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VRage.Game.ModAPI.Ingame.IMyCubeGrid
Malware edited this page Dec 21, 2018
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← Index
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Implements:
Grid interface
_string CustomName_ |
Display name of the grid (as seen in Info terminal tab) |
_float GridSize_ |
Grid size in meters |
_MyCubeSize GridSizeEnum_ |
Grid size enum |
_bool IsStatic_ |
Determines if the grid is static (unmoveable) |
_Vector3I Max_ |
Maximum coordinates of blocks in grid |
_Vector3I Min_ |
Minimum coordinates of blocks in grid |
_MyEntityComponentContainer Components_ |
_Inherited from IMyEntity_ |
_long EntityId_ |
_Inherited from IMyEntity_ |
_string Name_ |
_Inherited from IMyEntity_ |
_string DisplayName_ |
_Inherited from IMyEntity_ |
_bool HasInventory_ |
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_ |
_int InventoryCount_ |
Returns the count of the number of inventories this entity has. _Inherited from IMyEntity_ |
_BoundingBoxD WorldAABB_ |
_Inherited from IMyEntity_ |
_BoundingBoxD WorldAABBHr_ |
_Inherited from IMyEntity_ |
_MatrixD WorldMatrix_ |
_Inherited from IMyEntity_ |
_BoundingSphereD WorldVolume_ |
_Inherited from IMyEntity_ |
_BoundingSphereD WorldVolumeHr_ |
_Inherited from IMyEntity_ |
_bool CubeExists(Vector3I pos)_ |
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 |
_Vector3I WorldToGridInteger(Vector3D coords)_ |
Converts world coordinates to grid space cell coordinates |
_bool IsSameConstructAs(IMyCubeGrid other)_ |
Determines whether this grid is mechanically 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. |
_IMyInventory GetInventory()_ |
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_ |
_Vector3D GetPosition()_ |
_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!