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- /**************************************************************************/
- /* ray_cast_3d.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 */
- /* 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;
- int collision_face_index = -1;
- Vector3 target_position = Vector3(0, -1, 0);
- HashSet<RID> exclude;
- uint32_t collision_mask = 1;
- bool exclude_parent_body = true;
- 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;
- bool hit_back_faces = true;
- RID debug_instance;
- Ref<ArrayMesh> debug_mesh;
- 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_hit_back_faces(bool p_enabled);
- bool is_hit_back_faces_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;
- int get_collision_face_index() 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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