Space Engineers
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Abstract engine physics body object. More...
Classes | |
class | MyWeldInfo |
Public Member Functions | |
delegate void | PhysicsContactHandler (ref MyPhysics.MyContactPointEvent e) |
MyPhysicsBody () | |
MyPhysicsBody (IMyEntity entity, RigidBodyFlag flags) | |
Initializes a new instance of the MyPhysicsBody class. More... | |
override void | Close () |
Initializes a new instance of the MyPhysicsBody class. More... | |
override void | AddForce (MyPhysicsForceType type, Vector3?force, Vector3D?position, Vector3?torque) |
Applies external force to the physics object. More... | |
override void | ApplyImpulse (Vector3 impulse, Vector3D pos) |
Applies the impulse. More... | |
override void | ClearSpeed () |
Clears the speeds. More... | |
override void | Clear () |
Clear all dynamic values of physics object. More... | |
override void | DebugDraw () |
Debug draw of this physics object. More... | |
virtual void | CreateFromCollisionObject (HkShape shape, Vector3 center, MatrixD worldTransform, HkMassProperties?massProperties=null, int collisionFilter=MyPhysics.CollisionLayers.DefaultCollisionLayer) |
void | PlayContactSound (HkContactPointEvent value, float volume=0) |
override void | 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) |
override void | Deactivate () |
Deactivates this rigid body in physics. More... | |
virtual void | Deactivate (object world) |
Called when standalone object is removed from cluster More... | |
virtual void | DeactivateBatch (object world) |
Called when multiple objects are removed from cluster. More... | |
void | FinishAddBatch () |
Called when adding multiple objects is finished. More... | |
void | FinishRemoveBatch (object userData) |
Called when removing multiple objects is finished. More... | |
override void | ForceActivate () |
virtual void | OnMotion (HkRigidBody rbo, float step, bool fromParent=false) |
Called when [motion]. More... | |
void | SynchronizeKeyframedRigidBody () |
override MatrixD | GetWorldMatrix () |
override Vector3 | GetVelocityAtPoint (Vector3D worldPos) |
override void | OnWorldPositionChanged (object source) |
Called when [world position changed]. More... | |
virtual void | ChangeQualityType (HkCollidableQualityType quality) |
void | AddConstraint (HkConstraint constraint) |
void | RemoveConstraint (HkConstraint constraint) |
override Vector3D | WorldToCluster (Vector3D worldPos) |
Converts global space position to local cluster space. More... | |
override Vector3D | ClusterToWorld (Vector3 clusterPos) |
Converts local cluster position to global space. More... | |
override void | Activate () |
Activates this rigid body in physics. More... | |
virtual void | Activate (object world, ulong clusterObjectID) |
Called when standalone object is added to cluster More... | |
virtual void | ActivateBatch (object world, ulong clusterObjectID) |
Called when multiple objects are added to cluster. More... | |
void | UpdateCluster () |
virtual HkShape | GetShape () |
Gets shape of this physics body even if its welded with other More... | |
override void | Init (MyComponentDefinitionBase definition) |
override void | OnAddedToContainer () |
Gets called after the container of this component changes More... | |
override void | OnAddedToScene () |
CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already! More... | |
override void | UpdateFromSystem () |
virtual void | FracturedBody_AfterReplaceBody (ref HkdReplaceBodyEvent e) |
void | CloseRagdoll () |
void | SwitchToRagdollMode (bool deadMode=true, int firstRagdollSubID=1) |
void | CloseRagdollMode () |
void | CloseRagdollMode (HkWorld world) |
void | SetRagdollDefaults () |
Sets default values for ragdoll bodies and constraints - useful if ragdoll model is not correct More... | |
void | Weld (MyPhysicsComponentBase other, bool recreateShape=true) |
void | Weld (MyPhysicsBody other, bool recreateShape=true) |
void | RecreateWeldedShape () |
void | UpdateMassProps () |
void | UnweldAll (bool insertInWorld) |
void | Unweld (MyPhysicsBody other, bool insertToWorld=true, bool recreateShape=true) |
void | Unweld (bool insertInWorld=true) |
Public Member Functions inherited from VRage.Game.Components.MyPhysicsComponentBase | |
virtual MyStringHash | GetMaterialAt (Vector3D worldPos) |
void | UpdateAccelerations () |
void | SetSpeeds (Vector3 linear, Vector3 angular) |
Set the current linear and angular velocities of this physics body. More... | |
override void | Init (MyComponentDefinitionBase definition) |
