AngularVelocity | Barotrauma.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 | |
BodyShape | Barotrauma.PhysicsBody | |
BodyShapeTexture | Barotrauma.PhysicsBody | |
BodyType | Barotrauma.PhysicsBody | |
ClientRead(IReadMessage msg, float sendingTime, string parentDebugName) | Barotrauma.PhysicsBody | |
CollidesWith | Barotrauma.PhysicsBody | |
CollisionCategories | Barotrauma.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 | |
DefaultAngularDamping | Barotrauma.PhysicsBody | static |
DefineBodyShape(float radius, float width, float height) | Barotrauma.PhysicsBody | static |
Density | Barotrauma.PhysicsBody | |
Dir | Barotrauma.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 | |
DrawPosition | Barotrauma.PhysicsBody | |
DrawRotation | Barotrauma.PhysicsBody | |
Enabled | Barotrauma.PhysicsBody | |
FarseerBody | Barotrauma.PhysicsBody | |
Friction | Barotrauma.PhysicsBody | |
GetLocalFront(float? spritesheetRotation=null) | Barotrauma.PhysicsBody | |
GetMaxExtent() | Barotrauma.PhysicsBody | |
GetSize() | Barotrauma.PhysicsBody | |
Height | Barotrauma.PhysicsBody | |
IsValidShape(float radius, float height, float width) | Barotrauma.PhysicsBody | static |
IsValidValue(float value, string valueName, float minValue=float.MinValue, float maxValue=float.MaxValue) | Barotrauma.PhysicsBody | |
LastSentPosition | Barotrauma.PhysicsBody | |
LinearVelocity | Barotrauma.PhysicsBody | |
List | Barotrauma.PhysicsBody | static |
Mass | Barotrauma.PhysicsBody | |
MinDensity | Barotrauma.PhysicsBody | static |
MoveToPos(Vector2 simPosition, float force, Vector2? pullPos=null) | Barotrauma.PhysicsBody | |
MoveToTargetPosition(bool lerp=true) | Barotrauma.PhysicsBody | |
PhysEnabled | Barotrauma.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 | |
Position | Barotrauma.PhysicsBody | |
PositionSmoothingFactor | Barotrauma.PhysicsBody | |
PrevPosition | Barotrauma.PhysicsBody | |
prevPosition | Barotrauma.PhysicsBody | protected |
prevRotation | Barotrauma.PhysicsBody | protected |
Radius | Barotrauma.PhysicsBody | |
Remove() | Barotrauma.PhysicsBody | |
RemoveAll() | Barotrauma.PhysicsBody | static |
Removed | Barotrauma.PhysicsBody | |
ResetDynamics() | Barotrauma.PhysicsBody | |
Rotation | Barotrauma.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 name | Barotrauma.PhysicsBody | |
SimPosition | Barotrauma.PhysicsBody | |
SmoothRotate(float targetRotation, float force=10.0f, bool wrapAngle=true) | Barotrauma.PhysicsBody | |
Submarine | Barotrauma.PhysicsBody | |
SuppressSmoothRotationCalls | Barotrauma.PhysicsBody | |
targetPosition | Barotrauma.PhysicsBody | protected |
TargetPosition | Barotrauma.PhysicsBody | |
targetRotation | Barotrauma.PhysicsBody | protected |
TargetRotation | Barotrauma.PhysicsBody | |
TransformedRotation | Barotrauma.PhysicsBody | |
TransformRotation(float rotation) | Barotrauma.PhysicsBody | |
TransformRotation(float rot, float dir) | Barotrauma.PhysicsBody | static |
Update() | Barotrauma.PhysicsBody | |
UpdateDrawPosition(bool interpolate=true) | Barotrauma.PhysicsBody | |
UserData | Barotrauma.PhysicsBody | |
Width | Barotrauma.PhysicsBody | |