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+/*************************************************************************/
+/* ray_cast_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RAY_CAST_3D_H
+#define RAY_CAST_3D_H
+
+#include "scene/3d/node_3d.h"
+
+class RayCast3D : public Node3D {
+
+ GDCLASS(RayCast3D, Node3D);
+
+ bool enabled;
+ bool collided;
+ ObjectID against;
+ int against_shape;
+ Vector3 collision_point;
+ Vector3 collision_normal;
+
+ Vector3 cast_to;
+ Set<RID> exclude;
+
+ uint32_t collision_mask;
+ bool exclude_parent_body;
+
+ Node *debug_shape;
+ Ref<Material> debug_material;
+
+ void _create_debug_shape();
+ void _update_debug_shape();
+ void _clear_debug_shape();
+
+ bool collide_with_areas;
+ bool collide_with_bodies;
+
+protected:
+ void _notification(int p_what);
+ void _update_raycast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_cast_to(const Vector3 &p_point);
+ Vector3 get_cast_to() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_bit(int p_bit, bool p_value);
+ bool get_collision_mask_bit(int p_bit) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ void force_raycast_update();
+ bool is_colliding() const;
+ Object *get_collider() const;
+ int get_collider_shape() const;
+ Vector3 get_collision_point() const;
+ Vector3 get_collision_normal() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
+ void clear_exceptions();
+
+ RayCast3D();
+};
+
+#endif // RAY_CAST_H