Space Engineers
Sandbox.Engine.Physics.MyPhysicsBody Member List

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

Activate()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
Activate(object world, ulong clusterObjectID)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
ActivateBatch(object world, ulong clusterObjectID)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
ActivateCollision()Sandbox.Engine.Physics.MyPhysicsBodyinlineprotectedvirtual
AddConstraint(HkConstraint constraint)Sandbox.Engine.Physics.MyPhysicsBodyinline
AddForce(MyPhysicsForceType type, Vector3?force, Vector3D?position, Vector3?torque)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
AngularAccelerationVRage.Game.Components.MyPhysicsComponentBase
AngularDampingSandbox.Engine.Physics.MyPhysicsBody
AngularVelocitySandbox.Engine.Physics.MyPhysicsBody
ApplyImpulse(Vector3 impulse, Vector3D pos)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
BeforeRemovedFromContainerVRage.Game.Components.MyEntityComponentBase
BreakableBodySandbox.Engine.Physics.MyPhysicsBody
CanUpdateAccelerationsVRage.Game.Components.MyPhysicsComponentBase
CenterVRage.Game.Components.MyPhysicsComponentBase
CenterOfMassWorldSandbox.Engine.Physics.MyPhysicsBody
ChangeQualityType(HkCollidableQualityType quality)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
CharacterCollisionFilterSandbox.Engine.Physics.MyPhysicsBody
CharacterProxySandbox.Engine.Physics.MyPhysicsBody
CharacterSystemGroupCollisionFilterIDSandbox.Engine.Physics.MyPhysicsBody
Clear()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
ClearSpeed()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
Close()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
CloseRagdoll()Sandbox.Engine.Physics.MyPhysicsBodyinline
CloseRagdollMode()Sandbox.Engine.Physics.MyPhysicsBodyinline
CloseRagdollMode(HkWorld world)Sandbox.Engine.Physics.MyPhysicsBodyinline
CloseRigidBody()Sandbox.Engine.Physics.MyPhysicsBodyinlineprotectedvirtual
ClusterObjectIDSandbox.Engine.Physics.MyPhysicsBodyprotected
ClusterToWorld(Vector3 clusterPos)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
ComponentTypeDebugStringVRage.Game.Components.MyPhysicsComponentBase
ConstraintsSandbox.Engine.Physics.MyPhysicsBody
ContactPointCallbackSandbox.Engine.Physics.MyPhysicsBody
ContactPointDelayVRage.Game.Components.MyPhysicsComponentBase
ContainerVRage.Game.Components.MyEntityComponentBase
ContainerBaseVRage.Game.Components.MyComponentBase
CreateBody(ref HkShape shape, HkMassProperties?massProperties)Sandbox.Engine.Physics.MyPhysicsBodyinlineprotectedvirtual
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.MyPhysicsBodyinlinevirtual
CreateFromCollisionObject(HkShape shape, Vector3 center, MatrixD worldTransform, HkMassProperties?massProperties=null, int collisionFilter=MyPhysics.CollisionLayers.DefaultCollisionLayer)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
Deactivate()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
Deactivate(object world)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
DeactivateBatch(object world)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
DebugDraw()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
DefinitionSandbox.Engine.Physics.MyPhysicsBody
Deserialize(MyObjectBuilder_ComponentBase baseBuilder)VRage.Game.Components.MyPhysicsComponentBaseinlinevirtual
EnabledVRage.Game.Components.MyPhysicsComponentBase
EntityVRage.Game.Components.MyPhysicsComponentBase
FinishAddBatch()Sandbox.Engine.Physics.MyPhysicsBodyinline
FinishRemoveBatch(object userData)Sandbox.Engine.Physics.MyPhysicsBodyinline
FlagsVRage.Game.Components.MyPhysicsComponentBase
ForceActivate()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
FracturedBody_AfterReplaceBody(ref HkdReplaceBodyEvent e)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
FrictionSandbox.Engine.Physics.MyPhysicsBody
GetAs< T >()VRage.Game.Components.MyComponentBaseinlinevirtual
GetInfoFromFlags(HkRigidBodyCinfo rbInfo, RigidBodyFlag flags)Sandbox.Engine.Physics.MyPhysicsBodyinlineprotectedstatic
GetMaterialAt(Vector3D worldPos)VRage.Game.Components.MyPhysicsComponentBaseinlinevirtual
GetRigidBodyMatrix(out Matrix m)Sandbox.Engine.Physics.MyPhysicsBodyinlineprotected
GetRigidBodyMatrix(MatrixD worldMatrix)Sandbox.Engine.Physics.MyPhysicsBodyinlineprotected
GetShape()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
GetVelocityAtPoint(Vector3D worldPos)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
GetWorldMatrix()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
GravitySandbox.Engine.Physics.MyPhysicsBody
HasRigidBodySandbox.Engine.Physics.MyPhysicsBody
HavokCollisionSystemIDSandbox.Engine.Physics.MyPhysicsBody
