Space Engineers
Namespaces | Classes | Enumerations
Package VRage.Game.Components

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 }
 

Enumeration Type Documentation

Enumerator
DIRECT_TRIANGLES 
FLIPPED_TRIANGLES 
ALL_TRIANGLES 

Definition at line 26 of file MyPhysicsComponentBase.cs.

Force type applied to physic object.

Enumerator
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
BeforeSimulation 
Simulation 
AfterSimulation 
NoUpdate 

Definition at line 11 of file MySessionComponentBase.cs.

Enumerator
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.