Space Engineers
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Sandbox.Game.Entities.MyFracturedPiece Class Reference
Inheritance diagram for Sandbox.Game.Entities.MyFracturedPiece:
VRage.Game.Entity.MyEntity VRage.Game.ModAPI.Interfaces.IMyDestroyableObject VRage.Network.IMyEventProxy VRage.ModAPI.IMyEntity VRage.Network.IMyEventOwner VRage.Game.ModAPI.Ingame.IMyEntity

Classes

class  HitInfo
 

Public Member Functions

 MyFracturedPiece ()
 
override MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. More...
 
override void Init (MyObjectBuilder_EntityBase objectBuilder)
 
void SetDataFromHavok (HkdBreakableShape shape)
 Sets model from havok to render component of this entity. More...
 
override void UpdateOnceBeforeFrame ()
 
void RegisterObstacleContact (ref HkContactPointEvent e)
 
void StartFallSound (string sound)
 
override void UpdateAfterSimulation10 ()
 
override void UpdateBeforeSimulation ()
 
override void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
override void OnAddedToScene (object source)
 Called when [activated] which for entity means that was added to scene. More...
 
override void OnRemovedFromScene (object source)
 
void OnDestroy ()
 
bool DoDamage (float damage, MyStringHash damageType, bool sync, MyHitInfo?hitInfo, long attackerId)
 
void DebugCheckValidShapes ()
 
- 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< MyHudEntityParamsGetHudParams (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 UpdateAfterSimulation ()
 
virtual void UpdatingStopped ()
 
virtual void UpdateBeforeSimulation10 ()
 Called each 10th frame if registered for update10 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 ()
 
void AddToGamePruningStructure ()
 
void RemoveFromGamePruningStructure ()
 
void UpdateGamePruningStructure ()
 
void RaisePhysicsChanged ()
 
void HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id)
 DONT USE THIS METHOD, EVER! More...
 
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 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)
 

Public Attributes

HkdBreakableShape Shape
 
HitInfo InitialHit
 
List< MyDefinitionIdOriginalBlocks = new List<MyDefinitionId>()
 
readonly SyncType SyncType
 
- Public Attributes inherited from VRage.Game.Entity.MyEntity
MyDefinitionId DefinitionId = null
 
string Name
 
bool DebugAsyncLoading
 
DebugCreatedBy DebugCreatedBy
 
float m_massChangeForCollisions = 1f
 
Vector3D m_serverPosition = new Vector3D()
 
Quaternion m_serverOrientation = new Quaternion()
 
MatrixD m_serverWorldMatrix = new MatrixD()
 
Vector3 m_serverLinearVelocity
 
Vector3 m_serverAngularVelocity
 
bool m_positionResetFromServer
 
bool SentFromServer
 
int GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
int TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
bool StaticForPruningStructure = false
 
int TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
Dictionary< IMyReplicable, Action > ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>()
 

Properties

new MyRenderComponentFracturedPiece Render [get]
 
new MyPhysicsBody Physics [get, set]
 
float Integrity [get]
 
bool UseDamageSystem [get]
 
- Properties inherited from VRage.Game.Entity.MyEntity
MyEntityComponentContainer Components [get]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyGameLogicComponent GameLogic [get, set]
 
long EntityId [get, set]
 Entity id, can be set by subclasses (for example when using pool...) More...
 
MySyncComponentBase SyncObject [get, protected set]
 
MyModStorageComponentBase Storage [get, set]
 
bool Closed [get, protected set]
 
bool MarkedForClose [get, protected set]
 
virtual float MaxGlassDistSq [get]
 
bool Save [get, set]
 
bool IsPreview [get, set]
 
bool IsReadyForReplication [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
MatrixD WorldMatrix [get, set]
 
MyEntity Parent [get]
 Gets or sets the parent. More...
 
MyHierarchyComponent< MyEntityHierarchy [get, set]
 
MyPhysicsComponentBase Physics [get, set]
 Gets the physic component of the entity. More...
 
bool InvalidateOnMove [get, set]
 
bool SyncFlag [get, set]
 
bool InScene [get, set]
 
virtual bool IsVolumetric [get]
 
virtual Vector3D LocationForHudMarker [get]
 
MyModel Model [get]
 
MyModel ModelCollision [get]
 
string DisplayName [get, set]
 
string DebugName [get]
 
Dictionary< string, MyEntitySubpartSubparts [get]
 
virtual bool IsCCDForProjectiles [get]
 
int InventoryCount [get]
 Iterate through inventories and return their count. More...
 
bool HasInventory [get]
 Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null. More...
 
virtual String DisplayNameText [get, set]
 Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More...
 
EntityFlags Flags [get, set]
 
- Properties inherited from VRage.ModAPI.IMyEntity
MyEntityComponentContainer Components [get]
 
MyPhysicsComponentBase Physics [get, set]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyEntityComponentBase GameLogic [get, set]
 
MyHierarchyComponentBase Hierarchy [get, set]
 
MySyncComponentBase SyncObject [get]
 
MyModStorageComponentBase Storage [get, set]
 Custom storage for mods. Shared with all mods. More...
 
EntityFlags Flags [get, set]
 
long EntityId [get, set]
 
string Name [get, set]
 
bool MarkedForClose [get]
 
bool Closed [get]
 
bool DebugAsyncLoading [get]
 
bool Save [get, set]
 
MyPersistentEntityFlags2 PersistentFlags [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
IMyEntity Parent [get]
 
Matrix LocalMatrix [get, set]
 
bool NearFlag [get, set]
 
bool CastShadows [get, set]
 
bool FastCastShadowResolve [get, set]
 
bool NeedsResolveCastShadow [get, set]
 
float MaxGlassDistSq [get]
 
bool NeedsDraw [get, set]
 
bool NeedsDrawFromParent [get, set]
 
bool Transparent [get, set]
 
bool ShadowBoxLod [get, set]
 
bool SkipIfTooSmall [get, set]
 
bool Visible [get, set]
 
bool InScene [get, set]
 
bool InvalidateOnMove [get]
 
new VRageMath.MatrixD WorldMatrix [get, set]
 
VRageMath.MatrixD WorldMatrixInvScaled [get]
 
VRageMath.MatrixD WorldMatrixNormalizedInv [get]
 
bool IsVolumetric [get]
 
BoundingBox LocalAABB [get, set]
 
BoundingBox LocalAABBHr [get]
 
BoundingSphere LocalVolume [get, set]
 
Vector3 LocalVolumeOffset [get, set]
 
Vector3 LocationForHudMarker [get]
 
bool IsCCDForProjectiles [get]
 
string DisplayName [get, set]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyEntity
MyEntityComponentContainer Components [get]
 
long EntityId [get]
 
VRageMath.BoundingBoxD WorldAABB [get]
 
VRageMath.BoundingBoxD WorldAABBHr [get]
 
VRageMath.MatrixD WorldMatrix [get]
 
VRageMath.BoundingSphereD WorldVolume [get]
 
VRageMath.BoundingSphereD WorldVolumeHr [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
float Integrity [get]
 
bool UseDamageSystem [get]
 When set to true, it should use MyDamageSystem damage routing. More...
 

Events

Action< MyEntityOnRemove
 
- Events inherited from VRage.Game.Entity.MyEntity
Action< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
Action< MyEntityOnPhysicsChanged
 
- Events inherited from VRage.ModAPI.IMyEntity
Action< IMyEntityOnClose
 
Action< IMyEntityOnClosing
 
Action< IMyEntityOnMarkForClose
 
Action< IMyEntityOnPhysicsChanged
 

Additional Inherited Members

- Static Public Attributes inherited from VRage.Game.Entity.MyEntity
static Action< MyEntityAddToGamePruningStructureExtCallBack = null
 
static Action< MyEntityRemoveFromGamePruningStructureExtCallBack = null
 
static Action< MyEntityUpdateGamePruningStructureExtCallBack = null
 
static MyEntityFactoryCreateObjectBuilderDelegate MyEntityFactoryCreateObjectBuilderExtCallback = null
 
static CreateDefaultSyncEntityDelegate CreateDefaultSyncEntityExtCallback
 
static Action< MyEntityMyWeldingGroupsAddNodeExtCallback = null
 
static Action< MyEntityMyWeldingGroupsRemoveNodeExtCallback = null
 
static Action< MyEntity, List< MyEntity > > MyWeldingGroupsGetGroupNodesExtCallback = null
 
static MyWeldingGroupsGroupExistsDelegate MyWeldingGroupsGroupExistsExtCallback = null
 
static Action< MyEntityMyProceduralWorldGeneratorTrackEntityExtCallback = null
 
static Action< MyEntityCreateStandardRenderComponentsExtCallback = null
 
static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainerInitComponentsExtCallback = null
 
static Func< MyObjectBuilder_EntityBase, bool, MyEntityMyEntitiesCreateFromObjectBuilderExtCallback = null
 
- Protected Member Functions inherited from VRage.Game.Entity.MyEntity
virtual bool CanBeAddedToRender ()
 
virtual MySyncComponentBase OnCreateSync ()
 
virtual void ClampToWorld ()
 
virtual void BeforeDelete ()
 
virtual void Closing ()
 
virtual void OnInventoryComponentAdded (MyInventoryBase inventory)
 
virtual void OnInventoryComponentRemoved (MyInventoryBase inventory)
 
- Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 

Detailed Description

Definition at line 38 of file MyFracturedPiece.cs.

