Space Engineers
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Namespaces | |
package | Interfaces |
package | Session |
Classes | |
interface | IMyComponentAggregate |
When creating a new aggregate component type, derive from this interface so that you can use extension methods AddComponent and RemoveComponent More... | |
interface | IMyComponentBase |
interface | IMyComponentContainer |
interface | IMyComponentOwner |
Always implement explicitly, because of Obfuscation More... | |
class | MyAggregateComponentList |
class | MyAnimationControllerComponent |
Entity component containing animation controller. More... | |
class | MyAnimationControllerComponentLoadFromDef |
class | MyComponentAggregateExtensions |
class | MyComponentBase |
class | MyComponentBuilderAttribute |
class | MyComponentContainer |
class | MyComponentFactory |
class | MyComponentTypeAttribute |
class | MyComponentTypeFactory |
class | MyDebugRenderComponentBase |
class | MyEntityComponentBase |
class | MyEntityComponentContainer |
class | MyEntityComponentDescriptor |
class | MyEntityComponentsDebugDraw |
class | MyEntityContainerEventExtensions |
TODO: This should change in future. Cestmir should already know how to change this to some kind of dispatcher that will inform components Until then, this is now used to inform MyEntityDurabilityComponent if present in the container about changes | |
class | MyGameLogicComponent |
class | MyHierarchyComponent |
class | MyHierarchyComponentBase |
class | MyIngameScript |
class | MyModStorageComponentBase |
class | MyNullGameLogicComponent |
class | MyNullPositionComponent |
class | MyNullRenderComponent |
class | MyPhysicsComponentBase |
class | MyPositionComponent |
class | MyPositionComponentBase |
class | MyRenderComponentBase |
class | MyRenderComponentBaseExtensions |
class | MyResourceSinkComponentBase |
struct | MyResourceSinkInfo |
class | MyResourceSourceComponentBase |
class | MyRespawnComponent |
class | MySessionComponentBase |
class | MySessionComponentDescriptor |
class | MySessionComponentMapping |
class | MySyncComponentBase |
class | MyUseObjectsComponentBase |
Enumerations | |
enum | RigidBodyFlag { RigidBodyFlag.RBF_DEFAULT = (0), RigidBodyFlag.RBF_KINEMATIC = (1 << 1), RigidBodyFlag.RBF_STATIC = (1 << 2), RigidBodyFlag.RBF_DISABLE_COLLISION_RESPONSE = (1 << 6), RigidBodyFlag.RBF_DOUBLED_KINEMATIC = (1 << 7), RigidBodyFlag.RBF_BULLET = (1 << 8), RigidBodyFlag.RBF_DEBRIS = (1 << 9), RigidBodyFlag.RBF_KEYFRAMED_REPORTING = (1 << 10) } |
enum | IntersectionFlags { IntersectionFlags.DIRECT_TRIANGLES = 0x01, IntersectionFlags.FLIPPED_TRIANGLES = 0x02, IntersectionFlags.ALL_TRIANGLES = DIRECT_TRIANGLES | FLIPPED_TRIANGLES } |
enum | MyPhysicsForceType : byte { MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, MyPhysicsForceType.ADD_BODY_FORCE_AND_BODY_TORQUE, MyPhysicsForceType.APPLY_WORLD_FORCE } |
Force type applied to physic object. More... | |
enum | MyUpdateOrder { MyUpdateOrder.BeforeSimulation = 1 << 0, MyUpdateOrder.Simulation = 1 << 1, MyUpdateOrder.AfterSimulation = 1 << 2, MyUpdateOrder.NoUpdate = 0 } |
Enumerator | |
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DIRECT_TRIANGLES | |
FLIPPED_TRIANGLES | |
ALL_TRIANGLES |
Definition at line 26 of file MyPhysicsComponentBase.cs.
enum VRage.Game.Components.MyPhysicsForceType : byte |
Force type applied to physic object.
Enumerator | |
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APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE | |
ADD_BODY_FORCE_AND_BODY_TORQUE | |
APPLY_WORLD_FORCE |
Definition at line 37 of file MyPhysicsComponentBase.cs.
Enumerator | |
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BeforeSimulation | |
Simulation | |
AfterSimulation | |
NoUpdate |
Definition at line 11 of file MySessionComponentBase.cs.
Enumerator | |
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RBF_DEFAULT | |
RBF_KINEMATIC | |
RBF_STATIC | |
RBF_DISABLE_COLLISION_RESPONSE | |
RBF_DOUBLED_KINEMATIC | |
RBF_BULLET | |
RBF_DEBRIS | |
RBF_KEYFRAMED_REPORTING |
Definition at line 14 of file MyPhysicsComponentBase.cs.