override void | OnAddedToContainer () |
Gets called after the container of this component changes More... | |
override void | OnBeforeRemovedFromContainer () |
Gets called before the removal of this component from a container More... | |
override bool | IsSerialized () |
Tells the component container serializer whether this component should be saved More... | |
override MyObjectBuilder_ComponentBase | Serialize (bool copy=false) |
override void | Deserialize (MyObjectBuilder_ComponentBase baseBuilder) |
Public Member Functions inherited from VRage.Game.Components.MyComponentBase | |
virtual void | SetContainer (MyComponentContainer container) |
Sets the container of this component. Note that the component is not added to the container here! Therefore, use MyComponentContainer.Add(...) method and it will in turn call this method. Actually, you should seldom have the need to call this method yourself. More... | |
virtual T | GetAs< T > () |
virtual void | OnRemovedFromScene () |
CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene! More... | |
Static Public Member Functions | |
static bool | IsConstraintValid (HkConstraint constraint) |
Public Attributes | |
HkSolverDeactivation | InitialSolverDeactivation = HkSolverDeactivation.Low |
Must be set before creating rigid body More... | |
readonly MyWeldInfo | WeldInfo = new MyWeldInfo() |
Public Attributes inherited from VRage.Game.Components.MyPhysicsComponentBase | |
ushort | ContactPointDelay = 0xffff |
Must be set before creating rigid body More... | |
RigidBodyFlag | Flags |
bool | IsPhantom |
Use something from Havok to detect this More... | |
Protected Member Functions | |
override void | CloseRigidBody () |
virtual void | CreateBody (ref HkShape shape, HkMassProperties?massProperties) |
virtual void | ActivateCollision () |
void | GetRigidBodyMatrix (out Matrix m) |
Matrix | GetRigidBodyMatrix (MatrixD worldMatrix) |
virtual void | OnWelded (MyPhysicsBody other) |
virtual void | OnUnwelded (MyPhysicsBody other) |
Static Protected Member Functions | |
static void | GetInfoFromFlags (HkRigidBodyCinfo rbInfo, RigidBodyFlag flags) |
Protected Attributes | |
float | m_angularDamping |
float | m_linearDamping |
Vector3D | Offset = Vector3D.Zero |
Matrix | m_bodyMatrix |
HkWorld | m_world |
HkRagdoll | m_ragdoll |
Protected Attributes inherited from VRage.Game.Components.MyPhysicsComponentBase | |
bool | m_enabled |
Properties | |
ulong | ClusterObjectID [get, set] |
new MyPhysicsBodyComponentDefinition | Definition [get] |
HkWorld | HavokWorld [get] |
virtual int | HavokCollisionSystemID [get, protected set] |
override HkRigidBody | RigidBody [get, protected set] |
override HkRigidBody | RigidBody2 [get, protected set] |
override float | Mass [get] |
Gets or sets the mass. More... | |
override float | Speed [get] |
Gets or sets the speed. More... | |
override float | Friction [get, set] |
override bool | IsStatic [get] |
override bool | IsKinematic [get] |
bool | IsSubpart [get, set] |
MyCharacterProxy | CharacterProxy [get, set] |
int | CharacterSystemGroupCollisionFilterID [get] |
This system group id will is used to set's this character rigid bodies collision filters. More... | |
uint | CharacterCollisionFilter [get] |
This is character collision filter, use this to avoid collisions with character and character holding bodies. More... | |
override bool | IsInWorld [get, protected set] |
override Vector3 | LinearVelocity [get, set] |
Gets or sets the linear velocity. More... | |
override float | LinearDamping [get, set] |
Gets or sets the linear damping. More... | |
override float | AngularDamping [get, set] |
Gets or sets the angular damping. More... | |
override Vector3 | AngularVelocity [get, set] |
Gets or sets the angular velocity. More... | |
override bool | IsMoving [get] |
Returns true when linear velocity or angular velocity is non-zero. More... | |
override Vector3 | Gravity [get] |
override bool | HasRigidBody [get] |
override Vector3D | CenterOfMassWorld [get] |
HashSetReader< HkConstraint > | Constraints [get] |
virtual bool | IsStaticForCluster [get, set] |
override HkdBreakableBody | BreakableBody [get, set] |
int | RagdollSystemGroupCollisionFilterID [get] |
This System Collision ID is used for ragdoll in non-dead mode to avoid collision with character's rigid body. More... | |
bool | IsRagdollModeActive [get] |
Returns true when ragdoll is in world More... | |
HkRagdoll | Ragdoll [get, set] |
bool | ReactivateRagdoll [get, set] |
bool | SwitchToRagdollModeOnActivate [get, set] |
bool | IsWelded [get] |
HkRigidBody | WeldedRigidBody [get, protected set] |