HavokWorldSandbox.Engine.Physics.MyPhysicsBody
Init(MyComponentDefinitionBase definition)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
InitialSolverDeactivationSandbox.Engine.Physics.MyPhysicsBody
IsConstraintValid(HkConstraint constraint)Sandbox.Engine.Physics.MyPhysicsBodyinlinestatic
IsInWorldSandbox.Engine.Physics.MyPhysicsBody
IsKinematicSandbox.Engine.Physics.MyPhysicsBody
IsMovingSandbox.Engine.Physics.MyPhysicsBody
IsPhantomVRage.Game.Components.MyPhysicsComponentBase
IsRagdollModeActiveSandbox.Engine.Physics.MyPhysicsBody
IsSerialized()VRage.Game.Components.MyPhysicsComponentBaseinlinevirtual
IsStaticSandbox.Engine.Physics.MyPhysicsBody
IsStaticForClusterSandbox.Engine.Physics.MyPhysicsBody
IsSubpartSandbox.Engine.Physics.MyPhysicsBody
IsWeldedSandbox.Engine.Physics.MyPhysicsBody
LinearAccelerationVRage.Game.Components.MyPhysicsComponentBase
LinearDampingSandbox.Engine.Physics.MyPhysicsBody
LinearVelocitySandbox.Engine.Physics.MyPhysicsBody
m_angularDampingSandbox.Engine.Physics.MyPhysicsBodyprotected
m_bodyMatrixSandbox.Engine.Physics.MyPhysicsBodyprotected
m_enabledVRage.Game.Components.MyPhysicsComponentBaseprotected
m_linearDampingSandbox.Engine.Physics.MyPhysicsBodyprotected
m_ragdollSandbox.Engine.Physics.MyPhysicsBodyprotected
m_worldSandbox.Engine.Physics.MyPhysicsBodyprotected
MassSandbox.Engine.Physics.MyPhysicsBody
MaterialTypeVRage.Game.Components.MyPhysicsComponentBase
MyPhysicsBody()Sandbox.Engine.Physics.MyPhysicsBodyinline
MyPhysicsBody(IMyEntity entity, RigidBodyFlag flags)Sandbox.Engine.Physics.MyPhysicsBodyinline
OffsetSandbox.Engine.Physics.MyPhysicsBodyprotected
OnAddedToContainer()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
OnAddedToScene()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
OnAfterAddedToContainerVRage.Game.Components.MyEntityComponentBasestatic
OnBeforeRemovedFromContainer()VRage.Game.Components.MyPhysicsComponentBaseinlinevirtual
OnMotion(HkRigidBody rbo, float step, bool fromParent=false)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
OnRemovedFromScene()VRage.Game.Components.MyComponentBaseinlinevirtual
OnUnwelded(MyPhysicsBody other)Sandbox.Engine.Physics.MyPhysicsBodyinlineprotectedvirtual
OnWelded(MyPhysicsBody other)Sandbox.Engine.Physics.MyPhysicsBodyinlineprotectedvirtual
OnWorldPositionChanged(object source)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
PhysicsContactHandler(ref MyPhysics.MyContactPointEvent e)Sandbox.Engine.Physics.MyPhysicsBody
PlayCollisionCueEnabledVRage.Game.Components.MyPhysicsComponentBase
PlayContactSound(HkContactPointEvent value, float volume=0)Sandbox.Engine.Physics.MyPhysicsBodyinline
RagdollSandbox.Engine.Physics.MyPhysicsBody
RagdollSystemGroupCollisionFilterIDSandbox.Engine.Physics.MyPhysicsBody
ReactivateRagdollSandbox.Engine.Physics.MyPhysicsBody
RecreateWeldedShape()Sandbox.Engine.Physics.MyPhysicsBodyinline
RemoveConstraint(HkConstraint constraint)Sandbox.Engine.Physics.MyPhysicsBodyinline
ReportAllContactsVRage.Game.Components.MyPhysicsComponentBase
RigidBodySandbox.Engine.Physics.MyPhysicsBody
RigidBody2Sandbox.Engine.Physics.MyPhysicsBody
Serialize(bool copy=false)VRage.Game.Components.MyPhysicsComponentBaseinlinevirtual
ServerWorldMatrixVRage.Game.Components.MyPhysicsComponentBase
SetContainer(MyComponentContainer container)VRage.Game.Components.MyComponentBaseinlinevirtual
SetRagdollDefaults()Sandbox.Engine.Physics.MyPhysicsBodyinline
SetSpeeds(Vector3 linear, Vector3 angular)VRage.Game.Components.MyPhysicsComponentBaseinline
SpeedSandbox.Engine.Physics.MyPhysicsBody
SwitchToRagdollMode(bool deadMode=true, int firstRagdollSubID=1)Sandbox.Engine.Physics.MyPhysicsBodyinline
SwitchToRagdollModeOnActivateSandbox.Engine.Physics.MyPhysicsBody
SynchronizeKeyframedRigidBody()Sandbox.Engine.Physics.MyPhysicsBodyinline
Unweld(MyPhysicsBody other, bool insertToWorld=true, bool recreateShape=true)Sandbox.Engine.Physics.MyPhysicsBodyinline
Unweld(bool insertInWorld=true)Sandbox.Engine.Physics.MyPhysicsBodyinline
UnweldAll(bool insertInWorld)Sandbox.Engine.Physics.MyPhysicsBodyinline
UpdateAccelerations()VRage.Game.Components.MyPhysicsComponentBaseinline
UpdateCluster()Sandbox.Engine.Physics.MyPhysicsBodyinline
UpdateFromSystem()Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual
UpdateMassProps()Sandbox.Engine.Physics.MyPhysicsBodyinline
Weld(MyPhysicsComponentBase other, bool recreateShape=true)Sandbox.Engine.Physics.MyPhysicsBodyinline
Weld(MyPhysicsBody other, bool recreateShape=true)Sandbox.Engine.Physics.MyPhysicsBodyinline
WeldedRigidBodySandbox.Engine.Physics.MyPhysicsBody
WeldInfoSandbox.Engine.Physics.MyPhysicsBody
WorldToCluster(Vector3D worldPos)Sandbox.Engine.Physics.MyPhysicsBodyinlinevirtual