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|  | MySkinnedEntity () | 
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| override void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) | 
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| void | SetBoneLODs (Dictionary< float, string[]> boneLODs) | 
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| virtual void | UpdateAnimation (float distance) | 
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| virtual void | ObtainBones () | 
|  | Get the bones from the model and create a bone class object for each bone. We use our bone class to do the real animated bone work.  More... 
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| Quaternion | GetAdditionalRotation (string bone) | 
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| virtual void | AddCommand (MyAnimationCommand command, bool sync=false) | 
|  | Enqueue animation command. Parameter sync is used in child classes.  More... 
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| void | DebugDraw () | 
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| void | DebugDrawInvalidTriangles () | 
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| void | AddDebugRenderComponent (MyDebugRenderComponentBase render) | 
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| void | ClearDebugRenderComponents () | 
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| MyEntity | GetTopMostParent (Type type=null) | 
|  | Return top most parent of this entity  More... 
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| virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) | 
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|  | MyEntity () | 
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|  | MyEntity (bool initComponents=true) | 
|  | Initializes a new instance of the MyEntity class.  More... 
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| void | CreateSync () | 
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| MyEntitySubpart | GetSubpart (string name) | 
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| bool | TryGetSubpart (string name, out MyEntitySubpart subpart) | 
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| virtual void | UpdateOnceBeforeFrame () | 
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| virtual void | UpdateBeforeSimulation () | 
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| virtual void | UpdateAfterSimulation () | 
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| virtual void | UpdatingStopped () | 
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| virtual void | UpdateBeforeSimulation10 () | 
|  | Called each 10th frame if registered for update10  More... 
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| virtual void | UpdateAfterSimulation10 () | 
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| virtual void | UpdateBeforeSimulation100 () | 
|  | Called each 100th frame if registered for update100  More... 
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| virtual void | UpdateAfterSimulation100 () | 
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| virtual string | GetFriendlyName () | 
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| virtual MatrixD | GetViewMatrix () | 
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| void | SetSpeedsAccordingToServerValues () | 
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| virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) | 
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| virtual void | DebugDrawPhysics () | 
|  | Draw physical representation of entity  More... 
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| virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | 
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| virtual bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | 
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| virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) | 
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| virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) | 
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| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | 
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| virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) | 
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| double | GetSmallestDistanceBetweenCameraAndBoundingSphere () | 
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| double | GetLargestDistanceBetweenCameraAndBoundingSphere () | 
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| double | GetDistanceBetweenCameraAndBoundingSphere () | 
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| double | GetDistanceBetweenPlayerPositionAndBoundingSphere () | 
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| double | GetDistanceBetweenCameraAndPosition () | 
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| virtual MyEntity | GetBaseEntity () | 
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| virtual void | OnAddedToScene (object source) | 
|  | Called when [activated] which for entity means that was added to scene.  More... 
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| virtual void | OnRemovedFromScene (object source) | 
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| void | AddToGamePruningStructure () | 
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| void | RemoveFromGamePruningStructure () | 
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| void | UpdateGamePruningStructure () | 
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| void | RaisePhysicsChanged () | 
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| void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) | 
|  | DONT USE THIS METHOD, EVER!  More... 
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| virtual void | Init (MyObjectBuilder_EntityBase objectBuilder) | 
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| virtual void | RefreshModels (string model, string modelCollision) | 
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| void | Delete () | 
|  | Every object must have this method, but not every phys object must necessarily have something to cleanup  More... 
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| void | Close () | 
|  | This method marks this entity for close which means, that Close will be called after all entities are updated  More... 
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| virtual MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) | 
|  | Gets object builder from object.  More... 
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| virtual void | BeforeSave () | 
|  | Called before method GetObjectBuilder, when saving sector  More... 
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| virtual void | PrepareForDraw () | 
|  | Method is called defacto from Update, preparation fo Draw  More... 
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| virtual void | BeforePaste () | 
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| virtual void | AfterPaste () | 
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| void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) | 
|  | Sets the emissive value of a specific emissive material on entity.  More... 
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| void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) | 
|  | Sets the emissive value of a specific emissive material on all entity subparts.  More... 
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| override string | ToString () | 
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| virtual MyInventoryBase | GetInventoryBase (int index) | 
|  | Search for inventory component with maching index.  More... 
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| MyInventoryBase | GetInventoryBase () | 
|  | Simply get the MyInventoryBase component stored in this entity.  More... 
