ActivateInBox(ref BoundingBoxD box) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
AddObject(BoundingBoxD bbox, MyPhysicsBody activationHandler, ulong?customId, string tag, long entityId) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
AfterLoadData() | VRage.Game.Components.MySessionComponentBase | inline |
AssertThread() | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
BeforeStart() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
CastLongRay(Vector3D from, Vector3D to, bool any=false) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastRay(Vector3D from, Vector3D to, List< HitInfo > toList, int raycastFilterLayer=0) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastRay(Vector3D from, Vector3D to, int raycastFilterLayer=0) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastRay(Vector3D from, Vector3D to, out HitInfo hitInfo, uint raycastCollisionFilter, bool ignoreConvexShape) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShape(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration=0) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShapeInAllWorlds(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration=0) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShapeReturnContact(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration, out Vector3 worldTranslation) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShapeReturnContactBodyData(Vector3D to, HkShape shape, ref MatrixD transform, uint collisionFilter, float extraPenetration, bool ignoreConvexShape=true) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShapeReturnContactBodyDatas(Vector3D to, HkShape shape, ref MatrixD transform, uint collisionFilter, float extraPenetration, List< HitInfo > result, bool ignoreConvexShape=true) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShapeReturnContactData(Vector3D to, HkShape shape, ref MatrixD transform, uint collisionFilter, float extraPenetration, bool ignoreConvexShape=true) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
CastShapeReturnPoint(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
Clusters | Sandbox.Engine.Physics.MyPhysics | static |
ComponentType | VRage.Game.Components.MySessionComponentBase | |
CreateHkWorld(float broadphaseSize=100000) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
DebugDrawClusters() | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
DebugDrawClustersEnable | Sandbox.Engine.Physics.MyPhysics | static |
DebugDrawClustersMatrix | Sandbox.Engine.Physics.MyPhysics | static |
DebugName | VRage.Game.Components.MySessionComponentBase | |
Definition | VRage.Game.Components.MySessionComponentBase | |
Dependencies | VRage.Game.Components.MySessionComponentBase | |
DeserializeClusters(List< BoundingBoxD > list) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
Draw() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
EnqueueDestruction(FractureImpactDetails details) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
EnsurePhysicsSpace(BoundingBoxD aabb) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
GetAll(List< VRageMath.Spatial.MyClusterTree.MyClusterQueryResult > results) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
GetClusterList() | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
GetCollisionLayer(string strLayer) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
GetEntityReplicableExistsById(long entityId) | Sandbox.Engine.Physics.MyPhysics | inline |
GetObjectBuilder() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
GetObjectOffset(ulong id) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
GetPenetrationsBox(ref Vector3 halfExtents, ref Vector3D translation, ref Quaternion rotation, List< HkBodyCollision > results, int filter) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
GetPenetrationsShape(HkShape shape, ref Vector3D translation, ref Quaternion rotation, List< HkBodyCollision > results, int filter) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
HandleInput() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Init(MyObjectBuilder_SessionComponent sessionComponent) | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
InitFromDefinition(MySessionComponentDefinition definition) | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Initialized | VRage.Game.Components.MySessionComponentBase | |
InsideSimulation | Sandbox.Engine.Physics.MyPhysics | static |
IsPenetratingShapeShape(HkShape shape1, ref Vector3D translation1, ref Quaternion rotation1, HkShape shape2, ref Vector3D translation2, ref Quaternion rotation2) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
IsPenetratingShapeShape(HkShape shape1, ref Matrix transform1, HkShape shape2, ref Matrix transform2) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
IsRequiredByGame | VRage.Game.Components.MySessionComponentBase | |
LoadData() | Sandbox.Engine.Physics.MyPhysics | inlinevirtual |
Loaded | VRage.Game.Components.MySessionComponentBase | |
MoveObject(ulong id, BoundingBoxD aabb, Vector3 velocity) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
MySessionComponentBase() | VRage.Game.Components.MySessionComponentBase | inline |
ObjectBuilderType | VRage.Game.Components.MySessionComponentBase | |
Priority | VRage.Game.Components.MySessionComponentBase | |
RemoveDestructions(MyEntity entity) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
RemoveDestructions(HkRigidBody body) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
RemoveObject(ulong id) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
RestingVelocity | Sandbox.Engine.Physics.MyPhysics | static |
SaveData() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
SerializeClusters(List< BoundingBoxD > list) | Sandbox.Engine.Physics.MyPhysics | inlinestatic |
Session | VRage.Game.Components.MySessionComponentBase | |
SetUpdateOrder(MyUpdateOrder order) | VRage.Game.Components.MySessionComponentBase | inline |
Simulate() | Sandbox.Engine.Physics.MyPhysics | inlinevirtual |
SimulationRatio | Sandbox.Engine.Physics.MyPhysics | static |
SingleWorld | Sandbox.Engine.Physics.MyPhysics | static |
StepsLastSecond | Sandbox.Engine.Physics.MyPhysics | static |
ThreadId | Sandbox.Engine.Physics.MyPhysics | static |
ToString() | VRage.Game.Components.MySessionComponentBase | inline |
UnloadData() | Sandbox.Engine.Physics.MyPhysics | inlineprotectedvirtual |
UnloadDataConditional() | VRage.Game.Components.MySessionComponentBase | inline |
UpdateAfterSimulation() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateBeforeSimulation() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdatedBeforeInit() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateOrder | VRage.Game.Components.MySessionComponentBase | |
UpdatingStopped() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |