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VRage.Game.ModAPI.Ingame.IMyCubeGrid
← Index ← Namespace Index
public interface IMyCubeGrid: IMyEntity
Grid interface
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Implements:
string CustomName { get; set; }
Getter and setter for display name of the grid (as seen in Info terminal tab)
Getter of grid size in meters
MyCubeSize GridSizeEnum { get; }
Getter for grid size enum
Determines if the grid is static (unmoveable)
Vector3 LinearVelocity { get; }
Gets linear velocity of the grid
Maximum coordinates of blocks in grid
Minimum coordinates of blocks in grid
Gets speed of the grid calculated from Linear Velocity. Rounded to two decimal places.
True if the block has been removed from the world.
Inherited from IMyEntity
IMyEntityComponentContainer Components { get; }
Gets blocks component logic container
Inherited from IMyEntity
Gets user friendly name of entity. May be null For block terminal name use DisplayNameText
Inherited from IMyEntity
Id of entity
Inherited from IMyEntity
Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventory() != null.
Inherited from IMyEntity
Returns the count of the number of inventories this entity has.
Inherited from IMyEntity
Some entities can have uniq name, and game can find them by name VRage.ModAPI.IMyEntities.TryGetEntityByName(System.String,VRage.ModAPI.IMyEntity@)
Inherited from IMyEntity
BoundingBoxD WorldAABB { get; }
Gets world axis-aligned bounding box
Inherited from IMyEntity
BoundingBoxD WorldAABBHr { get; }
Gets world axis-aligned bounding box
Inherited from IMyEntity
Gets world matrix of this entity
Inherited from IMyEntity
BoundingSphereD WorldVolume { get; }
Gets bounding sphere of this entity
Inherited from IMyEntity
BoundingSphereD WorldVolumeHr { get; }
Gets bounding sphere of this entity
Inherited from IMyEntity
Returns true if there is any block occupying given position
IMySlimBlock GetCubeBlock(Vector3I pos)
Get cube block at given position
Vector3D GridIntegerToWorld(Vector3I gridCoords)
Converts grid coordinates to world space
bool IsSameConstructAs(IMyCubeGrid other)
Determines whether this grid is VRage.Game.ModAPI.GridLinkTypeEnum.Mechanical connected to the other. This is any grid connected with rotors or pistons or other mechanical devices, but not things like connectors. This will in most cases constitute your complete construct.
Be aware that using merge blocks combines grids into one, so this function will not filter out grids connected that way. Also be aware that detaching the heads of pistons and rotors will cause this connection to change.
Vector3I WorldToGridInteger(Vector3D coords)
Converts world coordinates to grid space cell coordinates
Simply get the MyInventoryBase component stored in this entity.
Inherited from IMyEntity
IMyInventory GetInventory(int index)
Search for inventory component with maching index.
Inherited from IMyEntity
Gets position in world coordinates
Inherited from IMyEntity
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!