Table of Contents

Class SharedPhysics

Namespace
Global
Assembly
Assembly-CSharp.dll
public static class SharedPhysics
Inheritance
SharedPhysics
Inherited Members

Fields

MaxRepeats

public static int MaxRepeats

Field Value

int

scratchTerrainCollisionData

public static SharedPhysics.TerrainCollisionData scratchTerrainCollisionData

Field Value

SharedPhysics.TerrainCollisionData

Methods

CollisionResultTraceTerrainCollision(Room, Vector2, Vector2, float, bool)

public static SharedPhysics.CollisionResult CollisionResultTraceTerrainCollision(Room room, Vector2 pos, Vector2 lastPos, float rad, bool goThroughFloors)

Parameters

room Room
pos Vector2
lastPos Vector2
rad float
goThroughFloors bool

Returns

SharedPhysics.CollisionResult

ConnectChunks(BodyChunk, BodyChunk, float, float, float, float)

public static void ConnectChunks(BodyChunk A, BodyChunk B, float dist, float skewToMassFac, float massFacSkew, float elasticity)

Parameters

A BodyChunk
B BodyChunk
dist float
skewToMassFac float
massFacSkew float
elasticity float

ExactTerrainRayTrace(Room, Vector2, Vector2)

public static FloatRect? ExactTerrainRayTrace(Room room, Vector2 A, Vector2 B)

Parameters

room Room
A Vector2
B Vector2

Returns

FloatRect?

ExactTerrainRayTracePos(Room, Vector2, Vector2)

public static Vector2? ExactTerrainRayTracePos(Room room, Vector2 A, Vector2 B)

Parameters

room Room
A Vector2
B Vector2

Returns

Vector2?

HorizontalCollision(Room, TerrainCollisionData)

public static SharedPhysics.TerrainCollisionData HorizontalCollision(Room room, SharedPhysics.TerrainCollisionData cd)

Parameters

room Room
cd SharedPhysics.TerrainCollisionData

Returns

SharedPhysics.TerrainCollisionData

RayTraceTilesForTerrain(Room, IntVector2, IntVector2)

public static bool RayTraceTilesForTerrain(Room room, IntVector2 a, IntVector2 b)

Parameters

room Room
a IntVector2
b IntVector2

Returns

bool

RayTraceTilesForTerrain(Room, int, int, int, int)

public static bool RayTraceTilesForTerrain(Room room, int x0, int y0, int x1, int y1)

Parameters

room Room
x0 int
y0 int
x1 int
y1 int

Returns

bool

RayTraceTilesForTerrain(Room, Vector2, Vector2)

public static bool RayTraceTilesForTerrain(Room room, Vector2 A, Vector2 B)

Parameters

room Room
A Vector2
B Vector2

Returns

bool

RayTraceTilesForTerrainAcceptStartInSolid(Room, IntVector2, IntVector2)

public static bool RayTraceTilesForTerrainAcceptStartInSolid(Room room, IntVector2 a, IntVector2 b)

Parameters

room Room
a IntVector2
b IntVector2

Returns

bool

RayTraceTilesForTerrainAcceptStartInSolid(Room, int, int, int, int)

public static bool RayTraceTilesForTerrainAcceptStartInSolid(Room room, int x0, int y0, int x1, int y1)

Parameters

room Room
x0 int
y0 int
x1 int
y1 int

Returns

bool

RayTraceTilesForTerrainReturnFirstSolid(Room, IntVector2, IntVector2)

public static IntVector2? RayTraceTilesForTerrainReturnFirstSolid(Room room, IntVector2 a, IntVector2 b)

Parameters

room Room
a IntVector2
b IntVector2

Returns

IntVector2?

RayTraceTilesForTerrainReturnFirstSolid(Room, int, int, int, int)

public static IntVector2? RayTraceTilesForTerrainReturnFirstSolid(Room room, int x0, int y0, int x1, int y1)

Parameters

room Room
x0 int
y0 int
x1 int
y1 int

Returns

IntVector2?

RayTraceTilesForTerrainReturnFirstSolid(Room, Vector2, Vector2)

public static IntVector2? RayTraceTilesForTerrainReturnFirstSolid(Room room, Vector2 A, Vector2 B)

Parameters

room Room
A Vector2
B Vector2

Returns

IntVector2?

RayTraceTilesForTerrainReturnFirstSolidOrPole(Room, Vector2, Vector2)

public static IntVector2? RayTraceTilesForTerrainReturnFirstSolidOrPole(Room room, Vector2 A, Vector2 B)

Parameters

room Room
A Vector2
B Vector2

Returns

IntVector2?

RayTracedTilesArray(Vector2, Vector2)

public static List<IntVector2> RayTracedTilesArray(Vector2 A, Vector2 B)

Parameters

A Vector2
B Vector2

Returns

List<IntVector2>

SlopesVertically(Room, TerrainCollisionData)

public static SharedPhysics.TerrainCollisionData SlopesVertically(Room room, SharedPhysics.TerrainCollisionData cd)

Parameters

room Room
cd SharedPhysics.TerrainCollisionData

Returns

SharedPhysics.TerrainCollisionData

SolidFloor(Room, int, int, bool, Vector2)

public static bool SolidFloor(Room room, int X, int Y, bool goThroughFloors, Vector2 lastPos)

Parameters

room Room
X int
Y int
goThroughFloors bool
lastPos Vector2

Returns

bool

TerrainCollisionTime(Room, Vector2, Vector2, float, bool)

public static float TerrainCollisionTime(Room room, Vector2 pos, Vector2 lastPos, float rad, bool goThroughFloors)

Parameters

room Room
pos Vector2
lastPos Vector2
rad float
goThroughFloors bool

Returns

float

TraceProjectileAgainstBodyChunks(IProjectileTracer, Room, Vector2, ref Vector2, float, int, PhysicalObject, bool)

public static SharedPhysics.CollisionResult TraceProjectileAgainstBodyChunks(SharedPhysics.IProjectileTracer projTracer, Room room, Vector2 lastPos, ref Vector2 pos, float rad, int collisionLayer, PhysicalObject exemptObject, bool hitAppendages)

Parameters

projTracer SharedPhysics.IProjectileTracer
room Room
lastPos Vector2
pos Vector2
rad float
collisionLayer int
exemptObject PhysicalObject
hitAppendages bool

Returns

SharedPhysics.CollisionResult

TraceTerrainCollision(Room, Vector2, Vector2, float, bool)

public static Vector2 TraceTerrainCollision(Room room, Vector2 pos, Vector2 lastPos, float rad, bool goThroughFloors)

Parameters

room Room
pos Vector2
lastPos Vector2
rad float
goThroughFloors bool

Returns

Vector2

VerticalCollision(Room, TerrainCollisionData)

public static SharedPhysics.TerrainCollisionData VerticalCollision(Room room, SharedPhysics.TerrainCollisionData cd)

Parameters

room Room
cd SharedPhysics.TerrainCollisionData

Returns

SharedPhysics.TerrainCollisionData