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Interface IMyEntity

Inherited Members
IMyEntity.GetPosition()
IMyEntity.Components
IMyEntity.HasInventory
IMyEntity.InventoryCount
IMyEntity.Closed
IMyEntity.WorldAABB
IMyEntity.WorldAABBHr
IMyEntity.WorldVolume
IMyEntity.WorldVolumeHr
Namespace: VRage.ModAPI
Assembly: VRage.Game.dll
Syntax
public interface IMyEntity : IMyEntity

Properties

CastShadows

Gets or sets flag CastShadows

Declaration
bool CastShadows { get; set; }
Property Value
Type Description
System.Boolean

DebugAsyncLoading

Used for internal usage. Modders should not use it. Will be eventually removed

Declaration
bool DebugAsyncLoading { get; }
Property Value
Type Description
System.Boolean

DisplayName

Gets or sets user friendly name of entity

Declaration
string DisplayName { get; set; }
Property Value
Type Description
System.String

EntityId

Uniq id of entity.

Declaration
long EntityId { get; set; }
Property Value
Type Description
System.Int64
See Also
IMyEntities

FastCastShadowResolve

Gets or sets flag CastShadows

Declaration
bool FastCastShadowResolve { get; set; }
Property Value
Type Description
System.Boolean

Flags

Gets or set some behavior of entity. EntityFlags

Declaration
EntityFlags Flags { get; set; }
Property Value
Type Description
EntityFlags

GameLogic

Gets or sets game logic for object. If there is more than 1 game logic attached it should be wrapped into MyCompositeGameLogicComponent.

Declaration
MyEntityComponentBase GameLogic { get; set; }
Property Value
Type Description
MyEntityComponentBase
See Also
MyGameLogicComponent

Hierarchy

Gets or sets Hierarchy component

Declaration
MyHierarchyComponentBase Hierarchy { get; set; }
Property Value
Type Description
MyHierarchyComponentBase

InScene

Gets or set if grid is InScene. Objects that are not in scene are not updated and drawn.

Declaration
bool InScene { get; set; }
Property Value
Type Description
System.Boolean

InvalidateOnMove

Gets if entity is invalidated on move When visual look of entity depends on position - then InvalidateOnMove should be true

Declaration
bool InvalidateOnMove { get; }
Property Value
Type Description
System.Boolean

IsCCDForProjectiles

Declaration
bool IsCCDForProjectiles { get; }
Property Value
Type Description
System.Boolean

IsVolumetric

Always returns false

Declaration
bool IsVolumetric { get; }
Property Value
Type Description
System.Boolean

LocalAABB

Gets or sets local axis aligned bounding box. Same as LocalAABBHr, LocalAABB

Declaration
BoundingBox LocalAABB { get; set; }
Property Value
Type Description
BoundingBox

LocalAABBHr

Gets local axis aligned bounding box. Same as LocalAABB, LocalAABB

Declaration
BoundingBox LocalAABBHr { get; }
Property Value
Type Description
BoundingBox

LocalMatrix

Gets or sets local matrix. When entity, has parent, it's world coordinates are calculated from localMatrix and parent world matrix

Declaration
Matrix LocalMatrix { get; set; }
Property Value
Type Description
Matrix

LocalVolume

Gets or sets local volume. Same as LocalVolume

Declaration
BoundingSphere LocalVolume { get; set; }
Property Value
Type Description
BoundingSphere

LocalVolumeOffset

Gets or sets local volume offset. Same as LocalVolumeOffset

Declaration
Vector3 LocalVolumeOffset { get; set; }
Property Value
Type Description
Vector3

LocationForHudMarker

Declaration
Vector3D LocationForHudMarker { get; }
Property Value
Type Description
Vector3D

MarkedForClose

Checked if Close() was called

Declaration
bool MarkedForClose { get; }
Property Value
Type Description
System.Boolean

MaxGlassDistSq

Not used in game anymore

Declaration
float MaxGlassDistSq { get; }
Property Value
Type Description
System.Single

Model

Gets model of block

Declaration
IMyModel Model { get; }
Property Value
Type Description
IMyModel

ModelCollision

Gets collision model of block

Declaration
IMyModel ModelCollision { get; }
Property Value
Type Description
IMyModel

Name

Uniq name of entity. Can be used to find entity by name

Declaration
string Name { get; set; }
Property Value
Type Description
System.String

