Space Engineers
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Protected Member Functions | |
override void | UpdateChildren (object source) |
Updates the childs of this entity. More... | |
override void | OnWorldPositionChanged (object source, bool updateChildren) |
Called when [world position changed]. More... | |
Protected Member Functions inherited from VRage.Game.Components.MyPositionComponent | |
override void | OnWorldPositionChanged (object source, bool updateChildren=true) |
Called when [world position changed]. More... | |
Protected Member Functions inherited from VRage.Game.Components.MyPositionComponentBase | |
void | RaiseOnPositionChanged (MyPositionComponentBase component) |
virtual void | UpdateWorldMatrix (object source=null) |
Updates the world matrix (change caused by this entity) More... | |
Additional Inherited Members | |
Public Member Functions inherited from VRage.Game.Components.MyPositionComponent | |
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 void | SetWorldMatrix (MatrixD worldMatrix, object source=null, bool forceUpdate=false, bool updateChildren=true) |
Sets the world matrix. More... | |
Public Member Functions inherited from VRage.Game.Components.MyPositionComponentBase | |
void | SetLocalMatrix (MatrixD localMatrix, object source=null) |
Sets the local matrix. More... | |
Vector3D | GetPosition () |
Gets the entity position. More... | |
void | SetPosition (Vector3D pos) |
Sets the position. More... | |
virtual MatrixD | GetViewMatrix () |
virtual void | UpdateWorldMatrix (ref MatrixD parentWorldMatrix, object source=null) |
Updates the world matrix (change caused by parent) More... | |
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 | 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... | |
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... | |
virtual MyObjectBuilder_ComponentBase | Serialize (bool copy=false) |
virtual void | Deserialize (MyObjectBuilder_ComponentBase builder) |
virtual void | Init (MyComponentDefinitionBase definition) |
virtual bool | IsSerialized () |
Tells the component container serializer whether this component should be saved More... | |
Public Attributes inherited from VRage.Game.Components.MyPositionComponent | |
Action< object > | WorldPositionChanged |
Static Public Attributes inherited from VRage.Game.Components.MyPositionComponent | |
static bool | SynchronizationEnabled = true |
Protected Attributes inherited from VRage.Game.Components.MyPositionComponentBase | |
MatrixD | m_worldMatrix = MatrixD.Identity |
MatrixD | m_localMatrix = MatrixD.Identity |
Internal local matrix relative to parent of entity. More... | |
BoundingBox | m_localAABB |
BoundingSphere | m_localVolume |
Vector3 | m_localVolumeOffset |
BoundingBoxD | m_worldAABB |
BoundingSphereD | m_worldVolume |
bool | m_worldVolumeDirty = false |
bool | m_worldAABBDirty = false |
bool | m_normalizedInvMatrixDirty = true |
bool | m_invScaledMatrixDirty = true |
Properties inherited from VRage.Game.Components.MyPositionComponent | |
override BoundingBox | LocalAABB [get, set] |
Sets the local aabb. More... | |
override bool | ShouldSync [get] |
Properties inherited from VRage.Game.Components.MyPositionComponentBase | |
MatrixD | WorldMatrix [get, set] |
World matrix of this physic object. Use it whenever you want to do world-matrix transformations with this physic objects. More... | |
Matrix | LocalMatrix [get, set] |
Gets or sets the local matrix. More... | |
BoundingBoxD | WorldAABB [get, set] |
Gets the world aabb. More... | |
BoundingSphereD | WorldVolume [get, set] |
Gets the world volume. More... | |
virtual BoundingBox | LocalAABB [get, set] |
Sets the local aabb. More... | |
BoundingSphere | LocalVolume [get, set] |
Sets the local volume. More... | |
Vector3 | LocalVolumeOffset [get, set] |
Gets or sets the local volume offset. More... | |
virtual bool | ShouldSync [get] |
float | Scale [get, set] |
MatrixD | WorldMatrixNormalizedInv [get] |
MatrixD | WorldMatrixInvScaled [get] |
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... | |
Events inherited from VRage.Game.Components.MyPositionComponentBase | |
Action< MyPositionComponentBase > | OnPositionChanged |
Events inherited from VRage.Game.Components.MyEntityComponentBase | |
static Action< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Definition at line 14 of file MyFracturePiecePositionComponent.cs.
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inlineprotectedvirtual |
Called when [world position changed].
source | The source object that caused this event. |
Reimplemented from VRage.Game.Components.MyPositionComponentBase.
Definition at line 21 of file MyFracturePiecePositionComponent.cs.
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inlineprotectedvirtual |
Updates the childs of this entity.
Reimplemented from VRage.Game.Components.MyPositionComponent.
Definition at line 16 of file MyFracturePiecePositionComponent.cs.