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<h1>&nbsp;TombEngine</h1>
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<h2>2 Classes</h2>
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<li> <here>Collision.Probe</here></li>
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<h1>Class <code>Collision.Probe</code></h1>
<p>Represents a collision probe in the game world.</p>
<p> Provides collision information from a reference world position.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Probe">Probe(pos, [roomNumber])</a></td>
<td class="summary">Create a Probe at a specified world position in a room.</td>
</tr>
<tr>
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, dir, dist)</a></td>
<td class="summary">Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, dist)</a></td>
<td class="summary">Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, relOffset)</a></td>
<td class="summary">Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.</td>
</tr>
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the world position of this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetRoom">GetRoom()</a></td>
<td class="summary">Get the Room object of this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetRoomName">GetRoomName()</a></td>
<td class="summary">Get the room name of this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFloorHeight">GetFloorHeight()</a></td>
<td class="summary">Get the floor height at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCeilingHeight">GetCeilingHeight()</a></td>
<td class="summary">Get the ceiling height at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetWaterSurfaceHeight">GetWaterSurfaceHeight()</a></td>
<td class="summary">Get the water surface height at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFloorNormal">GetFloorNormal()</a></td>
<td class="summary">Get the normal of the floor at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCeilingNormal">GetCeilingNormal()</a></td>
<td class="summary">Get the normal of the ceiling at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFloorMaterialType">GetFloorMaterialType()</a></td>
<td class="summary">Get the material type of the floor at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCeilingMaterialType">GetCeilingMaterialType()</a></td>
<td class="summary">Get the material type of the ceiling at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#IsSteepFloor">IsSteepFloor()</a></td>
<td class="summary">Check if the floor at this Probe is steep.</td>
</tr>
<tr>
<td class="name" ><a href="#IsSteepCeiling">IsSteepCeiling()</a></td>
<td class="summary">Check if the ceiling at this Probe is steep.</td>
</tr>
<tr>
<td class="name" ><a href="#IsWall">IsWall()</a></td>
<td class="summary">Check if the Probe is inside a wall.</td>
</tr>
<tr>
<td class="name" ><a href="#IsInsideSolidGeometry">IsInsideSolidGeometry()</a></td>
<td class="summary">Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).</td>
</tr>
<tr>
<td class="name" ><a href="#IsClimbableWall">IsClimbableWall(headingAngle)</a></td>
<td class="summary">Check if there is a climbable wall in the given heading angle at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#IsMonkeySwing">IsMonkeySwing()</a></td>
<td class="summary">Check if there is a monkey swing sector at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#IsDeath">IsDeath()</a></td>
<td class="summary">Check if there is a death sector at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#Preview">Preview()</a></td>
<td class="summary">Preview this Probe in the Collision Stats debug page.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, [roomNumber])</strong>
</dt>
<dd>
Create a Probe at a specified world position in a room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Room number. Must be used if probing a position in an overlapping room.
<em>Optional.</em>
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, roomNumber, dir, dist)</strong>
</dt>
<dd>
Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.
Required to correctly traverse between rooms.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin world position to cast from.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Origin room number.
</li>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Direction in which to cast.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance to cast.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, roomNumber, rot, dist)</strong>
</dt>
<dd>
Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.
Required to correctly traverse between rooms.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin world position to cast from.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Origin room number.
</li>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation defining the direction in which to cast.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance to cast.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, roomNumber, rot, relOffset)</strong>
</dt>
<dd>
Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.
Required to correctly traverse between rooms.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin world position to cast from.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Origin room number.
</li>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation according to which the input relative offset is rotated.
</li>
<li><span class="parameter">relOffset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Relative offset to cast.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the world position of this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</ol>
</dd>
<dt>
<a name = "GetRoom"></a>
<strong>GetRoom()</strong>
</dt>
<dd>
Get the Room object of this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Room</span></span>
Room object.
</ol>
</dd>
<dt>
<a name = "GetRoomName"></a>
<strong>GetRoomName()</strong>
</dt>
<dd>
Get the room name of this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Room name.
</ol>
</dd>
<dt>
<a name = "GetFloorHeight"></a>
<strong>GetFloorHeight()</strong>
</dt>
<dd>
Get the floor height at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Floor height. <strong>nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "GetCeilingHeight"></a>
<strong>GetCeilingHeight()</strong>
</dt>
<dd>
Get the ceiling height at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Ceiling height. <strong>nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "GetWaterSurfaceHeight"></a>
<strong>GetWaterSurfaceHeight()</strong>
</dt>
<dd>
Get the water surface height at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Water surface height. <strong>nil: no water surface exists</strong>
</ol>
</dd>
<dt>
<a name = "GetFloorNormal"></a>
<strong>GetFloorNormal()</strong>
</dt>
<dd>
Get the normal of the floor at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Floor normal. <strong>nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "GetCeilingNormal"></a>
<strong>GetCeilingNormal()</strong>
</dt>
<dd>
Get the normal of the ceiling at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Ceiling normal. <strong>nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "GetFloorMaterialType"></a>
<strong>GetFloorMaterialType()</strong>
</dt>
<dd>
Get the material type of the floor at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
Floor material type. <strong>nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "GetCeilingMaterialType"></a>
<strong>GetCeilingMaterialType()</strong>
</dt>
<dd>
Get the material type of the ceiling at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
Ceiling material type. <strong>nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "IsSteepFloor"></a>
<strong>IsSteepFloor()</strong>
</dt>
<dd>
Check if the floor at this Probe is steep.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Steep floor status. <strong>true: is a steep floor, false: isn't a steep floor, nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "IsSteepCeiling"></a>
<strong>IsSteepCeiling()</strong>
</dt>
<dd>
Check if the ceiling at this Probe is steep.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Steep ceiling status. <strong>true: is a steep ceiling, false: isn't a steep ceiling, nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "IsWall"></a>
<strong>IsWall()</strong>
</dt>
<dd>
Check if the Probe is inside a wall. Can be used to determine if a wall and ceiling exist.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Wall status. <strong>true: is a wall, false: isn't a wall</strong>
</ol>
</dd>
<dt>
<a name = "IsInsideSolidGeometry"></a>
<strong>IsInsideSolidGeometry()</strong>
</dt>
<dd>
Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Inside geometry status. <strong>true: is inside, false: is outside</strong>
</ol>
</dd>
<dt>
<a name = "IsClimbableWall"></a>
<strong>IsClimbableWall(headingAngle)</strong>
</dt>
<dd>
Check if there is a climbable wall in the given heading angle at this Probe.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">headingAngle</span>
<span class="types"><span class="type">float</span></span>
Heading angle at which to check for a climbable wall.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Climbable wall status. <strong>true: is climbable wall, false: isn't climbable</strong>
</ol>
</dd>
<dt>
<a name = "IsMonkeySwing"></a>
<strong>IsMonkeySwing()</strong>
</dt>
<dd>
Check if there is a monkey swing sector at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Monkey swing sector status. <strong>true: is a monkey swing, false: isn't a monkey swing</strong>
</ol>
</dd>
<dt>
<a name = "IsDeath"></a>
<strong>IsDeath()</strong>
</dt>
<dd>
Check if there is a death sector at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Death sector status. <strong>true: is a death sector, false: isn't a death sector</strong>
</ol>
</dd>
<dt>
<a name = "Preview"></a>
<strong>Preview()</strong>
</dt>
<dd>
Preview this Probe in the Collision Stats debug page.
</dd>
</dl>
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