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| delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) | 
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| delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) | 
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| delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) | 
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| virtual void | SerializeControls (BitStream stream) | 
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| virtual void | DeserializeControls (BitStream stream, bool outOfOrder) | 
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| virtual void | ApplyLastControls () | 
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| bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) | 
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| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | 
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| void | InitBones () | 
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| virtual void | CalculateTransforms (float distance) | 
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| bool | TryGetAnimationDefinition (string animationSubtypeName, out MyAnimationDefinition animDefinition) | 
|  | Try getting animation definition matching given subtype name. VRage TODO: dependency on MyDefinitionManager, do we really need it here? backward compatibility is for modders? move backward compatibility to MyDefinitionManager.TryGetAnimationDefinition? then we do not need this method  More... 
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| bool | ProcessCommands () | 
|  | Process all commands in the animation queue at once. If any command is generated during flushing, it will be processed later.  More... 
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| void | AddBoneDecal (uint decalId, int boneIndex) | 
|  | More...Parameters
  
    | position | Position of the decal in the binding pose | 
 
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| void | FlushAnimationQueue () | 
|  | Process all commands in the animation queue at once. If any command is generated during flushing, it is processed as well.  More... 
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| virtual void | OnAnimationPlay (MyAnimationDefinition animDefinition, MyAnimationCommand command, ref string bonesArea, ref MyFrameOption frameOption, ref bool useFirstPersonVersion) | 
|  | Virtual method called when animation is started, used in MyCharacter.  More... 
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| void | UpdateRenderObject () | 
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| virtual bool | CanBeAddedToRender () | 
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| virtual MySyncComponentBase | OnCreateSync () | 
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| virtual void | ClampToWorld () | 
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| virtual void | BeforeDelete () | 
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| virtual void | Closing () | 
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| virtual void | OnInventoryComponentAdded (MyInventoryBase inventory) | 
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| virtual void | OnInventoryComponentRemoved (MyInventoryBase inventory) | 
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| MyAnimationControllerComponent | AnimationController  [get] | 
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| Matrix[] | BoneAbsoluteTransforms  [get] | 
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| Matrix[] | BoneRelativeTransforms  [get] | 
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| List< MyBoneDecalUpdate > | DecalBoneUpdates  [get] | 
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| MyEntityComponentContainer | Components  [get] | 
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| MyPositionComponentBase | PositionComp  [get, set] | 
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| MyRenderComponentBase | Render  [get, set] | 
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| MyGameLogicComponent | GameLogic  [get, set] | 
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| long | EntityId  [get, set] | 
|  | Entity id, can be set by subclasses (for example when using pool...)  More... 
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| MySyncComponentBase | SyncObject  [get, protected set] | 
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| MyModStorageComponentBase | Storage  [get, set] | 
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| bool | Closed  [get, protected set] | 
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| bool | MarkedForClose  [get, protected set] | 
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| virtual float | MaxGlassDistSq  [get] | 
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| bool | Save  [get, set] | 
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| bool | IsPreview  [get, set] | 
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| bool | IsReadyForReplication  [get, set] | 
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| MyEntityUpdateEnum | NeedsUpdate  [get, set] | 
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| MatrixD | WorldMatrix  [get, set] | 
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| MyEntity | Parent  [get] | 
|  | Gets or sets the parent.  More... 
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| MyHierarchyComponent< MyEntity > | Hierarchy  [get, set] | 
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| MyPhysicsComponentBase | Physics  [get, set] | 
|  | Gets the physic component of the entity.  More... 
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| bool | InvalidateOnMove  [get, set] | 
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| bool | SyncFlag  [get, set] | 
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| bool | InScene  [get, set] | 
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| virtual bool | IsVolumetric  [get] | 
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| virtual Vector3D | LocationForHudMarker  [get] | 
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| MyModel | Model  [get] | 
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| MyModel | ModelCollision  [get] | 
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| string | DisplayName  [get, set] | 
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| string | DebugName  [get] | 
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| Dictionary< string, MyEntitySubpart > | Subparts  [get] | 
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| virtual bool | IsCCDForProjectiles  [get] | 
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| int | InventoryCount  [get] | 
|  | Iterate through inventories and return their count.  More... 
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| 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... 
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| virtual String | DisplayNameText  [get, set] | 
|  | Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls.  More... 
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| EntityFlags | Flags  [get, set] | 
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| MyEntityComponentContainer | Components  [get] | 
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| MyPhysicsComponentBase | Physics  [get, set] | 
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| MyPositionComponentBase | PositionComp  [get, set] | 
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| MyRenderComponentBase | Render  [get, set] | 
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| MyEntityComponentBase | GameLogic  [get, set] | 
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| MyHierarchyComponentBase | Hierarchy  [get, set] | 
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| MySyncComponentBase | SyncObject  [get] | 
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| MyModStorageComponentBase | Storage  [get, set] | 
|  | Custom storage for mods. Shared with all mods.  More... 
