Terraria v1.4.4.9
Terraria source code documentation
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Terraria.Collision Member List

This is the complete list of members for Terraria.Collision, including all inherited members.

_cacheForConveyorBeltsTerraria.Collisionprivatestatic
AdvancedTileCollision(bool[] forcedIgnoredTiles, Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1)Terraria.Collisioninlinestatic
AimingLaserScan(Vector2 startPoint, Vector2 endPoint, float samplingWidth, int samplesToTake, out Vector2 vectorTowardsTarget, out float[] samples)Terraria.Collisioninlinestatic
AnyCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool evenActuated=false)Terraria.Collisioninlinestatic
AnyCollisionWithSpecificTiles(Vector2 Position, Vector2 Velocity, int Width, int Height, bool[] tilesWeCanCollideWithByType, bool evenActuated=false)Terraria.Collisioninlinestatic
AnyHurtingTiles(Vector2 Position, int Width, int Height)Terraria.Collisioninlinestatic
CanHit(Entity source, Entity target)Terraria.Collisioninlinestatic
CanHit(Entity source, NPCAimedTarget target)Terraria.Collisioninlinestatic
CanHit(Vector2 Position1, int Width1, int Height1, Vector2 Position2, int Width2, int Height2)Terraria.Collisioninlinestatic
CanHit(Point Position1, int Width1, int Height1, Point Position2, int Width2, int Height2)Terraria.Collisioninlinestatic
CanHitLine(Vector2 Position1, int Width1, int Height1, Vector2 Position2, int Width2, int Height2)Terraria.Collisioninlinestatic
CanHitWithCheck(Vector2 Position1, int Width1, int Height1, Vector2 Position2, int Width2, int Height2, Utils.TileActionAttempt check)Terraria.Collisioninlinestatic
CanTileHurt(ushort type, int i, int j, Player player)Terraria.Collisioninlinestatic
CheckAABBvAABBCollision(Vector2 position1, Vector2 dimensions1, Vector2 position2, Vector2 dimensions2)Terraria.Collisioninlinestatic
CheckAABBvLineCollision(Vector2 aabbPosition, Vector2 aabbDimensions, Vector2 lineStart, Vector2 lineEnd)Terraria.Collisioninlinestatic
CheckAABBvLineCollision(Vector2 objectPosition, Vector2 objectDimensions, Vector2 lineStart, Vector2 lineEnd, float lineWidth, ref float collisionPoint)Terraria.Collisioninlinestatic
CheckAABBvLineCollision2(Vector2 aabbPosition, Vector2 aabbDimensions, Vector2 lineStart, Vector2 lineEnd)Terraria.Collisioninlinestatic
CheckLinevLine(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2)Terraria.Collisioninlinestatic
collisionOutcode(Vector2 aabbPosition, Vector2 aabbDimensions, Vector2 point)Terraria.Collisioninlineprivatestatic
DistFromSeg(Vector2 p, Vector2 q0, Vector2 q1, double radius, ref float u)Terraria.Collisioninlineprivatestatic
downTerraria.Collisionstatic
DrownCollision(Vector2 Position, int Width, int Height, float gravDir=-1f, bool includeSlopes=false)Terraria.Collisioninlinestatic
EmptyTile(int i, int j, bool ignoreTiles=false)Terraria.Collisioninlinestatic
EpsilonTerraria.Collisionstatic
ExpandVertically(int startX, int startY, out int topY, out int bottomY, int maxExpandUp=100, int maxExpandDown=100)Terraria.Collisioninlinestatic
FindCollisionDirection(out int Direction, Vector2 position, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1)Terraria.Collisioninlinestatic
FindCollisionTile(int Direction, Vector2 position, float testMagnitude, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1, bool checkCardinals=true, bool checkSlopes=false)Terraria.Collisioninlinestatic
FindOverlapPoints(float relativePoint1, float relativePoint2)Terraria.Collisioninlineprivatestatic
GetEntityEdgeTiles(List< Point > p, Entity entity, bool left=true, bool right=true, bool up=true, bool down=true)Terraria.Collisioninlinestatic
GetTileRotation(Vector2 position)Terraria.Collisioninlinestatic
GetTilesIn(Vector2 TopLeft, Vector2 BottomRight)Terraria.Collisioninlinestatic
GetWaterLine(Point pt, out float waterLineHeight)Terraria.Collisioninlinestatic