NearFlag

Gets or sets flag Near

Declaration
bool NearFlag { get; set; }
Property Value
Type Description
System.Boolean

NeedsDraw

Gets or sets flag NeedsDraw

Declaration
bool NeedsDraw { get; set; }
Property Value
Type Description
System.Boolean

NeedsDrawFromParent

Gets or sets flag NeedsDrawFromParent

Declaration
bool NeedsDrawFromParent { get; set; }
Property Value
Type Description
System.Boolean

NeedsResolveCastShadow

Gets or sets flag NeedsResolveCastShadow

Declaration
bool NeedsResolveCastShadow { get; set; }
Property Value
Type Description
System.Boolean

NeedsUpdate

Gets or sets how often the entity should be updated.

Declaration
MyEntityUpdateEnum NeedsUpdate { get; set; }
Property Value
Type Description
MyEntityUpdateEnum

NeedsWorldMatrix

Gets or sets if WorldMatrix should be calculated when parent WorldMatrix is changed.

Declaration
bool NeedsWorldMatrix { get; set; }
Property Value
Type Description
System.Boolean
Remarks

Enabling it on big amount entities may lower simulation speed

Parent

Gets parent of entity or null, if this entity doesn't have parent. Ex: character sitting in cockpit, has parent - cockpit, cockpit has parent - cube grid, connected grids also has main grid, which would be parent for other grids.

Declaration
IMyEntity Parent { get; }
Property Value
Type Description
IMyEntity

PersistentFlags

Gets or sets persistent flags that are used in rendering.

Declaration
MyPersistentEntityFlags2 PersistentFlags { get; set; }
Property Value
Type Description
MyPersistentEntityFlags2

Physics

Gets or sets physics for object

Declaration
MyPhysicsComponentBase Physics { get; set; }
Property Value
Type Description
MyPhysicsComponentBase

PositionComp

Gets or sets position provider logic

Declaration
MyPositionComponentBase PositionComp { get; set; }
Property Value
Type Description
MyPositionComponentBase

Render

Gets or sets render logic

Declaration
MyRenderComponentBase Render { get; set; }
Property Value
Type Description
MyRenderComponentBase

Save

Gets or sets Save. Entity won't be saved if Save is false

Declaration
bool Save { get; set; }
Property Value
Type Description
System.Boolean

ShadowBoxLod

Gets or sets flag ShadowBoxLod

Declaration
bool ShadowBoxLod { get; set; }
Property Value
Type Description
System.Boolean

SkipIfTooSmall

Gets or sets flag SkipIfTooSmall

Declaration
bool SkipIfTooSmall { get; set; }
Property Value
Type Description
System.Boolean

StopPhysicsActivation

Declaration
bool StopPhysicsActivation { get; set; }
Property Value
Type Description
System.Boolean

Storage

Custom storage for mods. Shared with all mods.

Declaration
MyModStorageComponentBase Storage { get; set; }
Property Value
Type Description
MyModStorageComponentBase
Remarks

Not synced, but saved with blueprints. Only use set accessor if value is null.

 Entity.Storage = new MyModStorageComponent(); 

Synchronized

Gets or sets if the entity should be synced.

Declaration
bool Synchronized { get; set; }
Property Value
Type Description
System.Boolean

SyncObject

Gets SyncObject used for synchronizing data over network with VRage.Sync.Sync

Declaration
MySyncComponentBase SyncObject { get; }
Property Value
Type Description
MySyncComponentBase

Transparent

Gets or sets Transparency. When setting true entity would be 25% transparent

Declaration
bool Transparent { get; set; }
Property Value
Type Description
System.Boolean

Visible

Gets or sets flag Visible

Declaration
bool Visible { get; set; }
Property Value
Type Description
System.Boolean

WorldMatrix

Gets or sets world matrix.

