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bool | CastLongRay (Vector3D from, Vector3D to, out IHitInfo hitInfo, bool any) |
| Finds closest or any object on the path of the ray from->to. Uses Storage for voxels for faster search but only good for long rays (more or less more than 50m). Use it only in such cases. More...
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void | CastRay (Vector3D from, Vector3D to, List< IHitInfo > toList, int raycastFilterLayer=0) |
| Cast a ray and returns all matching entities. More...
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bool | CastRay (Vector3D from, Vector3D to, out IHitInfo hitInfo, int raycastFilterLayer=0) |
| Cast a ray and return first entity. More...
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bool | CastRay (Vector3D from, Vector3D to, out IHitInfo hitInfo, uint raycastCollisionFilter, bool ignoreConvexShape) |
| Cast a ray and return first entity. More...
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void | EnsurePhysicsSpace (BoundingBoxD aabb) |
| Ensure aabb is inside only one subspace. If no, reorder. More...
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int | GetCollisionLayer (string strLayer) |
| Given a string, gets the numeric value for the collision layer. Default: 0. More...
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Definition at line 17 of file IMyPhysics.cs.
Finds closest or any object on the path of the ray from->to. Uses Storage for voxels for faster search but only good for long rays (more or less more than 50m). Use it only in such cases.
- Parameters
-
from | Start of the ray. |
to | End of the ray. |
hitInfo | Hit info |
any | Indicates if method should return any object found (May not be closest) |
- Returns
- true if hit, false if no hit
void VRage.Game.ModAPI.IMyPhysics.CastRay |
( |
Vector3D |
from, |
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Vector3D |
to, |
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List< IHitInfo > |
toList, |
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int |
raycastFilterLayer = 0 |
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) |
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Cast a ray and returns all matching entities.
- Parameters
-
from | Start of ray. |
to | End of ray. |
toList | List of hits |
raycastFilterLayer | Collision filter. |
bool VRage.Game.ModAPI.IMyPhysics.CastRay |
( |
Vector3D |
from, |
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Vector3D |
to, |
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out IHitInfo |
hitInfo, |
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int |
raycastFilterLayer = 0 |
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) |
| |
Cast a ray and return first entity.
- Parameters
-
from | Start of ray. |
to | End of ray. |
hitInfo | Hit info |
raycastFilterLayer | Collision filter. |
- Returns
- true if hit; false if no hit
bool VRage.Game.ModAPI.IMyPhysics.CastRay |
( |
Vector3D |
from, |
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|
Vector3D |
to, |
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out IHitInfo |
hitInfo, |
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uint |
raycastCollisionFilter, |
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bool |
ignoreConvexShape |
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) |
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Cast a ray and return first entity.
- Parameters
-
from | Start of ray. |
to | End of ray. |
hitInfo | Hit info |
raycastCollisionFilter | Collision filter. |
- Returns
- true if hit; false if no hit
void VRage.Game.ModAPI.IMyPhysics.EnsurePhysicsSpace |
( |
BoundingBoxD |
aabb | ) |
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Ensure aabb is inside only one subspace. If no, reorder.
- Parameters
-
int VRage.Game.ModAPI.IMyPhysics.GetCollisionLayer |
( |
string |
strLayer | ) |
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Given a string, gets the numeric value for the collision layer. Default: 0.
- Parameters
-
strLayer | Name of collision layer. See MyPhysics.CollisionLayers for valid names. |
- Returns
- Numeric value from MyPhysics.CollisionLayers
Default string used if not valid: DefaultCollisionLayer
float VRage.Game.ModAPI.IMyPhysics.SimulationRatio |
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get |
Simulation ratio, when physics cannot keep up, this is smaller than 1
Definition at line 27 of file IMyPhysics.cs.
int VRage.Game.ModAPI.IMyPhysics.StepsLastSecond |
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get |
Number of physics steps done in last second
Definition at line 22 of file IMyPhysics.cs.
The documentation for this interface was generated from the following file: