Space Engineers
Sandbox.Game.Entities.MyGamePruningStructure Member List

This is the complete list of members for Sandbox.Game.Entities.MyGamePruningStructure, including all inherited members.

Add(MyEntity entity)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
AfterLoadData()VRage.Game.Components.MySessionComponentBaseinline
BeforeStart()VRage.Game.Components.MySessionComponentBaseinlinevirtual
Clear()Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
ComponentTypeVRage.Game.Components.MySessionComponentBase
DebugDraw()Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
DebugNameVRage.Game.Components.MySessionComponentBase
DefinitionVRage.Game.Components.MySessionComponentBase
DependenciesVRage.Game.Components.MySessionComponentBase
Draw()VRage.Game.Components.MySessionComponentBaseinlinevirtual
GetAllEntitiesInBox(ref BoundingBoxD box, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllEntitiesInRay(ref LineD ray, List< MyLineSegmentOverlapResult< MyEntity >> result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllEntitiesInSphere(ref BoundingSphereD sphere, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllTargetsInSphere(ref BoundingSphereD sphere, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllTopMostEntitiesInSphere(ref BoundingSphereD sphere, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllTopMostStaticEntitiesInBox(ref BoundingBoxD box, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllVoxelMapsInBox(ref BoundingBoxD box, List< MyVoxelBase > result)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAllVoxelMapsInSphere(ref BoundingSphereD sphere, List< MyVoxelBase > result)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetAproximateDynamicClustersForSize(ref BoundingBoxD container, double clusterSize, List< BoundingBoxD > clusters)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetClosestPlanet(Vector3D position)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetClosestPlanet(ref BoundingBoxD box)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetObjectBuilder()VRage.Game.Components.MySessionComponentBaseinlinevirtual
GetTopMostEntitiesInBox(ref BoundingBoxD box, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetTopmostEntitiesOverlappingRay(ref LineD ray, List< MyLineSegmentOverlapResult< MyEntity >> result, MyEntityQueryType qtype=MyEntityQueryType.Both)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
GetVoxelMapsOverlappingRay(ref LineD ray, List< MyLineSegmentOverlapResult< MyVoxelBase >> result)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
HandleInput()VRage.Game.Components.MySessionComponentBaseinlinevirtual
VRage::Game::Components::MySessionComponentBase.Init(MyObjectBuilder_SessionComponent sessionComponent)VRage.Game.Components.MySessionComponentBaseinlinevirtual
InitFromDefinition(MySessionComponentDefinition definition)VRage.Game.Components.MySessionComponentBaseinlinevirtual
InitializedVRage.Game.Components.MySessionComponentBase
IsRequiredByGameVRage.Game.Components.MySessionComponentBase
LoadData()VRage.Game.Components.MySessionComponentBaseinlinevirtual
LoadedVRage.Game.Components.MySessionComponentBase
Move(MyEntity entity)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
MySessionComponentBase()VRage.Game.Components.MySessionComponentBaseinline
ObjectBuilderTypeVRage.Game.Components.MySessionComponentBase
PriorityVRage.Game.Components.MySessionComponentBase
Remove(MyEntity entity)Sandbox.Game.Entities.MyGamePruningStructureinlinestatic
SaveData()VRage.Game.Components.MySessionComponentBaseinlinevirtual
SessionVRage.Game.Components.MySessionComponentBase
SetUpdateOrder(MyUpdateOrder order)VRage.Game.Components.MySessionComponentBaseinline
Simulate()Sandbox.Game.Entities.MyGamePruningStructureinlinevirtual
ToString()VRage.Game.Components.MySessionComponentBaseinline
UnloadData()VRage.Game.Components.MySessionComponentBaseinlineprotectedvirtual
UnloadDataConditional()VRage.Game.Components.MySessionComponentBaseinline
UpdateAfterSimulation()VRage.Game.Components.MySessionComponentBaseinlinevirtual
UpdateBeforeSimulation()VRage.Game.Components.MySessionComponentBaseinlinevirtual
UpdatedBeforeInit()VRage.Game.Components.MySessionComponentBaseinlinevirtual
UpdateOrderVRage.Game.Components.MySessionComponentBase
UpdatingStopped()VRage.Game.Components.MySessionComponentBaseinlinevirtual