Constructor & Destructor Documentation

Sandbox.Game.Entities.MyFracturedPiece.MyFracturedPiece ( )
inline

Definition at line 81 of file MyFracturedPiece.cs.

Member Function Documentation

void Sandbox.Game.Entities.MyFracturedPiece.DebugCheckValidShapes ( )
inline

Definition at line 717 of file MyFracturedPiece.cs.

bool Sandbox.Game.Entities.MyFracturedPiece.DoDamage ( float  damage,
MyStringHash  damageType,
bool  sync,
MyHitInfo hitInfo,
long  attackerId 
)
inline
override MyObjectBuilder_EntityBase Sandbox.Game.Entities.MyFracturedPiece.GetObjectBuilder ( bool  copy = false)
inlinevirtual

Gets object builder from object.

Returns

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 108 of file MyFracturedPiece.cs.

override void Sandbox.Game.Entities.MyFracturedPiece.Init ( MyObjectBuilder_EntityBase  objectBuilder)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 173 of file MyFracturedPiece.cs.

override void Sandbox.Game.Entities.MyFracturedPiece.OnAddedToScene ( object  source)
inlinevirtual

Called when [activated] which for entity means that was added to scene.

Parameters
sourceThe source of activation.

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 595 of file MyFracturedPiece.cs.

void Sandbox.Game.Entities.MyFracturedPiece.OnDestroy ( )
inline
override void Sandbox.Game.Entities.MyFracturedPiece.OnRemovedFromScene ( object  source)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 608 of file MyFracturedPiece.cs.

void Sandbox.Game.Entities.MyFracturedPiece.RegisterObstacleContact ( ref HkContactPointEvent  e)
inline

Definition at line 483 of file MyFracturedPiece.cs.

void Sandbox.Game.Entities.MyFracturedPiece.SetDataFromHavok ( HkdBreakableShape  shape)
inline

Sets model from havok to render component of this entity.

Definition at line 417 of file MyFracturedPiece.cs.

void Sandbox.Game.Entities.MyFracturedPiece.StartFallSound ( string  sound)
inline

Definition at line 500 of file MyFracturedPiece.cs.

override void Sandbox.Game.Entities.MyFracturedPiece.UpdateAfterSimulation10 ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 512 of file MyFracturedPiece.cs.

override void Sandbox.Game.Entities.MyFracturedPiece.UpdateBeforeSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 528 of file MyFracturedPiece.cs.

override void Sandbox.Game.Entities.MyFracturedPiece.UpdateBeforeSimulation100 ( )
inlinevirtual

Called each 100th frame if registered for update100

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 568 of file MyFracturedPiece.cs.

override void Sandbox.Game.Entities.MyFracturedPiece.UpdateOnceBeforeFrame ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 447 of file MyFracturedPiece.cs.

Member Data Documentation

HitInfo Sandbox.Game.Entities.MyFracturedPiece.InitialHit

Definition at line 52 of file MyFracturedPiece.cs.

List<MyDefinitionId> Sandbox.Game.Entities.MyFracturedPiece.OriginalBlocks = new List<MyDefinitionId>()

Definition at line 56 of file MyFracturedPiece.cs.

HkdBreakableShape Sandbox.Game.Entities.MyFracturedPiece.Shape

Definition at line 45 of file MyFracturedPiece.cs.

readonly SyncType Sandbox.Game.Entities.MyFracturedPiece.SyncType

Definition at line 73 of file MyFracturedPiece.cs.

Property Documentation

float Sandbox.Game.Entities.MyFracturedPiece.Integrity
get

Definition at line 711 of file MyFracturedPiece.cs.

new MyPhysicsBody Sandbox.Game.Entities.MyFracturedPiece.Physics
getset

Definition at line 76 of file MyFracturedPiece.cs.

new MyRenderComponentFracturedPiece Sandbox.Game.Entities.MyFracturedPiece.Render
get

Definition at line 44 of file MyFracturedPiece.cs.

bool Sandbox.Game.Entities.MyFracturedPiece.UseDamageSystem
get

Definition at line 715 of file MyFracturedPiece.cs.

Event Documentation

Action<MyEntity> Sandbox.Game.Entities.MyFracturedPiece.OnRemove

Definition at line 42 of file MyFracturedPiece.cs.


The documentation for this class was generated from the following file: