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