/**************************************************************************/
/*  ray_cast_2d.h                                                         */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef RAY_CAST_2D_H
#define RAY_CAST_2D_H

#include "scene/2d/node_2d.h"

class CollisionObject2D;

class RayCast2D : public Node2D {
	GDCLASS(RayCast2D, Node2D);

	bool enabled = true;
	bool collided = false;
	ObjectID against;
	RID against_rid;
	int against_shape = 0;
	Vector2 collision_point;
	Vector2 collision_normal;
	HashSet<RID> exclude;
	uint32_t collision_mask = 1;
	bool exclude_parent_body = true;

	Vector2 target_position = Vector2(0, 50);

	bool collide_with_areas = false;
	bool collide_with_bodies = true;

	bool hit_from_inside = false;

	void _draw_debug_shape();

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_hit_from_inside(bool p_enable);
	bool is_hit_from_inside_enabled() const;

	void set_enabled(bool p_enabled);
	bool is_enabled() const;

	void set_target_position(const Vector2 &p_point);
	Vector2 get_target_position() const;

	void set_collision_mask(uint32_t p_mask);
	uint32_t get_collision_mask() const;

	void set_collision_mask_value(int p_layer_number, bool p_value);
	bool get_collision_mask_value(int p_layer_number) 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;
	RID get_collider_rid() const;
	int get_collider_shape() const;
	Vector2 get_collision_point() const;
	Vector2 get_collision_normal() const;

	void add_exception_rid(const RID &p_rid);
	void add_exception(const CollisionObject2D *p_node);
	void remove_exception_rid(const RID &p_rid);
	void remove_exception(const CollisionObject2D *p_node);
	void clear_exceptions();

	RayCast2D();
};

#endif // RAY_CAST_2D_H