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VRage.Game.ModAPI.Ingame.IMyCubeGrid

Malware edited this page Dec 21, 2018 · 44 revisions

Index

IMyCubeGrid Interface

Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Implements:

Summary

Grid interface

Properties

Member Description
string CustomName
float GridSize
MyCubeSize GridSizeEnum
bool IsStatic
Vector3I Max
Vector3I Min
MyEntityComponentContainer Components Inherited from IMyEntity
long EntityId Inherited from IMyEntity
string Name Inherited from IMyEntity
string DisplayName Inherited from IMyEntity
bool HasInventory Inherited from IMyEntity
int InventoryCount 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

Methods

Member Description
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() Inherited from IMyEntity
IMyInventory GetInventory(int index) Search for inventory component with maching index.

Inherited from IMyEntity
Vector3D GetPosition() Inherited from IMyEntity

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