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/*************************************************************************/
/* ray_cast_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_3D_H
#define RAY_CAST_3D_H
#include "scene/3d/node_3d.h"
class CollisionObject3D;
class RayCast3D : public Node3D {
GDCLASS(RayCast3D, Node3D);
bool enabled = true;
bool collided = false;
ObjectID against;
RID against_rid;
int against_shape = 0;
Vector3 collision_point;
Vector3 collision_normal;
Vector3 target_position = Vector3(0, -1, 0);
HashSet<RID> exclude;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
Node *debug_shape = nullptr;
Ref<Material> debug_material;
Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
int debug_shape_thickness = 2;
Vector<Vector3> debug_shape_vertices;
Vector<Vector3> debug_line_vertices;
void _create_debug_shape();
void _update_debug_shape();
void _update_debug_shape_material(bool p_check_collision = false);
void _update_debug_shape_vertices();
void _clear_debug_shape();
bool collide_with_areas = false;
bool collide_with_bodies = true;
bool hit_from_inside = false;
protected:
void _notification(int p_what);
void _update_raycast_state();
static void _bind_methods();
public:
void set_collide_with_areas(bool p_enabled);
bool is_collide_with_areas_enabled() const;
void set_collide_with_bodies(bool p_enabled);
bool is_collide_with_bodies_enabled() const;
void set_hit_from_inside(bool p_enabled);
bool is_hit_from_inside_enabled() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_target_position(const Vector3 &p_point);
Vector3 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;
const Color &get_debug_shape_custom_color() const;
void set_debug_shape_custom_color(const Color &p_color);
const Vector<Vector3> &get_debug_shape_vertices() const;
const Vector<Vector3> &get_debug_line_vertices() const;
Ref<StandardMaterial3D> get_debug_material();
int get_debug_shape_thickness() const;
void set_debug_shape_thickness(const int p_debug_thickness);
void force_raycast_update();
bool is_colliding() const;
Object *get_collider() const;
RID get_collider_rid() 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 CollisionObject3D *p_node);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const CollisionObject3D *p_node);
void clear_exceptions();
RayCast3D();
};
#endif // RAY_CAST_3D_H
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