/*************************************************************************/
/*  ray_cast.h                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 */
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/*************************************************************************/
#ifndef RAY_CAST_H
#define RAY_CAST_H

#include "scene/3d/spatial.h"

class RayCast : public Spatial {

	OBJ_TYPE(RayCast,Spatial);


	bool enabled;
	bool collided;
	ObjectID against;
	int against_shape;
	Vector3 collision_point;
	Vector3 collision_normal;

	Vector3 cast_to;

	Set<RID> exclude;

protected:

	void _notification(int p_what);
	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;

	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