Assembly: VRage.Game.dll

public interface IMyCubeGrid: IMyEntity

Grid interface

Properties

Member Description
CustomName Getter and setter for display name of the grid (as seen in Info terminal tab)
GridSize Getter of grid size in meters
GridSizeEnum Getter for grid size enum
IsStatic Determines if the grid is static (unmoveable)
LinearVelocity Gets linear velocity of the grid
Max Maximum coordinates of blocks in grid
Min Minimum coordinates of blocks in grid
Speed Gets speed of the grid calculated from Linear Velocity. Rounded to two decimal places.
Closed True if the block has been removed from the world.

Inherited from IMyEntity
Components Gets blocks component logic container

Inherited from IMyEntity
DisplayName Gets user friendly name of entity. May be null For block terminal name use DisplayNameText

Inherited from IMyEntity
EntityId Id of entity

Inherited from IMyEntity
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
InventoryCount Returns the count of the number of inventories this entity has.

Inherited from IMyEntity
Name Some entities can have uniq name, and game can find them by name IMyEntities.TryGetEntityByNameprohibited

Inherited from IMyEntity
WorldAABB Gets world axis-aligned bounding box

Inherited from IMyEntity
WorldAABBHr Gets world axis-aligned bounding box

Inherited from IMyEntity
WorldMatrix Gets world matrix of this entity

Inherited from IMyEntity
WorldVolume Gets bounding sphere of this entity

Inherited from IMyEntity
WorldVolumeHr Gets bounding sphere of this entity

Inherited from IMyEntity

Methods

Member Description
CubeExists(Vector3I) Returns true if there is any block occupying given position
GetCubeBlock(Vector3I) Get cube block at given position
GridIntegerToWorld(Vector3I) Converts grid coordinates to world space
IsSameConstructAs(IMyCubeGrid) Determines whether this grid is Mechanicalprohibited 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.
WorldToGridInteger(Vector3D) Converts world coordinates to grid space cell coordinates
GetInventory() Simply get the MyInventoryBase component stored in this entity.

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

Inherited from IMyEntity
GetPosition() Gets position in world coordinates

Inherited from IMyEntity

Implements: