ray_cast.h 3.8 KB

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  1. /*************************************************************************/
  2. /* ray_cast.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef RAY_CAST_H
  31. #define RAY_CAST_H
  32. #include "scene/3d/spatial.h"
  33. class RayCast : public Spatial {
  34. GDCLASS(RayCast, Spatial);
  35. bool enabled;
  36. bool collided;
  37. ObjectID against;
  38. int against_shape;
  39. Vector3 collision_point;
  40. Vector3 collision_normal;
  41. Vector3 cast_to;
  42. Set<RID> exclude;
  43. uint32_t collision_mask;
  44. bool exclude_parent_body;
  45. Node *debug_shape;
  46. Ref<Material> debug_material;
  47. void _create_debug_shape();
  48. void _update_debug_shape();
  49. void _clear_debug_shape();
  50. bool collide_with_areas;
  51. bool collide_with_bodies;
  52. protected:
  53. void _notification(int p_what);
  54. void _update_raycast_state();
  55. static void _bind_methods();
  56. public:
  57. void set_collide_with_areas(bool p_clip);
  58. bool is_collide_with_areas_enabled() const;
  59. void set_collide_with_bodies(bool p_clip);
  60. bool is_collide_with_bodies_enabled() const;
  61. void set_enabled(bool p_enabled);
  62. bool is_enabled() const;
  63. void set_cast_to(const Vector3 &p_point);
  64. Vector3 get_cast_to() const;
  65. void set_collision_mask(uint32_t p_mask);
  66. uint32_t get_collision_mask() const;
  67. void set_collision_mask_bit(int p_bit, bool p_value);
  68. bool get_collision_mask_bit(int p_bit) const;
  69. void set_exclude_parent_body(bool p_exclude_parent_body);
  70. bool get_exclude_parent_body() const;
  71. void force_raycast_update();
  72. bool is_colliding() const;
  73. Object *get_collider() const;
  74. int get_collider_shape() const;
  75. Vector3 get_collision_point() const;
  76. Vector3 get_collision_normal() const;
  77. void add_exception_rid(const RID &p_rid);
  78. void add_exception(const Object *p_object);
  79. void remove_exception_rid(const RID &p_rid);
  80. void remove_exception(const Object *p_object);
  81. void clear_exceptions();
  82. RayCast();
  83. };
  84. #endif // RAY_CAST_H