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+/*************************************************************************/
+/* ray_shape_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_SHAPE_H
+#define RAY_SHAPE_H
+#include "scene/resources/shape_3d.h"
+
+class RayShape3D : public Shape3D {
+
+ GDCLASS(RayShape3D, Shape3D);
+ float length;
+ bool slips_on_slope;
+
+protected:
+ static void _bind_methods();
+ virtual void _update_shape();
+
+public:
+ void set_length(float p_length);
+ float get_length() const;
+
+ void set_slips_on_slope(bool p_active);
+ bool get_slips_on_slope() const;
+
+ virtual Vector<Vector3> get_debug_mesh_lines();
+ virtual real_t get_enclosing_radius() const;
+
+ RayShape3D();
+};
+#endif // RAY_SHAPE_H