|
void | ConvertToDynamic () |
|
bool | CubeExists (VRageMath.Vector3I pos) |
|
void | FixTargetCube (out VRageMath.Vector3I cube, VRageMath.Vector3 fractionalGridPosition) |
|
VRageMath.Vector3 | GetClosestCorner (VRageMath.Vector3I gridPos, VRageMath.Vector3 position) |
|
IMySlimBlock | GetCubeBlock (VRageMath.Vector3I pos) |
|
VRageMath.Vector3D | GridIntegerToWorld (VRageMath.Vector3I gridCoords) |
|
VRageMath.Vector3I | RayCastBlocks (VRageMath.Vector3D worldStart, VRageMath.Vector3D worldEnd) |
|
void | RayCastCells (VRageMath.Vector3D worldStart, VRageMath.Vector3D worldEnd, List< VRageMath.Vector3I > outHitPositions, VRageMath.Vector3I?gridSizeInflate=null, bool havokWorld=false) |
|
void | UpdateOwnership (long ownerId, bool isFunctional) |
|
VRageMath.Vector3I | WorldToGridInteger (VRageMath.Vector3D coords) |
|
void | GetBlocks (List< IMySlimBlock > blocks, Func< IMySlimBlock, bool > collect=null) |
|
List< IMySlimBlock > | GetBlocksInsideSphere (ref VRageMath.BoundingSphereD sphere) |
|
Definition at line 5 of file IMyCubeGrid.cs.
void Sandbox.ModAPI.Ingame.IMyCubeGrid.ConvertToDynamic |
( |
| ) |
|
void Sandbox.ModAPI.Ingame.IMyCubeGrid.GetBlocks |
( |
List< IMySlimBlock > |
blocks, |
|
|
Func< IMySlimBlock, bool > |
collect = null |
|
) |
| |
void Sandbox.ModAPI.Ingame.IMyCubeGrid.UpdateOwnership |
( |
long |
ownerId, |
|
|
bool |
isFunctional |
|
) |
| |
List<long> Sandbox.ModAPI.Ingame.IMyCubeGrid.BigOwners |
|
get |
float Sandbox.ModAPI.Ingame.IMyCubeGrid.GridSize |
|
get |
Sandbox.Common.ObjectBuilders.MyCubeSize Sandbox.ModAPI.Ingame.IMyCubeGrid.GridSizeEnum |
|
get |
bool Sandbox.ModAPI.Ingame.IMyCubeGrid.IsStatic |
|
get |
List<long> Sandbox.ModAPI.Ingame.IMyCubeGrid.SmallOwners |
|
get |
The documentation for this interface was generated from the following file: