Activate() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Activate(object world, ulong clusterObjectID) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
ActivateBatch(object world, ulong clusterObjectID) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
ActivateCollision() | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotectedvirtual |
AddConstraint(HkConstraint constraint) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
AddForce(MyPhysicsForceType type, Vector3?force, Vector3D?position, Vector3?torque) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
AngularAcceleration | VRage.Game.Components.MyPhysicsComponentBase | |
AngularDamping | Sandbox.Engine.Physics.MyPhysicsBody | |
AngularVelocity | Sandbox.Engine.Physics.MyPhysicsBody | |
ApplyImpulse(Vector3 impulse, Vector3D pos) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
BeforeRemovedFromContainer | VRage.Game.Components.MyEntityComponentBase | |
BreakableBody | Sandbox.Engine.Physics.MyPhysicsBody | |
CanUpdateAccelerations | VRage.Game.Components.MyPhysicsComponentBase | |
Center | VRage.Game.Components.MyPhysicsComponentBase | |
CenterOfMassWorld | Sandbox.Engine.Physics.MyPhysicsBody | |
ChangeQualityType(HkCollidableQualityType quality) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
CharacterCollisionFilter | Sandbox.Engine.Physics.MyPhysicsBody | |
CharacterProxy | Sandbox.Engine.Physics.MyPhysicsBody | |
CharacterSystemGroupCollisionFilterID | Sandbox.Engine.Physics.MyPhysicsBody | |
Clear() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
ClearSpeed() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Close() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
CloseRagdoll() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
CloseRagdollMode() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
CloseRagdollMode(HkWorld world) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
CloseRigidBody() | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotectedvirtual |
ClusterObjectID | Sandbox.Engine.Physics.MyPhysicsBody | protected |
ClusterToWorld(Vector3 clusterPos) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
ComponentTypeDebugString | VRage.Game.Components.MyPhysicsComponentBase | |
Constraints | Sandbox.Engine.Physics.MyPhysicsBody | |
ContactPointCallback | Sandbox.Engine.Physics.MyPhysicsBody | |
ContactPointDelay | VRage.Game.Components.MyPhysicsComponentBase | |
Container | VRage.Game.Components.MyEntityComponentBase | |
ContainerBase | VRage.Game.Components.MyComponentBase | |
CreateBody(ref HkShape shape, HkMassProperties?massProperties) | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotectedvirtual |
CreateCharacterCollision(Vector3 center, float characterWidth, float characterHeight, float crouchHeight, float ladderHeight, float headSize, float headHeight, MatrixD worldTransform, float mass, ushort collisionLayer, bool isOnlyVertical, float maxSlope, float maxImpulse, float maxSpeedRelativeToShip, bool networkProxy, float?maxForce=null) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
CreateFromCollisionObject(HkShape shape, Vector3 center, MatrixD worldTransform, HkMassProperties?massProperties=null, int collisionFilter=MyPhysics.CollisionLayers.DefaultCollisionLayer) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Deactivate() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Deactivate(object world) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
DeactivateBatch(object world) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
DebugDraw() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Definition | Sandbox.Engine.Physics.MyPhysicsBody | |
Deserialize(MyObjectBuilder_ComponentBase baseBuilder) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
Enabled | VRage.Game.Components.MyPhysicsComponentBase | |
Entity | VRage.Game.Components.MyPhysicsComponentBase | |
FinishAddBatch() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
FinishRemoveBatch(object userData) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Flags | VRage.Game.Components.MyPhysicsComponentBase | |
ForceActivate() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
FracturedBody_AfterReplaceBody(ref HkdReplaceBodyEvent e) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Friction | Sandbox.Engine.Physics.MyPhysicsBody | |
GetAs< T >() | VRage.Game.Components.MyComponentBase | inlinevirtual |
GetInfoFromFlags(HkRigidBodyCinfo rbInfo, RigidBodyFlag flags) | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotectedstatic |
GetMaterialAt(Vector3D worldPos) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
GetRigidBodyMatrix(out Matrix m) | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotected |
GetRigidBodyMatrix(MatrixD worldMatrix) | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotected |
GetShape() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
GetVelocityAtPoint(Vector3D worldPos) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
GetWorldMatrix() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
Gravity | Sandbox.Engine.Physics.MyPhysicsBody | |
HasRigidBody | Sandbox.Engine.Physics.MyPhysicsBody | |
HavokCollisionSystemID | Sandbox.Engine.Physics.MyPhysicsBody | |
