Space Engineers
Sandbox.Engine.Physics.MyPhysics Member List

This is the complete list of members for Sandbox.Engine.Physics.MyPhysics, including all inherited members.

ActivateInBox(ref BoundingBoxD box)Sandbox.Engine.Physics.MyPhysicsinlinestatic
AddObject(BoundingBoxD bbox, MyPhysicsBody activationHandler, ulong?customId, string tag, long entityId)Sandbox.Engine.Physics.MyPhysicsinlinestatic
AfterLoadData()VRage.Game.Components.MySessionComponentBaseinline
AssertThread()Sandbox.Engine.Physics.MyPhysicsinlinestatic
BeforeStart()VRage.Game.Components.MySessionComponentBaseinlinevirtual
CastLongRay(Vector3D from, Vector3D to, bool any=false)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastRay(Vector3D from, Vector3D to, List< HitInfo > toList, int raycastFilterLayer=0)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastRay(Vector3D from, Vector3D to, int raycastFilterLayer=0)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastRay(Vector3D from, Vector3D to, out HitInfo hitInfo, uint raycastCollisionFilter, bool ignoreConvexShape)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShape(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration=0)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShapeInAllWorlds(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration=0)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShapeReturnContact(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration, out Vector3 worldTranslation)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShapeReturnContactBodyData(Vector3D to, HkShape shape, ref MatrixD transform, uint collisionFilter, float extraPenetration, bool ignoreConvexShape=true)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShapeReturnContactBodyDatas(Vector3D to, HkShape shape, ref MatrixD transform, uint collisionFilter, float extraPenetration, List< HitInfo > result, bool ignoreConvexShape=true)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShapeReturnContactData(Vector3D to, HkShape shape, ref MatrixD transform, uint collisionFilter, float extraPenetration, bool ignoreConvexShape=true)Sandbox.Engine.Physics.MyPhysicsinlinestatic
CastShapeReturnPoint(Vector3D to, HkShape shape, ref MatrixD transform, int filterLayer, float extraPenetration)Sandbox.Engine.Physics.MyPhysicsinlinestatic
ClustersSandbox.Engine.Physics.MyPhysicsstatic
ComponentTypeVRage.Game.Components.MySessionComponentBase
CreateHkWorld(float broadphaseSize=100000)Sandbox.Engine.Physics.MyPhysicsinlinestatic
DebugDrawClusters()Sandbox.Engine.Physics.MyPhysicsinlinestatic
DebugDrawClustersEnableSandbox.Engine.Physics.MyPhysicsstatic
DebugDrawClustersMatrixSandbox.Engine.Physics.MyPhysicsstatic
DebugNameVRage.Game.Components.MySessionComponentBase
DefinitionVRage.Game.Components.MySessionComponentBase
DependenciesVRage.Game.Components.MySessionComponentBase
DeserializeClusters(List< BoundingBoxD > list)Sandbox.Engine.Physics.MyPhysicsinlinestatic
Draw()VRage.Game.Components.MySessionComponentBaseinlinevirtual
EnqueueDestruction(FractureImpactDetails details)Sandbox.Engine.Physics.MyPhysicsinlinestatic
EnsurePhysicsSpace(BoundingBoxD aabb)Sandbox.Engine.Physics.MyPhysicsinlinestatic
GetAll(List< VRageMath.Spatial.MyClusterTree.MyClusterQueryResult > results)Sandbox.Engine.Physics.MyPhysicsinlinestatic