Properties inherited from VRage.Game.Components.MyPhysicsComponentBase | |
bool | ReportAllContacts [get, set] |
IMyEntity | Entity [get, protected set] |
bool | CanUpdateAccelerations [get, set] |
MyStringHash | MaterialType [get, set] |
Gets or sets the type of the material. More... | |
virtual bool | IsStatic [get] |
Gets or sets a value indicating whether this MyGameRigidBody is static. More... | |
virtual bool | IsKinematic [get] |
Gets or sets a value indicating whether this MyGameRigidBody is kinematic. More... | |
virtual bool | Enabled [get, set] |
Gets or sets a value indicating whether this MyPhysicsBody is enabled. More... | |
bool | PlayCollisionCueEnabled [get, set] |
Gets or sets a value indicating whether [play collision cue enabled]. More... | |
abstract float | Mass [get] |
Gets or sets the type of the material. More... | |
Vector3 | Center [get, set] |
abstract Vector3 | LinearVelocity [get, set] |
Gets or sets the linear velocity. More... | |
virtual Vector3 | LinearAcceleration [get, protected set] |
virtual Vector3 | AngularAcceleration [get, protected set] |
abstract float | LinearDamping [get, set] |
Gets or sets the linear damping. More... | |
abstract float | AngularDamping [get, set] |
Gets or sets the angular damping. More... | |
abstract Vector3 | AngularVelocity [get, set] |
Gets or sets the angular velocity. More... | |
abstract float | Speed [get] |
Gets or sets the speed. More... | |
abstract float | Friction [get, set] |
abstract HkRigidBody | RigidBody [get, protected set] |
Obtain/set (default) rigid body of this physics object. More... | |
abstract HkRigidBody | RigidBody2 [get, protected set] |
Obtain/set secondary rigid body of this physics object (not used by default, it is used sometimes on grids for kinematic layer). More... | |
abstract HkdBreakableBody | BreakableBody [get, set] |
abstract bool | IsMoving [get] |
abstract Vector3 | Gravity [get] |
MyPhysicsComponentDefinitionBase | Definition [get] |
MatrixD | ServerWorldMatrix [get, set] |
abstract bool | HasRigidBody [get] |
abstract Vector3D | CenterOfMassWorld [get] |
virtual bool | IsInWorld [get, protected set] |
override string | ComponentTypeDebugString [get] |
Properties inherited from VRage.Game.Components.MyEntityComponentBase | |
MyEntityComponentContainer | Container [get] |
IMyEntity | Entity [get] |
abstract string | ComponentTypeDebugString [get] |
Name of the base component type for debug purposes (e.g.: "Position") More... | |
Properties inherited from VRage.Game.Components.MyComponentBase | |
MyComponentContainer | ContainerBase [get] |
This cannot be named Container to not conflict with the definition of Container in MyEntityComponentBase. More... | |
Properties inherited from VRageMath.Spatial.MyClusterTree.IMyActivationHandler | |
bool | IsStaticForCluster [get] |
If true, than this object is not calculated into cluster division algorithm. It is just added or removed if dynamic object is in range. More... | |
Events | |
PhysicsContactHandler | ContactPointCallback |
Events inherited from VRage.Game.Components.MyEntityComponentBase | |
static Action< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Abstract engine physics body object.
Definition at line 59 of file MyPhysicsBody.cs.
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Definition at line 450 of file MyPhysicsBody.cs.
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Initializes a new instance of the MyPhysicsBody class.
entity | The entity. |
Definition at line 458 of file MyPhysicsBody.cs.
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Activates this rigid body in physics.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1604 of file MyPhysicsBody.cs.
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Called when standalone object is added to cluster
userData | |
clusterObjectID |
Implements VRageMath.Spatial.MyClusterTree.IMyActivationHandler.
Reimplemented in Sandbox.Engine.Voxels.MyVoxelPhysicsBody, and Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 1619 of file MyPhysicsBody.cs.
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Called when multiple objects are added to cluster.
userData | |
clusterObjectID |
Implements VRageMath.Spatial.MyClusterTree.IMyActivationHandler.
Reimplemented in Sandbox.Engine.Voxels.MyVoxelPhysicsBody, and Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 1696 of file MyPhysicsBody.cs.
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Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 989 of file MyPhysicsBody.cs.
