Barotrauma Server 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
BodyTypeBarotrauma.PhysicsBody
CollidesWithBarotrauma.PhysicsBody
CollisionCategoriesBarotrauma.PhysicsBody
CorrectPosition< T >(List< T > positionBuffer, out Vector2 newPosition, out Vector2 newVelocity, out float newRotation, out float newAngularVelocity)Barotrauma.PhysicsBody
DefaultAngularDampingBarotrauma.PhysicsBodystatic
DefineBodyShape(float radius, float width, float height)Barotrauma.PhysicsBodystatic
DensityBarotrauma.PhysicsBody
DirBarotrauma.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.PhysicsBodyprotected
PrevPositionBarotrauma.PhysicsBody
prevRotationBarotrauma.PhysicsBodyprotected
RadiusBarotrauma.PhysicsBody
Remove()Barotrauma.PhysicsBody
RemoveAll()Barotrauma.PhysicsBodystatic
RemovedBarotrauma.PhysicsBody
ResetDynamics()Barotrauma.PhysicsBody
RotationBarotrauma.PhysicsBody
ServerWrite(IWriteMessage msg)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 nameBarotrauma.PhysicsBody
SimPositionBarotrauma.PhysicsBody
SmoothRotate(float targetRotation, float force=10.0f, bool wrapAngle=true)Barotrauma.PhysicsBody
SubmarineBarotrauma.PhysicsBody
SuppressSmoothRotationCallsBarotrauma.PhysicsBody
TargetPositionBarotrauma.PhysicsBody
targetPositionBarotrauma.PhysicsBodyprotected
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