Declaration
MatrixD WorldMatrix { get; set; }
Property Value
Type Description
MatrixD
See Also
MatrixD

WorldMatrixInvScaled

Get scaled, inverted world matrix. Same as GetViewMatrix(), GetWorldMatrixNormalizedInv(), WorldMatrixNormalizedInv, but not normalized

Declaration
MatrixD WorldMatrixInvScaled { get; }
Property Value
Type Description
MatrixD

Matrix

WorldMatrixNormalizedInv

Get normalized, inverted world matrix. Same as GetViewMatrix(), WorldMatrixNormalizedInv

Declaration
MatrixD WorldMatrixNormalizedInv { get; }
Property Value
Type Description
MatrixD

Matrix

Methods

AddToGamePruningStructure()

Declaration
void AddToGamePruningStructure()

BeforeSave()

Called before method GetObjectBuilder, when saving sector

Declaration
void BeforeSave()

Close()

This method marks this entity for close which means, that Close will be called after all entities are updated

Declaration
void Close()

DebugDraw()

Calls debug draw of entity

Declaration
void DebugDraw()

DebugDrawInvalidTriangles()

Calls special debug draw, that highlighting invalid triangles in model

Declaration
void DebugDrawInvalidTriangles()

Delete()

Performs real cleaning of entity. Should be called by game. Modders should prefer Close() method.

Declaration
void Delete()

DoOverlapSphereTest(Single, Vector3D)

Checks if intersects Works only with IMyVoxelBase

Declaration
bool DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)
Parameters
Type Name Description
System.Single sphereRadius

Radius of sphere

Vector3D spherePos

World position

Returns
Type Description
System.Boolean

True if intersects

EnableColorMaskForSubparts(Boolean)

Allows subparts have different color than their parent

Declaration
void EnableColorMaskForSubparts(bool enable)
Parameters
Type Name Description
System.Boolean enable

GetChildren(List<IMyEntity>, Func<IMyEntity, Boolean>)

Gets children of entity. Child - entity, who's Parent is this entity

Declaration
void GetChildren(List<IMyEntity> children, Func<IMyEntity, bool> collect = null)
Parameters
Type Name Description
System.Collections.Generic.List<IMyEntity> children

List, that would receive results

System.Func<IMyEntity, System.Boolean> collect

When returns true - child added to list

GetDiffuseColor()

Gets render diffuse color

Declaration
Vector3 GetDiffuseColor()
Returns
Type Description
Vector3

Diffuse color

GetDistanceBetweenCameraAndBoundingSphere()

Distance from camera to bounding sphere of this phys object. Result is always positive, even if camera is inside the sphere. (in meters)

Declaration
float GetDistanceBetweenCameraAndBoundingSphere()
Returns
Type Description
System.Single

Distance in meters

GetDistanceBetweenCameraAndPosition()

Distance from camera to position of entity.

Declaration
float GetDistanceBetweenCameraAndPosition()
Returns
Type Description
System.Single

Distance in meters

GetFriendlyName()

Not used. Actually not a friendly name

Declaration
string GetFriendlyName()
Returns
Type Description
System.String

String.Empty or "MyVoxelMap"

GetIntersectionWithAABB(ref BoundingBoxD)

Return true if object intersects specified bounding box.

Declaration
bool GetIntersectionWithAABB(ref BoundingBoxD aabb)
Parameters
Type Name Description
BoundingBoxD aabb

Bounding box to check

Returns
Type Description
System.Boolean

True if intersects

GetIntersectionWithLine(ref LineD, out Nullable<MyIntersectionResultLineTriangleEx>, IntersectionFlags)

Get intersection of model with provided line

Declaration
bool GetIntersectionWithLine(ref LineD line, out Nullable<MyIntersectionResultLineTriangleEx> tri, IntersectionFlags flags)
Parameters
Type Name Description
LineD line

Line that should intersect model

System.Nullable<VRage.Game.Models.MyIntersectionResultLineTriangleEx> tri

Returns model first triangle that intersects

IntersectionFlags flags

Mode of work

Returns
Type Description
System.Boolean

True when line intersects models

GetIntersectionWithLineAndBoundingSphere(ref LineD, Single)

Calculates intersection of line with any bounding sphere in this model instance. Center of the bounding sphere will be returned. It takes boundingSphereRadiusMultiplier argument which serves for extending the influence (radius) for interaction with line.

Declaration
Nullable<Vector3D> GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)
Parameters
Type Name Description
LineD line

Line to check

System.Single boundingSphereRadiusMultiplier

Bounding sphere radius would be multiplied by this value

Returns
Type Description
System.Nullable<Vector3D>

Position of intersection if of line and bounding sphere

GetIntersectionWithSphere(ref BoundingSphereD)

Return true if object intersects specified sphere.

Declaration
bool GetIntersectionWithSphere(ref BoundingSphereD sphere)
Parameters
Type Name Description
BoundingSphereD sphere

Sphere to check

Returns
Type Description
System.Boolean

True if intersects

GetInventory()

Simply get the MyInventoryBase component stored in this entity.

