]() | Contains configuration data for initializing and interacting with PhysX Visual Debugger (PVD) |
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![]() ![]() ![]() ![]() | Contains various options for debug display of PhysX features |
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![]() ![]() ![]() ![]() | Interface for interacting with the PhysX Debug options |
![]() ![]() ![]() ![]() | Implementation of the PhysXDebugInterface |
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![]() ![]() ![]() ![]() | Dialog for explaining the difference between Simulated and Kinematic bodies |
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![]() ![]() ![]() ![]() | Name Identifiers for the joint components sub modes |
![]() ![]() ![]() ![]() | A pairing of Sub component Names, and Id |
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![]() ![]() ![]() ![]() ![]() | A struct to store the materials of the mesh nodes selected in a mesh group |
![]() ![]() ![]() ![]() | Represents a PhysX height field asset |
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![]() ![]() ![]() ![]() | Physics Asset data structure |
![]() ![]() ![]() ![]() | Represents a PhysX mesh asset. This is an AZ::Data::AssetData wrapper around MeshAssetData |
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![]() ![]() ![]() ![]() | Asset handler for loading and initializing PhysX HeightFieldAsset assets |
![]() ![]() ![]() ![]() | Asset handler for loading and initializing PhysXMeshAsset assets |
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![]() ![]() ![]() ![]() | Helper class, responsible for filtering invalid collision candidates prior to more expensive narrow phase checks |
![]() ![]() ![]() ![]() | Callback used to process unbounded overlap scene queries |
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![]() ![]() ![]() ![]() ![]() | Contains information about a node in a hierarchy and how deep it is in the hierarchy relative to the root |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Pair (angles) limits for joints |
![]() ![]() ![]() | Pair (linear) limits for joints |
![]() ![]() ![]() | Cone (swing) limits for joints |
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![]() ![]() ![]() | Class responsible for managing component mode for joints |
![]() ![]() ![]() | Request bus for Joints ComponentMode operations |
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![]() ![]() ![]() | Handles loading and saving the settings registry |
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![]() ![]() ![]() | Bus for PhysX specific character controller functionality |
![]() ![]() ![]() | Bus for requests to the example character gameplay component |
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![]() ![]() ![]() | PhysX wind settings |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Requests serviced by a force region |
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![]() ![]() ![]() | Properties that are common for several types of joints |
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![]() ![]() ![]() | Interface to communicate with PhysX joint's motor |
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![]() ![]() ![]() | Properties of compliant contact mode |
![]() ![]() ![]() | Properties of a PhysX material |
![]() ![]() ![]() | Services provided by the PhysX Mesh Collider Component |
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![]() ![]() ![]() | Base class for all runtime collider components |
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![]() ![]() ![]() | Handles loading and saving the settings registry |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Editor PhysX Force Region Component |
![]() ![]() ![]() | Editor PhysX Heightfield Collider Component |
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![]() ![]() ![]() | Base class for editor joint components |
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![]() ![]() ![]() | Edit context wrapper for the physics asset and asset specific parameters in the shape configuration |
![]() ![]() ![]() | Editor PhysX Mesh Collider Component |
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![]() ![]() ![]() | Configuration data for EditorRigidBodyComponent |
![]() ![]() ![]() | Class for in-editor PhysX Dynamic Rigid Body Component |
![]() ![]() ![]() | Cached data for generating sample points inside the attached shape |
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![]() ![]() ![]() | Class for in-editor PhysX Static Rigid Body Component |
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![]() ![]() ![]() | Force region internal representation. Computes net force exerted on bodies in a force region |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Class for a simple drag force |
![]() ![]() ![]() | Class for a linear damping force |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Base class for game-time generic joint components |
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![]() ![]() ![]() | Material manager specialization for PhysX |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | PhysX specific implementation of generic physics API Ragdoll class |
![]() ![]() ![]() | PhysX specific implementation of generic physics API RagdollNode class |
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![]() ![]() ![]() | Configuration for storing character gameplay settings |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | PhysX implementation of the AzPhysics::Scene |
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![]() ![]() ![]() | Helper class to handle the filtering of collision pairs reported from PhysX |
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![]() ![]() ![]() | Component that provides a collider based on geometry from a shape component |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Implementation of the PhysX error callback interface directing errors to Open 3D Engine error output |
![]() ![]() ![]() | Implementation of the PhysX profiler callback interface |
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![]() ![]() ![]() | A face in a doubly connected edge list (a data structure for efficiently manipulating meshes) |
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![]() ![]() ![]() | A collection of Face and HalfEdge objects used to represent a 2d mesh |