Activate(HkWorld world) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
AngularVelocity | Sandbox.Engine.Physics.MyCharacterProxy | |
ApplyAngularImpulse(Vector3 impulse) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
ApplyGravity(Vector3 gravity) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
ApplyLinearImpulse(Vector3 impulse) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
AtLadder | Sandbox.Engine.Physics.MyCharacterProxy | |
CharacterFlyingMaxLinearVelocity() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
CharacterRigidBody | Sandbox.Engine.Physics.MyCharacterProxy | |
CharacterWalkingMaxLinearVelocity() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
ContactPointCallback | Sandbox.Engine.Physics.MyCharacterProxy | |
ContactPointCallbackEnabled | Sandbox.Engine.Physics.MyCharacterProxy | |
CreateCharacterShape(float height, float width, float headHeight, float headSize, float headForwardOffset, float downOffset=0, bool capsuleForHead=false) | Sandbox.Engine.Physics.MyCharacterProxy | inlinestatic |
Deactivate(HkWorld world) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Dispose() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Elevate | Sandbox.Engine.Physics.MyCharacterProxy | |
ElevateUpVector | Sandbox.Engine.Physics.MyCharacterProxy | |
ElevateVector | Sandbox.Engine.Physics.MyCharacterProxy | |
EnableFlyingState(bool enable) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
EnableFlyingState(bool enable, float maxCharacterSpeed, float maxFlyingSpeed, float maxAcceleration) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
EnableLadderState(bool enable) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
EnableLadderState(bool enable, float maxCharacterSpeed, float maxAcceleration) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Forward | Sandbox.Engine.Physics.MyCharacterProxy | |
GetCollisionShape() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
GetHitRigidBody() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
GetPhysicsBody() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
GetRigidBody() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
GetRigidBodyTransform() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
GetShape() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
GetState() | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Gravity | Sandbox.Engine.Physics.MyCharacterProxy | |
GroundVelocity | Sandbox.Engine.Physics.MyCharacterProxy | |
ImmediateSetWorldTransform | Sandbox.Engine.Physics.MyCharacterProxy | |
Jump | Sandbox.Engine.Physics.MyCharacterProxy | |
LinearVelocity | Sandbox.Engine.Physics.MyCharacterProxy | |
Mass | Sandbox.Engine.Physics.MyCharacterProxy | |
MaxSpeedRelativeToShip | Sandbox.Engine.Physics.MyCharacterProxy | |
MyCharacterProxy(bool isDynamic, bool isCapsule, float characterWidth, float characterHeight, float crouchHeight, float ladderHeight, float headSize, float headHeight, Vector3 position, Vector3 up, Vector3 forward, float mass, MyPhysicsBody body, bool isOnlyVertical, float maxSlope, float maxImpulse, float maxSpeedRelativeToShip, float?maxForce=null, HkRagdoll ragDoll=null) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Position | Sandbox.Engine.Physics.MyCharacterProxy | |
PosX | Sandbox.Engine.Physics.MyCharacterProxy | |
PosY | Sandbox.Engine.Physics.MyCharacterProxy | |
SetCollisionFilterInfo(uint info) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
SetHardSupportDistance(float distance) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
SetRigidBodyTransform(Matrix m) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
SetShapeForCrouch(HkWorld world, bool enable) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
SetState(HkCharacterStateType state) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
SetSupportDistance(float distance) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
SkipSimulation(MatrixD mat) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Speed | Sandbox.Engine.Physics.MyCharacterProxy | |
StepSimulation(float stepSizeInSeconds) | Sandbox.Engine.Physics.MyCharacterProxy | inline |
Supported | Sandbox.Engine.Physics.MyCharacterProxy | |
SupportNormal | Sandbox.Engine.Physics.MyCharacterProxy | |
Up | Sandbox.Engine.Physics.MyCharacterProxy | |
UpdateSupport(float stepSizeInSeconds) | Sandbox.Engine.Physics.MyCharacterProxy | inline |