Declaration
IMyInventory GetInventory()
Returns
Type Description
IMyInventory

Null, or first inventory

GetInventory(Int32)

Search for inventory component with matching index.

Declaration
IMyInventory GetInventory(int index)
Parameters
Type Name Description
System.Int32 index

Index of inventory, starting from 0

Returns
Type Description
IMyInventory

Null, or inventory at matching index

GetLargestDistanceBetweenCameraAndBoundingSphere()

Largest distance from camera to bounding sphere of this phys object. Result is always positive, even if camera is inside the sphere. It's actually distance between camera and opposite side of the sphere

Declaration
float GetLargestDistanceBetweenCameraAndBoundingSphere()
Returns
Type Description
System.Single

Distance in meters

GetObjectBuilder(Boolean)

Returns object builder - object representing block state, and allows restore it. Used in game save, or syncing over network.

Declaration
MyObjectBuilder_EntityBase GetObjectBuilder(bool copy = false)
Parameters
Type Name Description
System.Boolean copy

When true, Name won't be saved. Copy true comes only from MyGridClipboard/MyFloatingObjectClipboard/MyVoxelClipboard

Returns
Type Description
MyObjectBuilder_EntityBase

Object builder

GetSmallestDistanceBetweenCameraAndBoundingSphere()

Smallest distance between camera and bounding sphere of this phys object. Result is always positive, even if camera is inside the sphere.

Declaration
float GetSmallestDistanceBetweenCameraAndBoundingSphere()
Returns
Type Description
System.Single

Distance in meters

GetSubpart(String)

Gets subpart by subpart name

Declaration
MyEntitySubpart GetSubpart(string name)
Parameters
Type Name Description
System.String name

Name of subpart. Keep in mind that subpart names, should not start with subpart_

Returns
Type Description
MyEntitySubpart

Subpart if it is found, or crashes if subpart not found

Remarks

If you press Alt+11, enable Debug draw and Model dummies then you'll see all subpart names.

GetTopMostParent(Type)

Gets top most Parent of specified type. Top most is entity that doesn't have parent (of specified type)

Declaration
IMyEntity GetTopMostParent(Type type = null)
Parameters
Type Name Description
System.Type type

Type of parent. When type is null, type check disabled

Returns
Type Description
IMyEntity

Entity

GetTrianglesIntersectingSphere(ref BoundingSphere, Nullable<Vector3>, Nullable<Single>, List<MyTriangle_Vertex_Normals>, Int32)

Return list of triangles intersecting specified sphere. Angle between every triangleVertexes normal vector and 'referenceNormalVector' is calculated, and if more than 'maxAngle', we ignore such triangleVertexes. Triangles are returned in 'retTriangles', and this list must be preallocated! IMPORTANT: Sphere must be in model space, so don't transform it!

Declaration
void GetTrianglesIntersectingSphere(ref BoundingSphere sphere, Nullable<Vector3> referenceNormalVector, Nullable<float> maxAngle, List<MyTriangle_Vertex_Normals> retTriangles, int maxNeighbourTriangles)
Parameters
Type Name Description
BoundingSphere sphere

Sphere to check

System.Nullable<Vector3> referenceNormalVector

Used in filtering triangles

System.Nullable<System.Single> maxAngle

Max angle between referenceNormalVector and every triangleVertex of model

System.Collections.Generic.List<MyTriangle_Vertex_Normals> retTriangles

Triangles would be added here

System.Int32 maxNeighbourTriangles

Limit of added triangles

GetViewMatrix()

Get normalized, inverted world matrix. Same as GetWorldMatrixNormalizedInv(), WorldMatrixNormalizedInv

Declaration
MatrixD GetViewMatrix()
Returns
Type Description
MatrixD

Matrix

GetWorldMatrixNormalizedInv()

Get normalized, inverted world matrix. Same as GetViewMatrix(), WorldMatrixNormalizedInv

Declaration
MatrixD GetWorldMatrixNormalizedInv()
Returns
Type Description
MatrixD

Matrix

IsVisible()

Gets or result of function IsVisible(). Function inside check for IsVisible(IMyEntity)

Declaration
bool IsVisible()
Returns
Type Description
System.Boolean

True if entity should be drawn

OnAddedToScene(Object)