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Definition at line 1538 of file MyPhysicsBody.cs.
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Applies external force to the physics object.
type | The type. |
force | The force. |
position | The position. |
torque | The torque. |
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 507 of file MyPhysicsBody.cs.
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Applies the impulse.
impulse | The dir. |
pos | The pos. |
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 625 of file MyPhysicsBody.cs.
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Definition at line 1488 of file MyPhysicsBody.cs.
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Clear all dynamic values of physics object.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 659 of file MyPhysicsBody.cs.
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Clears the speeds.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 633 of file MyPhysicsBody.cs.
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Initializes a new instance of the MyPhysicsBody class.
entity | The entity. |
Reimplemented from VRage.Game.Components.MyPhysicsComponentBase.
Reimplemented in Sandbox.Engine.Voxels.MyVoxelPhysicsBody, and Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 480 of file MyPhysicsBody.cs.
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Definition at line 86 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 259 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 264 of file MyPhysicsBody.Ragdoll.cs.
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Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 238 of file MyPhysicsBody.cs.
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Converts local cluster position to global space.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1596 of file MyPhysicsBody.cs.
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Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 812 of file MyPhysicsBody.cs.
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Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 944 of file MyPhysicsBody.cs.
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inlinevirtual |
Definition at line 766 of file MyPhysicsBody.cs.
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Deactivates this rigid body in physics.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 994 of file MyPhysicsBody.cs.
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Called when standalone object is removed from cluster
userData |
Implements VRageMath.Spatial.MyClusterTree.IMyActivationHandler.
Reimplemented in Sandbox.Engine.Voxels.MyVoxelPhysicsBody, and Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 1025 of file MyPhysicsBody.cs.
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Called when multiple objects are removed from cluster.
userData |
Implements VRageMath.Spatial.MyClusterTree.IMyActivationHandler.
Reimplemented in Sandbox.Engine.Voxels.MyVoxelPhysicsBody, and Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 1080 of file MyPhysicsBody.cs.
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Debug draw of this physics object.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics, and Sandbox.Engine.Voxels.MyVoxelPhysicsBody.
Definition at line 664 of file MyPhysicsBody.cs.
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Called when adding multiple objects is finished.
Implements VRageMath.Spatial.MyClusterTree.IMyActivationHandler.
Definition at line 1119 of file MyPhysicsBody.cs.
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Called when removing multiple objects is finished.
Implements VRageMath.Spatial.MyClusterTree.IMyActivationHandler.
Definition at line 1152 of file MyPhysicsBody.cs.
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Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1179 of file MyPhysicsBody.cs.
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Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 64 of file MyPhysicsBody.Destruction.cs.
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Definition at line 835 of file MyPhysicsBody.cs.
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Definition at line 1468 of file MyPhysicsBody.cs.
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inlineprotected |
Definition at line 1478 of file MyPhysicsBody.cs.
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Gets shape of this physics body even if its welded with other
Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 1806 of file MyPhysicsBody.cs.
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Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1383 of file MyPhysicsBody.cs.
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Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1340 of file MyPhysicsBody.cs.
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Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 1853 of file MyPhysicsBody.cs.
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inlinestatic |
Definition at line 1533 of file MyPhysicsBody.cs.
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inlinevirtual |
Gets called after the container of this component changes
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 1861 of file MyPhysicsBody.cs.
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CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already!
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 1873 of file MyPhysicsBody.cs.
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Called when [motion].
rbo | The rbo. |
step | The step. |
Reimplemented in Sandbox.Game.Entities.MyManipulationTool.MyCharacterVirtualPhysicsBody, and Sandbox.Game.Entities.MyHandToolBase.MyBlockingBody.
Definition at line 1222 of file MyPhysicsBody.cs.
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Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 395 of file MyPhysicsBody.Welding.cs.
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inlineprotectedvirtual |
Reimplemented in Sandbox.Game.Entities.Cube.MyGridPhysics.
Definition at line 390 of file MyPhysicsBody.Welding.cs.
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Called when [world position changed].
source | The source object that caused this event. |
Implements VRage.Game.Components.MyPhysicsComponentBase.
Reimplemented in Sandbox.Game.Entities.MyManipulationTool.MyCharacterVirtualPhysicsBody, and Sandbox.Game.Entities.MyHandToolBase.MyBlockingBody.
Definition at line 1399 of file MyPhysicsBody.cs.
delegate void Sandbox.Engine.Physics.MyPhysicsBody.PhysicsContactHandler | ( | ref MyPhysics.MyContactPointEvent | e | ) |
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Definition at line 880 of file MyPhysicsBody.cs.
