Space Engineers
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This class has two functions: it encapsulated one instance of voxel debris object, and also holds static prepared/preallocated object pool for those instances - and if needed adds them to main phys objects collection for short life. It's because initializing JLX object is slow and we don't want to initialize 20 (or so) objects for every explosion. More...
Classes | |
class | MyDebrisVoxelLogic |
class | MyDebrisVoxelPhysics |
Public Member Functions | |
MyDebrisVoxel () | |
Public Member Functions inherited from Sandbox.Game.Entities.Debris.MyDebrisBase | |
MyDebrisBase () | |
Public Member Functions inherited from VRage.Game.Entity.MyEntity | |
void | DebugDraw () |
void | DebugDrawInvalidTriangles () |
void | AddDebugRenderComponent (MyDebugRenderComponentBase render) |
void | ClearDebugRenderComponents () |
MyEntity | GetTopMostParent (Type type=null) |
Return top most parent of this entity More... | |
virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) |
MyEntity () | |
MyEntity (bool initComponents=true) | |
Initializes a new instance of the MyEntity class. More... | |
void | CreateSync () |
MyEntitySubpart | GetSubpart (string name) |
bool | TryGetSubpart (string name, out MyEntitySubpart subpart) |
virtual void | UpdateOnceBeforeFrame () |
virtual void | UpdateBeforeSimulation () |
virtual void | UpdateAfterSimulation () |
virtual void | UpdatingStopped () |
virtual void | UpdateBeforeSimulation10 () |
Called each 10th frame if registered for update10 More... | |
virtual void | UpdateAfterSimulation10 () |
virtual void | UpdateBeforeSimulation100 () |
Called each 100th frame if registered for update100 More... | |
virtual void | UpdateAfterSimulation100 () |
virtual string | GetFriendlyName () |
virtual MatrixD | GetViewMatrix () |
void | SetSpeedsAccordingToServerValues () |
virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) |
virtual void | DebugDrawPhysics () |
Draw physical representation of entity More... | |
virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
virtual bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
double | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
double | GetLargestDistanceBetweenCameraAndBoundingSphere () |
double | GetDistanceBetweenCameraAndBoundingSphere () |
double | GetDistanceBetweenPlayerPositionAndBoundingSphere () |
double | GetDistanceBetweenCameraAndPosition () |
virtual MyEntity | GetBaseEntity () |
virtual void | OnAddedToScene (object source) |
Called when [activated] which for entity means that was added to scene. More... | |
virtual void | OnRemovedFromScene (object source) |
void | AddToGamePruningStructure () |
void | RemoveFromGamePruningStructure () |
void | UpdateGamePruningStructure () |
void | RaisePhysicsChanged () |
void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) |
DONT USE THIS METHOD, EVER! More... | |
virtual void | Init (MyObjectBuilder_EntityBase objectBuilder) |
virtual void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) |
virtual void | RefreshModels (string model, string modelCollision) |
void | Delete () |
Every object must have this method, but not every phys object must necessarily have something to cleanup More... | |
void | Close () |
This method marks this entity for close which means, that Close will be called after all entities are updated More... | |
virtual MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
Gets object builder from object. More... | |
virtual void | BeforeSave () |
Called before method GetObjectBuilder, when saving sector More... | |
virtual void | PrepareForDraw () |
Method is called defacto from Update, preparation fo Draw More... | |
virtual void | BeforePaste () |
virtual void | AfterPaste () |
void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) |
Sets the emissive value of a specific emissive material on entity. More... | |
void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) |
Sets the emissive value of a specific emissive material on all entity subparts. More... | |
override string | ToString () |
virtual MyInventoryBase | GetInventoryBase (int index) |
Search for inventory component with maching index. More... | |
MyInventoryBase | GetInventoryBase () |
Simply get the MyInventoryBase component stored in this entity. More... | |
delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) |
delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) |
delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) |
virtual void | SerializeControls (BitStream stream) |
virtual void | DeserializeControls (BitStream stream, bool outOfOrder) |
virtual void | ApplyLastControls () |
Public Member Functions inherited from VRage.ModAPI.IMyEntity | |
bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
This class has two functions: it encapsulated one instance of voxel debris object, and also holds static prepared/preallocated object pool for those instances - and if needed adds them to main phys objects collection for short life. It's because initializing JLX object is slow and we don't want to initialize 20 (or so) objects for every explosion.
Definition at line 30 of file MyDebrisVoxel.cs.
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inline |
Definition at line 32 of file MyDebrisVoxel.cs.