Adds entity to scene: init updates, render physics

Declaration
void OnAddedToScene(object source)
Parameters
Type Name Description
System.Object source

Object that triggered adding from scene

OnRemovedFromScene(Object)

Remove entity and it's children from scene: stops updates and render, deactivates physics. Usually called when entity deleted

Declaration
void OnRemovedFromScene(object source)
Parameters
Type Name Description
System.Object source

Object that triggered removing from scene

RemoveFromGamePruningStructure()

Declaration
void RemoveFromGamePruningStructure()

SetColorMaskForSubparts(Vector3)

Sets subparts custom col

Declaration
void SetColorMaskForSubparts(Vector3 colorMaskHsv)
Parameters
Type Name Description
Vector3 colorMaskHsv

Color

SetEmissiveParts(String, Color, Single)

Sets the emissive value of a specific emissive material on entity.

Declaration
void SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)
Parameters
Type Name Description
System.String emissiveName

The name of the emissive material (ie. "Emissive0")

Color emissivePartColor

Color to emit

System.Single emissivity

Level of emissivity (0 is off, 1 is full brightness)

SetEmissivePartsForSubparts(String, Color, Single)

Sets the emissive value of a specific emissive material on all entity subparts.

Declaration
void SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)
Parameters
Type Name Description
System.String emissiveName

The name of the emissive material (ie. "Emissive0")

Color emissivePartColor

Color to emit

System.Single emissivity

Level of emissivity (0 is off, 1 is full brightness).

SetLocalMatrix(Matrix, Object)

Sets local matrix. When entity, has parent, it's world coordinates are calculated from localMatrix and parent world matrix

Declaration
void SetLocalMatrix(Matrix localMatrix, object source = null)
Parameters
Type Name Description
Matrix localMatrix

New matrix

System.Object source

Object that caused this event. Not used in anyway

SetPosition(Vector3D)

Set WorldMatrix's Translation. Moves entity.

Declaration
void SetPosition(Vector3D pos)
Parameters
Type Name Description
Vector3D pos

New position of entity

SetTextureChangesForSubparts(Dictionary<String, MyTextureChange>)

This calling is obsolete, use another version.

Declaration
void SetTextureChangesForSubparts(Dictionary<string, MyTextureChange> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<System.String, VRageRender.Messages.MyTextureChange> value

SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange>)

Sets subparts custom skinning. Copy values from TextureChanges, then change needed keys. You can retrieve values for exact skin with following code:

MyDefinitionManager.Static.GetAssetModifierDefinitionForRender(skinId);

Declaration
void SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange> value)
Parameters
Type Name Description
System.Collections.Generic.Dictionary<MyStringId, VRageRender.Messages.MyTextureChange> value

Key - name of texture, value - path to texture files

SetWorldMatrix(MatrixD, Object)

Sets world matrix of entity.

Declaration
void SetWorldMatrix(MatrixD worldMatrix, object source = null)
Parameters
Type Name Description
MatrixD worldMatrix

New world matrix

System.Object source

Object that triggered set of new matrix

Teleport(MatrixD, Object, Boolean)

When moving entity over large distances or when entity has children, using this method preferred over SetPosition(Vector3D)

Declaration
void Teleport(MatrixD pos, object source = null, bool ignoreAssert = false)
Parameters
Type Name Description
MatrixD pos

Teleport destination

System.Object source

Object that triggered

System.Boolean ignoreAssert

Do extra validation

TryGetSubpart(String, out MyEntitySubpart)

Gets subpart by subpart name

Declaration
bool TryGetSubpart(string name, out MyEntitySubpart subpart)
Parameters
Type Name Description
System.String name

Name of subpart. Keep in mind that subpart names, should not start with subpart_

MyEntitySubpart subpart

Subpart if it is found

Returns
Type Description
System.Boolean

True if subpart is found

Remarks

If you press Alt+11, enable Debug draw and Model dummies then you'll see all subpart names.

UpdateGamePruningStructure()

Update position of entity in MyGamePruningStructure. Calls:

MyGamePruningStructure.Move(this)

Declaration
void UpdateGamePruningStructure()

Events

OnClose

Called when Close() is called. Order 1) OnMarkForClose 2) OnClosing 3) OnClose.

Declaration
event Action<IMyEntity> OnClose
Event Type
Type Description
System.Action<IMyEntity>
Remarks

Modders should prefer OnMarkForClose or OnClosing

OnClosing

Called when Close() is called. Order 1) OnMarkForClose 2) OnClosing 3) OnClose.

