/*************************************************************************/ /* ray_cast.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_H #define RAY_CAST_H #include "scene/3d/spatial.h" class RayCast : public Spatial { GDCLASS(RayCast, Spatial); bool enabled; bool collided; ObjectID against; int against_shape; Vector3 collision_point; Vector3 collision_normal; Vector3 cast_to; Set exclude; uint32_t collision_mask; uint32_t type_mask; Node *debug_shape; Ref debug_material; void _create_debug_shape(); void _update_debug_shape(); void _clear_debug_shape(); protected: void _notification(int p_what); void _update_raycast_state(); static void _bind_methods(); public: 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_type_mask(uint32_t p_mask); uint32_t get_type_mask() 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(); RayCast(); }; #endif // RAY_CAST_H