Activate() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
AddForce(MyPhysicsForceType type, Vector3?force, Vector3D?position, Vector3?torque) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
AngularAcceleration | VRage.Game.Components.MyPhysicsComponentBase | |
AngularDamping | VRage.Game.Components.MyPhysicsComponentBase | |
AngularVelocity | VRage.Game.Components.MyPhysicsComponentBase | |
ApplyImpulse(Vector3 dir, Vector3D pos) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
BeforeRemovedFromContainer | VRage.Game.Components.MyEntityComponentBase | |
BreakableBody | VRage.Game.Components.MyPhysicsComponentBase | |
CanUpdateAccelerations | VRage.Game.Components.MyPhysicsComponentBase | |
Center | VRage.Game.Components.MyPhysicsComponentBase | |
CenterOfMassWorld | VRage.Game.Components.MyPhysicsComponentBase | |
Clear() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
ClearSpeed() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
Close() | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
CloseRigidBody() | VRage.Game.Components.MyPhysicsComponentBase | protectedpure virtual |
ClusterToWorld(Vector3 clusterPos) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
ComponentTypeDebugString | VRage.Game.Components.MyPhysicsComponentBase | |
ContactPointDelay | VRage.Game.Components.MyPhysicsComponentBase | |
Container | VRage.Game.Components.MyEntityComponentBase | |
ContainerBase | VRage.Game.Components.MyComponentBase | |
CreateCharacterCollision(Vector3 center, float characterWidth, float characterHeight, float crouchHeight, float ladderHeight, float headSize, float headHeight, MatrixD worldTransform, float mass, ushort collisionLayer, bool isOnlyVertical, float maxSlope, float maxLimit, float maxSpeedRelativeToShip, bool networkProxy, float?maxForce) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
Deactivate() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
DebugDraw() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
Definition | VRage.Game.Components.MyPhysicsComponentBase | |
Deserialize(MyObjectBuilder_ComponentBase baseBuilder) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
Enabled | VRage.Game.Components.MyPhysicsComponentBase | |
Entity | VRage.Game.Components.MyPhysicsComponentBase | |
Flags | VRage.Game.Components.MyPhysicsComponentBase | |
ForceActivate() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
Friction | VRage.Game.Components.MyPhysicsComponentBase | |
GetAs< T >() | VRage.Game.Components.MyComponentBase | inlinevirtual |
GetMaterialAt(Vector3D worldPos) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
GetVelocityAtPoint(Vector3D worldPos) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
GetWorldMatrix() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
Gravity | VRage.Game.Components.MyPhysicsComponentBase | |
HasRigidBody | VRage.Game.Components.MyPhysicsComponentBase | |
Init(MyComponentDefinitionBase definition) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
IsInWorld | VRage.Game.Components.MyPhysicsComponentBase | |
IsKinematic | VRage.Game.Components.MyPhysicsComponentBase | |
IsMoving | VRage.Game.Components.MyPhysicsComponentBase | |
IsPhantom | VRage.Game.Components.MyPhysicsComponentBase | |
IsSerialized() | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
IsStatic | VRage.Game.Components.MyPhysicsComponentBase | |
LinearAcceleration | VRage.Game.Components.MyPhysicsComponentBase | |
LinearDamping | VRage.Game.Components.MyPhysicsComponentBase | |
LinearVelocity | VRage.Game.Components.MyPhysicsComponentBase | |
m_enabled | VRage.Game.Components.MyPhysicsComponentBase | protected |
Mass | VRage.Game.Components.MyPhysicsComponentBase | |
MaterialType | VRage.Game.Components.MyPhysicsComponentBase | |
OnAddedToContainer() | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
OnAddedToScene() | VRage.Game.Components.MyComponentBase | inlinevirtual |
OnAfterAddedToContainer | VRage.Game.Components.MyEntityComponentBase | static |
OnBeforeRemovedFromContainer() | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
OnRemovedFromScene() | VRage.Game.Components.MyComponentBase | inlinevirtual |
OnWorldPositionChanged(object source) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
PlayCollisionCueEnabled | VRage.Game.Components.MyPhysicsComponentBase | |
ReportAllContacts | VRage.Game.Components.MyPhysicsComponentBase | |
RigidBody | VRage.Game.Components.MyPhysicsComponentBase | |
RigidBody2 | VRage.Game.Components.MyPhysicsComponentBase | |
Serialize(bool copy=false) | VRage.Game.Components.MyPhysicsComponentBase | inlinevirtual |
ServerWorldMatrix | VRage.Game.Components.MyPhysicsComponentBase | |
SetContainer(MyComponentContainer container) | VRage.Game.Components.MyComponentBase | inlinevirtual |
SetSpeeds(Vector3 linear, Vector3 angular) | VRage.Game.Components.MyPhysicsComponentBase | inline |
Speed | VRage.Game.Components.MyPhysicsComponentBase | |
UpdateAccelerations() | VRage.Game.Components.MyPhysicsComponentBase | inline |
UpdateFromSystem() | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |
WorldToCluster(Vector3D worldPos) | VRage.Game.Components.MyPhysicsComponentBase | pure virtual |