Declaration
event Action<IMyEntity> OnClosing
Event Type
Type Description
System.Action<IMyEntity>
Remarks

Modders should prefer OnMarkForClose or OnClosing

OnMarkForClose

Called when Close() is called. Order 1) OnMarkForClose 2) OnClosing 3) OnClose.

Declaration
event Action<IMyEntity> OnMarkForClose
Event Type
Type Description
System.Action<IMyEntity>
Remarks

Modders should prefer OnMarkForClose or OnClosing. This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed

OnPhysicsChanged

Called when havok rigid body physics are changed: inited, closed, modified.

Declaration
event Action<IMyEntity> OnPhysicsChanged
Event Type
Type Description
System.Action<IMyEntity>
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In This Article
  • Properties
    • CastShadows
    • DebugAsyncLoading
    • DisplayName
    • EntityId
    • FastCastShadowResolve
    • Flags
    • GameLogic
    • Hierarchy
    • InScene
    • InvalidateOnMove
    • IsCCDForProjectiles
    • IsVolumetric
    • LocalAABB
    • LocalAABBHr
    • LocalMatrix
    • LocalVolume
    • LocalVolumeOffset
    • LocationForHudMarker
    • MarkedForClose
    • MaxGlassDistSq
    • Model
    • ModelCollision
    • Name
    • NearFlag
    • NeedsDraw
    • NeedsDrawFromParent
    • NeedsResolveCastShadow
    • NeedsUpdate
    • NeedsWorldMatrix
    • Parent
    • PersistentFlags
    • Physics
    • PositionComp
    • Render
    • Save
    • ShadowBoxLod
    • SkipIfTooSmall
    • StopPhysicsActivation
    • Storage
    • Synchronized
    • SyncObject
    • Transparent
    • Visible
    • WorldMatrix
    • WorldMatrixInvScaled
    • WorldMatrixNormalizedInv
  • Methods
    • AddToGamePruningStructure()
    • BeforeSave()
    • Close()
    • DebugDraw()
    • DebugDrawInvalidTriangles()
    • Delete()
    • DoOverlapSphereTest(Single, Vector3D)
    • EnableColorMaskForSubparts(Boolean)
    • GetChildren(List<IMyEntity>, Func<IMyEntity, Boolean>)
    • GetDiffuseColor()
    • GetDistanceBetweenCameraAndBoundingSphere()
    • GetDistanceBetweenCameraAndPosition()
    • GetFriendlyName()
    • GetIntersectionWithAABB(ref BoundingBoxD)
    • GetIntersectionWithLine(ref LineD, out Nullable<MyIntersectionResultLineTriangleEx>, IntersectionFlags)
    • GetIntersectionWithLineAndBoundingSphere(ref LineD, Single)
    • GetIntersectionWithSphere(ref BoundingSphereD)
    • GetInventory()
    • GetInventory(Int32)
    • GetLargestDistanceBetweenCameraAndBoundingSphere()
    • GetObjectBuilder(Boolean)
    • GetSmallestDistanceBetweenCameraAndBoundingSphere()
    • GetSubpart(String)
    • GetTopMostParent(Type)
    • GetTrianglesIntersectingSphere(ref BoundingSphere, Nullable<Vector3>, Nullable<Single>, List<MyTriangle_Vertex_Normals>, Int32)
    • GetViewMatrix()
    • GetWorldMatrixNormalizedInv()
    • IsVisible()
    • OnAddedToScene(Object)
    • OnRemovedFromScene(Object)
    • RemoveFromGamePruningStructure()
    • SetColorMaskForSubparts(Vector3)
    • SetEmissiveParts(String, Color, Single)
    • SetEmissivePartsForSubparts(String, Color, Single)
    • SetLocalMatrix(Matrix, Object)
    • SetPosition(Vector3D)
    • SetTextureChangesForSubparts(Dictionary<String, MyTextureChange>)
    • SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange>)
    • SetWorldMatrix(MatrixD, Object)
    • Teleport(MatrixD, Object, Boolean)
    • TryGetSubpart(String, out MyEntitySubpart)
    • UpdateGamePruningStructure()
  • Events
    • OnClose
    • OnClosing
    • OnMarkForClose
    • OnPhysicsChanged
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