GetWaterLine(int X, int Y, out float waterLineHeight)Terraria.Collisioninlinestatic
GetWaterLineIterate(Point pt, out float waterLineHeight)Terraria.Collisioninlinestatic
GetWaterLineIterate(int X, int Y, out float waterLineHeight)Terraria.Collisioninlinestatic
HitTiles(Vector2 Position, Vector2 Velocity, int Width, int Height)Terraria.Collisioninlinestatic
HitWallSubstep(int x, int y)Terraria.Collisioninlinestatic
honeyTerraria.Collisionstatic
HurtTiles(Vector2 Position, int Width, int Height, Player player)Terraria.Collisioninlinestatic
InTileBounds(int x, int y, int lx, int ly, int hx, int hy)Terraria.Collisioninlinestatic
IsClearSpotTest(Vector2 position, float testMagnitude, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1, bool checkCardinals=true, bool checkSlopes=false)Terraria.Collisioninlinestatic
IsWorldPointSolid(Vector2 pos, bool treatPlatformsAsNonSolid=false)Terraria.Collisioninlinestatic
landMineTerraria.Collisionstatic
LaserScan(Vector2 samplingPoint, Vector2 directionUnit, float samplingWidth, float maxDistance, float[] samples)Terraria.Collisioninlinestatic
LavaCollision(Vector2 Position, int Width, int Height)Terraria.Collisioninlinestatic
noSlopeCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false)Terraria.Collisioninlinestatic
OneDimensionalIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2)Terraria.Collisioninlineprivatestatic
PointOnLine(Vector2 p, Vector2 a1, Vector2 a2)Terraria.Collisioninlineprivatestatic
shimmerTerraria.Collisionstatic
SlopeCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, float gravity=0f, bool fall=false)Terraria.Collisioninlinestatic
slopingTerraria.Collisionstatic
SolidCollision(Vector2 Position, int Width, int Height)Terraria.Collisioninlinestatic
SolidCollision(Vector2 Position, int Width, int Height, bool acceptTopSurfaces)Terraria.Collisioninlinestatic
SolidTiles(Vector2 position, int width, int height)Terraria.Collisioninlinestatic
SolidTiles(int startX, int endX, int startY, int endY)Terraria.Collisioninlinestatic
SolidTiles(Vector2 position, int width, int height, bool allowTopSurfaces)Terraria.Collisioninlinestatic
SolidTiles(int startX, int endX, int startY, int endY, bool allowTopSurfaces)Terraria.Collisioninlinestatic
SolidTilesVersatile(int startX, int endX, int startY, int endY)Terraria.Collisioninlinestatic
stairTerraria.Collisionstatic
stairFallTerraria.Collisionstatic
StepConveyorBelt(Entity entity, float gravDir)Terraria.Collisioninlinestatic
StepDown(ref Vector2 position, ref Vector2 velocity, int width, int height, ref float stepSpeed, ref float gfxOffY, int gravDir=1, bool waterWalk=false)Terraria.Collisioninlinestatic
StepUp(ref Vector2 position, ref Vector2 velocity, int width, int height, ref float stepSpeed, ref float gfxOffY, int gravDir=1, bool holdsMatching=false, int specialChecksMode=0)Terraria.Collisioninlinestatic
StickyTiles(Vector2 Position, Vector2 Velocity, int Width, int Height)Terraria.Collisioninlinestatic
SwitchTiles(Vector2 Position, int Width, int Height, Vector2 oldPosition, int objType)Terraria.Collisioninlinestatic
SwitchTilesNew(Vector2 Position, int Width, int Height, Vector2 oldPosition, int objType)Terraria.Collisioninline
TileCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, int gravDir=1)Terraria.Collisioninlinestatic
TupleHitLine(int x1, int y1, int x2, int y2, int ignoreX, int ignoreY, List< Tuple< int, int > > ignoreTargets, out Tuple< int, int > col)Terraria.Collisioninlinestatic
TupleHitLineWall(int x1, int y1, int x2, int y2)Terraria.Collisioninlinestatic
upTerraria.Collisionstatic
WalkDownSlope(Vector2 Position, Vector2 Velocity, int Width, int Height, float gravity=0f)Terraria.Collisioninlinestatic
WaterCollision(Vector2 Position, Vector2 Velocity, int Width, int Height, bool fallThrough=false, bool fall2=false, bool lavaWalk=true)Terraria.Collisioninlinestatic
WetCollision(Vector2 Position, int Width, int Height)Terraria.Collisioninlinestatic