HavokWorld | Sandbox.Engine.Physics.MyPhysicsBody | |
Init(MyComponentDefinitionBase definition) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
InitialSolverDeactivation | Sandbox.Engine.Physics.MyPhysicsBody | |
IsConstraintValid(HkConstraint constraint) | Sandbox.Engine.Physics.MyPhysicsBody | inlinestatic |
IsInWorld | Sandbox.Engine.Physics.MyPhysicsBody | |
IsKinematic | Sandbox.Engine.Physics.MyPhysicsBody | |
IsMoving | Sandbox.Engine.Physics.MyPhysicsBody | |
IsPhantom | VRage.Game.Components.MyPhysicsComponentBase | |
IsRagdollModeActive | Sandbox.Engine.Physics.MyPhysicsBody | |
IsSerialized() | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
IsStatic | Sandbox.Engine.Physics.MyPhysicsBody | |
IsStaticForCluster | Sandbox.Engine.Physics.MyPhysicsBody | |
IsSubpart | Sandbox.Engine.Physics.MyPhysicsBody | |
IsWelded | Sandbox.Engine.Physics.MyPhysicsBody | |
LinearAcceleration | VRage.Game.Components.MyPhysicsComponentBase | |
LinearDamping | Sandbox.Engine.Physics.MyPhysicsBody | |
LinearVelocity | Sandbox.Engine.Physics.MyPhysicsBody | |
m_angularDamping | Sandbox.Engine.Physics.MyPhysicsBody | protected |
m_bodyMatrix | Sandbox.Engine.Physics.MyPhysicsBody | protected |
m_enabled | VRage.Game.Components.MyPhysicsComponentBase | protected |
m_linearDamping | Sandbox.Engine.Physics.MyPhysicsBody | protected |
m_ragdoll | Sandbox.Engine.Physics.MyPhysicsBody | protected |
m_world | Sandbox.Engine.Physics.MyPhysicsBody | protected |
Mass | Sandbox.Engine.Physics.MyPhysicsBody | |
MaterialType | VRage.Game.Components.MyPhysicsComponentBase | |
MyPhysicsBody() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
MyPhysicsBody(IMyEntity entity, RigidBodyFlag flags) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Offset | Sandbox.Engine.Physics.MyPhysicsBody | protected |
OnAddedToContainer() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
OnAddedToScene() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
OnAfterAddedToContainer | VRage.Game.Components.MyEntityComponentBase | static |
OnBeforeRemovedFromContainer() | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
OnMotion(HkRigidBody rbo, float step, bool fromParent=false) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
OnRemovedFromScene() | VRage.Game.Components.MyComponentBase | inlinevirtual |
OnUnwelded(MyPhysicsBody other) | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotectedvirtual |
OnWelded(MyPhysicsBody other) | Sandbox.Engine.Physics.MyPhysicsBody | inlineprotectedvirtual |
OnWorldPositionChanged(object source) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
PhysicsContactHandler(ref MyPhysics.MyContactPointEvent e) | Sandbox.Engine.Physics.MyPhysicsBody | |
PlayCollisionCueEnabled | VRage.Game.Components.MyPhysicsComponentBase | |
PlayContactSound(HkContactPointEvent value, float volume=0) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Ragdoll | Sandbox.Engine.Physics.MyPhysicsBody | |
RagdollSystemGroupCollisionFilterID | Sandbox.Engine.Physics.MyPhysicsBody | |
ReactivateRagdoll | Sandbox.Engine.Physics.MyPhysicsBody | |
RecreateWeldedShape() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
RemoveConstraint(HkConstraint constraint) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
ReportAllContacts | VRage.Game.Components.MyPhysicsComponentBase | |
RigidBody | Sandbox.Engine.Physics.MyPhysicsBody | |
RigidBody2 | Sandbox.Engine.Physics.MyPhysicsBody | |
Serialize(bool copy=false) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
ServerWorldMatrix | VRage.Game.Components.MyPhysicsComponentBase | |
SetContainer(MyComponentContainer container) | VRage.Game.Components.MyComponentBase | inlinevirtual |
SetRagdollDefaults() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
SetSpeeds(Vector3 linear, Vector3 angular) | VRage.Game.Components.MyPhysicsComponentBase | inline |
Speed | Sandbox.Engine.Physics.MyPhysicsBody | |
SwitchToRagdollMode(bool deadMode=true, int firstRagdollSubID=1) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
SwitchToRagdollModeOnActivate | Sandbox.Engine.Physics.MyPhysicsBody | |
SynchronizeKeyframedRigidBody() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Unweld(MyPhysicsBody other, bool insertToWorld=true, bool recreateShape=true) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Unweld(bool insertInWorld=true) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
UnweldAll(bool insertInWorld) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
UpdateAccelerations() | VRage.Game.Components.MyPhysicsComponentBase | inline |
UpdateCluster() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
UpdateFromSystem() | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |
UpdateMassProps() | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Weld(MyPhysicsComponentBase other, bool recreateShape=true) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
Weld(MyPhysicsBody other, bool recreateShape=true) | Sandbox.Engine.Physics.MyPhysicsBody | inline |
WeldedRigidBody | Sandbox.Engine.Physics.MyPhysicsBody | |
WeldInfo | Sandbox.Engine.Physics.MyPhysicsBody | |
WorldToCluster(Vector3D worldPos) | Sandbox.Engine.Physics.MyPhysicsBody | inlinevirtual |