GetClusterList()Sandbox.Engine.Physics.MyPhysicsinlinestatic
GetCollisionLayer(string strLayer)Sandbox.Engine.Physics.MyPhysicsinlinestatic
GetEntityReplicableExistsById(long entityId)Sandbox.Engine.Physics.MyPhysicsinline
GetObjectBuilder()VRage.Game.Components.MySessionComponentBaseinlinevirtual
GetObjectOffset(ulong id)Sandbox.Engine.Physics.MyPhysicsinlinestatic
GetPenetrationsBox(ref Vector3 halfExtents, ref Vector3D translation, ref Quaternion rotation, List< HkBodyCollision > results, int filter)Sandbox.Engine.Physics.MyPhysicsinlinestatic
GetPenetrationsShape(HkShape shape, ref Vector3D translation, ref Quaternion rotation, List< HkBodyCollision > results, int filter)Sandbox.Engine.Physics.MyPhysicsinlinestatic
HandleInput()VRage.Game.Components.MySessionComponentBaseinlinevirtual
Init(MyObjectBuilder_SessionComponent sessionComponent)VRage.Game.Components.MySessionComponentBaseinlinevirtual
InitFromDefinition(MySessionComponentDefinition definition)VRage.Game.Components.MySessionComponentBaseinlinevirtual
InitializedVRage.Game.Components.MySessionComponentBase
InsideSimulationSandbox.Engine.Physics.MyPhysicsstatic
IsPenetratingShapeShape(HkShape shape1, ref Vector3D translation1, ref Quaternion rotation1, HkShape shape2, ref Vector3D translation2, ref Quaternion rotation2)Sandbox.Engine.Physics.MyPhysicsinlinestatic
IsPenetratingShapeShape(HkShape shape1, ref Matrix transform1, HkShape shape2, ref Matrix transform2)Sandbox.Engine.Physics.MyPhysicsinlinestatic
IsRequiredByGameVRage.Game.Components.MySessionComponentBase
LoadData()Sandbox.Engine.Physics.MyPhysicsinlinevirtual
LoadedVRage.Game.Components.MySessionComponentBase
MoveObject(ulong id, BoundingBoxD aabb, Vector3 velocity)Sandbox.Engine.Physics.MyPhysicsinlinestatic
MySessionComponentBase()VRage.Game.Components.MySessionComponentBaseinline
ObjectBuilderTypeVRage.Game.Components.MySessionComponentBase
PriorityVRage.Game.Components.MySessionComponentBase
RemoveDestructions(MyEntity entity)Sandbox.Engine.Physics.MyPhysicsinlinestatic
RemoveDestructions(HkRigidBody body)Sandbox.Engine.Physics.MyPhysicsinlinestatic
RemoveObject(ulong id)Sandbox.Engine.Physics.MyPhysicsinlinestatic
RestingVelocitySandbox.Engine.Physics.MyPhysicsstatic
SaveData()VRage.Game.Components.MySessionComponentBaseinlinevirtual
SerializeClusters(List< BoundingBoxD > list)Sandbox.Engine.Physics.MyPhysicsinlinestatic
SessionVRage.Game.Components.MySessionComponentBase
SetUpdateOrder(MyUpdateOrder order)VRage.Game.Components.MySessionComponentBaseinline
Simulate()Sandbox.Engine.Physics.MyPhysicsinlinevirtual
SimulationRatioSandbox.Engine.Physics.MyPhysicsstatic
SingleWorldSandbox.Engine.Physics.MyPhysicsstatic
StepsLastSecondSandbox.Engine.Physics.MyPhysicsstatic
ThreadIdSandbox.Engine.Physics.MyPhysicsstatic
ToString()VRage.Game.Components.MySessionComponentBaseinline
UnloadData()Sandbox.Engine.Physics.MyPhysicsinlineprotectedvirtual
UnloadDataConditional()VRage.Game.Components.MySessionComponentBaseinline
UpdateAfterSimulation()VRage.Game.Components.MySessionComponentBaseinlinevirtual
UpdateBeforeSimulation()VRage.Game.Components.MySessionComponentBaseinlinevirtual
UpdatedBeforeInit()VRage.Game.Components.MySessionComponentBaseinlinevirtual
UpdateOrderVRage.Game.Components.MySessionComponentBase
UpdatingStopped()VRage.Game.Components.MySessionComponentBaseinlinevirtual