Barotrauma Client Doc
Barotrauma.PhysicsBody Member List

This is the complete list of members for Barotrauma.PhysicsBody, including all inherited members.

AngularVelocityBarotrauma.PhysicsBody
ApplyForce(Vector2 force, float maxVelocity=NetConfig.MaxPhysicsBodyVelocity)Barotrauma.PhysicsBody
ApplyForce(Vector2 force, Vector2 point)Barotrauma.PhysicsBody
ApplyLinearImpulse(Vector2 impulse)Barotrauma.PhysicsBody
ApplyLinearImpulse(Vector2 impulse, float maxVelocity)Barotrauma.PhysicsBody
ApplyLinearImpulse(Vector2 impulse, Vector2 point)Barotrauma.PhysicsBody
ApplyLinearImpulse(Vector2 impulse, Vector2 point, float maxVelocity)Barotrauma.PhysicsBody
ApplyTorque(float torque)Barotrauma.PhysicsBody
ApplyWaterForces()Barotrauma.PhysicsBody
BodyShapeBarotrauma.PhysicsBody
BodyShapeTextureBarotrauma.PhysicsBody
BodyTypeBarotrauma.PhysicsBody
ClientRead(IReadMessage msg, float sendingTime, string parentDebugName)Barotrauma.PhysicsBody
CollidesWithBarotrauma.PhysicsBody
CollisionCategoriesBarotrauma.PhysicsBody
CorrectPosition< T >(List< T > positionBuffer, out Vector2 newPosition, out Vector2 newVelocity, out float newRotation, out float newAngularVelocity)Barotrauma.PhysicsBody
DebugDraw(SpriteBatch spriteBatch, Color color, bool forceColor=false)Barotrauma.PhysicsBody
DefaultAngularDampingBarotrauma.PhysicsBodystatic
DefineBodyShape(float radius, float width, float height)Barotrauma.PhysicsBodystatic
DensityBarotrauma.PhysicsBody
DirBarotrauma.PhysicsBody
Draw(DeformableSprite deformSprite, Camera cam, Vector2 scale, Color color, bool invert=false)Barotrauma.PhysicsBody
Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth=null, float scale=1.0f, bool mirrorX=false, bool mirrorY=false, Vector2? origin=null)Barotrauma.PhysicsBody
DrawPositionBarotrauma.PhysicsBody
DrawRotationBarotrauma.PhysicsBody
EnabledBarotrauma.PhysicsBody
FarseerBodyBarotrauma.PhysicsBody
FrictionBarotrauma.PhysicsBody
GetLocalFront(float? spritesheetRotation=null)Barotrauma.PhysicsBody
GetMaxExtent()Barotrauma.PhysicsBody
GetSize()Barotrauma.PhysicsBody
HeightBarotrauma.PhysicsBody
IsValidShape(float radius, float height, float width)Barotrauma.PhysicsBodystatic
IsValidValue(float value, string valueName, float minValue=float.MinValue, float maxValue=float.MaxValue)Barotrauma.PhysicsBody
LastSentPositionBarotrauma.PhysicsBody
LinearVelocityBarotrauma.PhysicsBody
ListBarotrauma.PhysicsBodystatic
MassBarotrauma.PhysicsBody
MinDensityBarotrauma.PhysicsBodystatic
MoveToPos(Vector2 simPosition, float force, Vector2? pullPos=null)Barotrauma.PhysicsBody
MoveToTargetPosition(bool lerp=true)Barotrauma.PhysicsBody
PhysEnabledBarotrauma.PhysicsBody
PhysicsBody(XElement element, float scale=1.0f, bool findNewContacts=true)Barotrauma.PhysicsBody
PhysicsBody(ColliderParams cParams, bool findNewContacts=true)Barotrauma.PhysicsBody
PhysicsBody(LimbParams lParams, bool findNewContacts=true)Barotrauma.PhysicsBody
PhysicsBody(float width, float height, float radius, float density, BodyType bodyType, Category collisionCategory, Category collidesWith, bool findNewContacts=true)Barotrauma.PhysicsBody
PhysicsBody(Body farseerBody)Barotrauma.PhysicsBody
PhysicsBody(ColliderParams colliderParams, Vector2 position, bool findNewContacts=true)Barotrauma.PhysicsBody
PhysicsBody(LimbParams limbParams, Vector2 position, bool findNewContacts=true)Barotrauma.PhysicsBody
PhysicsBody(XElement element, Vector2 position, float scale=1.0f, float? forceDensity=null, Category collisionCategory=Physics.CollisionItem, Category collidesWith=Physics.CollisionWall|Physics.CollisionLevel|Physics.CollisionPlatform, bool findNewContacts=true)Barotrauma.PhysicsBody
PositionBarotrauma.PhysicsBody
PositionSmoothingFactorBarotrauma.PhysicsBody
PrevPositionBarotrauma.PhysicsBody
prevPositionBarotrauma.PhysicsBodyprotected
prevRotationBarotrauma.PhysicsBodyprotected
RadiusBarotrauma.PhysicsBody
Remove()Barotrauma.PhysicsBody
RemoveAll()Barotrauma.PhysicsBodystatic
RemovedBarotrauma.PhysicsBody
ResetDynamics()Barotrauma.PhysicsBody
RotationBarotrauma.PhysicsBody
SetPrevTransform(Vector2 simPosition, float rotation)Barotrauma.PhysicsBody
SetSize(Vector2 size)Barotrauma.PhysicsBody
SetTransform(Vector2 simPosition, float rotation, bool setPrevTransform=true)Barotrauma.PhysicsBody
SetTransformIgnoreContacts(Vector2 simPosition, float rotation, bool setPrevTransform=true)Barotrauma.PhysicsBody
Shape enum nameBarotrauma.PhysicsBody
SimPositionBarotrauma.PhysicsBody
SmoothRotate(float targetRotation, float force=10.0f, bool wrapAngle=true)Barotrauma.PhysicsBody
SubmarineBarotrauma.PhysicsBody
SuppressSmoothRotationCallsBarotrauma.PhysicsBody
targetPositionBarotrauma.PhysicsBodyprotected
TargetPositionBarotrauma.PhysicsBody
targetRotationBarotrauma.PhysicsBodyprotected
TargetRotationBarotrauma.PhysicsBody
TransformedRotationBarotrauma.PhysicsBody
TransformRotation(float rotation)Barotrauma.PhysicsBody
TransformRotation(float rot, float dir)Barotrauma.PhysicsBodystatic
Update()Barotrauma.PhysicsBody
UpdateDrawPosition(bool interpolate=true)Barotrauma.PhysicsBody
UserDataBarotrauma.PhysicsBody
WidthBarotrauma.PhysicsBody