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- /**************************************************************************/
- /* ray_cast_2d.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_2D_H
- #define RAY_CAST_2D_H
- #include "scene/2d/node_2d.h"
- class RayCast2D : public Node2D {
- GDCLASS(RayCast2D, Node2D);
- bool enabled;
- bool collided;
- ObjectID against;
- int against_shape;
- Vector2 collision_point;
- Vector2 collision_normal;
- Set<RID> exclude;
- uint32_t collision_mask;
- bool exclude_parent_body;
- Vector2 cast_to;
- bool collide_with_areas;
- bool collide_with_bodies;
- 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_cast_to(const Vector2 &p_point);
- Vector2 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_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
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