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Diffstat (limited to 'scene/3d/ray_cast_3d.h')
-rw-r--r-- | scene/3d/ray_cast_3d.h | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h new file mode 100644 index 0000000000..f4fe7ba621 --- /dev/null +++ b/scene/3d/ray_cast_3d.h @@ -0,0 +1,105 @@ +/*************************************************************************/ +/* 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 target_position; + 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_target_position(const Vector3 &p_point); + Vector3 get_target_position() 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 |