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Definition at line 188 of file MyPhysicsBody.Welding.cs.
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Definition at line 1560 of file MyPhysicsBody.cs.
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Sets default values for ragdoll bodies and constraints - useful if ragdoll model is not correct
Definition at line 288 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 103 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 1306 of file MyPhysicsBody.cs.
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Definition at line 305 of file MyPhysicsBody.Welding.cs.
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Definition at line 381 of file MyPhysicsBody.Welding.cs.
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Definition at line 296 of file MyPhysicsBody.Welding.cs.
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Definition at line 1754 of file MyPhysicsBody.cs.
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Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1899 of file MyPhysicsBody.cs.
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Definition at line 198 of file MyPhysicsBody.Welding.cs.
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Definition at line 90 of file MyPhysicsBody.Welding.cs.
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Definition at line 95 of file MyPhysicsBody.Welding.cs.
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Converts global space position to local cluster space.
Implements VRage.Game.Components.MyPhysicsComponentBase.
Definition at line 1591 of file MyPhysicsBody.cs.
HkSolverDeactivation Sandbox.Engine.Physics.MyPhysicsBody.InitialSolverDeactivation = HkSolverDeactivation.Low |
Must be set before creating rigid body
Definition at line 288 of file MyPhysicsBody.cs.
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Definition at line 67 of file MyPhysicsBody.cs.
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Definition at line 90 of file MyPhysicsBody.cs.
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Definition at line 68 of file MyPhysicsBody.cs.
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Definition at line 83 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 94 of file MyPhysicsBody.cs.
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Definition at line 89 of file MyPhysicsBody.cs.
readonly MyWeldInfo Sandbox.Engine.Physics.MyPhysicsBody.WeldInfo = new MyWeldInfo() |
Definition at line 88 of file MyPhysicsBody.Welding.cs.
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Gets or sets the angular damping.
The angular damping.
Definition at line 388 of file MyPhysicsBody.cs.
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Gets or sets the angular velocity.
The angular velocity.
Definition at line 409 of file MyPhysicsBody.cs.
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Definition at line 53 of file MyPhysicsBody.Destruction.cs.
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Definition at line 1498 of file MyPhysicsBody.cs.
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This is character collision filter, use this to avoid collisions with character and character holding bodies.
Definition at line 295 of file MyPhysicsBody.cs.
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getset |
Definition at line 290 of file MyPhysicsBody.cs.
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This system group id will is used to set's this character rigid bodies collision filters.
Definition at line 293 of file MyPhysicsBody.cs.
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Definition at line 73 of file MyPhysicsBody.cs.
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Definition at line 1580 of file MyPhysicsBody.cs.
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Definition at line 92 of file MyPhysicsBody.cs.
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Definition at line 204 of file MyPhysicsBody.cs.
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Definition at line 1200 of file MyPhysicsBody.cs.
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Definition at line 1495 of file MyPhysicsBody.cs.
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Definition at line 105 of file MyPhysicsBody.cs.
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Definition at line 96 of file MyPhysicsBody.cs.
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Definition at line 300 of file MyPhysicsBody.cs.
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Definition at line 226 of file MyPhysicsBody.cs.
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Returns true when linear velocity or angular velocity is non-zero.
Definition at line 1195 of file MyPhysicsBody.cs.
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Returns true when ragdoll is in world
Definition at line 59 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 216 of file MyPhysicsBody.cs.
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Definition at line 1586 of file MyPhysicsBody.cs.
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Definition at line 236 of file MyPhysicsBody.cs.
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Definition at line 86 of file MyPhysicsBody.Welding.cs.
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Gets or sets the linear damping.
The linear damping.
Definition at line 367 of file MyPhysicsBody.cs.
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Gets or sets the linear velocity.
The linear velocity.
Definition at line 320 of file MyPhysicsBody.cs.
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Definition at line 68 of file MyPhysicsBody.Ragdoll.cs.
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This System Collision ID is used for ragdoll in non-dead mode to avoid collision with character's rigid body.
Definition at line 53 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 408 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 128 of file MyPhysicsBody.cs.
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Definition at line 154 of file MyPhysicsBody.cs.
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Definition at line 411 of file MyPhysicsBody.Ragdoll.cs.
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Definition at line 388 of file MyPhysicsBody.Welding.cs.
PhysicsContactHandler Sandbox.Engine.Physics.MyPhysicsBody.ContactPointCallback |
Definition at line 157 of file MyPhysicsBody.cs.