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| EntityFlags | Flags  [get, set] | 
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| long | EntityId  [get, set] | 
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| string | Name  [get, set] | 
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| bool | MarkedForClose  [get] | 
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| bool | Closed  [get] | 
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| bool | DebugAsyncLoading  [get] | 
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| bool | Save  [get, set] | 
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| MyPersistentEntityFlags2 | PersistentFlags  [get, set] | 
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| MyEntityUpdateEnum | NeedsUpdate  [get, set] | 
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| IMyEntity | Parent  [get] | 
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| Matrix | LocalMatrix  [get, set] | 
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| bool | NearFlag  [get, set] | 
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| bool | CastShadows  [get, set] | 
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| bool | FastCastShadowResolve  [get, set] | 
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| bool | NeedsResolveCastShadow  [get, set] | 
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| float | MaxGlassDistSq  [get] | 
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| bool | NeedsDraw  [get, set] | 
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| bool | NeedsDrawFromParent  [get, set] | 
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| bool | Transparent  [get, set] | 
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| bool | ShadowBoxLod  [get, set] | 
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| bool | SkipIfTooSmall  [get, set] | 
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| bool | Visible  [get, set] | 
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| bool | InScene  [get, set] | 
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| bool | InvalidateOnMove  [get] | 
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| new VRageMath.MatrixD | WorldMatrix  [get, set] | 
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| VRageMath.MatrixD | WorldMatrixInvScaled  [get] | 
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| VRageMath.MatrixD | WorldMatrixNormalizedInv  [get] | 
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| bool | IsVolumetric  [get] | 
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| BoundingBox | LocalAABB  [get, set] | 
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| BoundingBox | LocalAABBHr  [get] | 
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| BoundingSphere | LocalVolume  [get, set] | 
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| Vector3 | LocalVolumeOffset  [get, set] | 
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| Vector3 | LocationForHudMarker  [get] | 
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| bool | IsCCDForProjectiles  [get] | 
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| string | DisplayName  [get, set] | 
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| MyEntityComponentContainer | Components  [get] | 
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| long | EntityId  [get] | 
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| VRageMath.BoundingBoxD | WorldAABB  [get] | 
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| VRageMath.BoundingBoxD | WorldAABBHr  [get] | 
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| VRageMath.MatrixD | WorldMatrix  [get] | 
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| VRageMath.BoundingSphereD | WorldVolume  [get] | 
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| VRageMath.BoundingSphereD | WorldVolumeHr  [get] | 
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| static Action< MyEntity > | AddToGamePruningStructureExtCallBack = null | 
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| static Action< MyEntity > | RemoveFromGamePruningStructureExtCallBack = null | 
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| static Action< MyEntity > | UpdateGamePruningStructureExtCallBack = null | 
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| static MyEntityFactoryCreateObjectBuilderDelegate | MyEntityFactoryCreateObjectBuilderExtCallback = null | 
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| static CreateDefaultSyncEntityDelegate | CreateDefaultSyncEntityExtCallback | 
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| static Action< MyEntity > | MyWeldingGroupsAddNodeExtCallback = null | 
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| static Action< MyEntity > | MyWeldingGroupsRemoveNodeExtCallback = null | 
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| static Action< MyEntity, List< MyEntity > > | MyWeldingGroupsGetGroupNodesExtCallback = null | 
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| static MyWeldingGroupsGroupExistsDelegate | MyWeldingGroupsGroupExistsExtCallback = null | 
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| static Action< MyEntity > | MyProceduralWorldGeneratorTrackEntityExtCallback = null | 
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| static Action< MyEntity > | CreateStandardRenderComponentsExtCallback = null | 
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| static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainer > | InitComponentsExtCallback = null | 
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| static Func< MyObjectBuilder_EntityBase, bool, MyEntity > | MyEntitiesCreateFromObjectBuilderExtCallback = null | 
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| static void | UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) | 
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| Action< MyEntity > | OnMarkForClose | 
|  | This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed  More... 
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| Action< MyEntity > | OnClose | 
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| Action< MyEntity > | OnClosing | 
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| Action< MyEntity > | OnPhysicsChanged | 
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| Action< IMyEntity > | OnClose | 
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| Action< IMyEntity > | OnClosing | 
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| Action< IMyEntity > | OnMarkForClose | 
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| Action< IMyEntity > | OnPhysicsChanged | 
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Definition at line 66 of file MySkinnedEntity.cs.