/*************************************************************************/ /* ray_cast_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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_2D_H #define RAY_CAST_2D_H #include "scene/2d/node_2d.h" class RayCast2D : public Node2D { GDCLASS(RayCast2D, Node2D); bool enabled = true; bool collided = false; ObjectID against; int against_shape = 0; Vector2 collision_point; Vector2 collision_normal; Set<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; 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_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_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; Vector2 get_collision_point() const; Vector2 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(); RayCast2D(); }; #endif // RAY_CAST_2D_H