/**************************************************************************/ /* 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; Vector3 target_position = Vector3(0, -1, 0); HashSet exclude; uint32_t collision_mask = 1; bool exclude_parent_body = true; Node *debug_shape = nullptr; Ref debug_material; Color debug_shape_custom_color = Color(0.0, 0.0, 0.0); int debug_shape_thickness = 2; Vector debug_shape_vertices; Vector 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; 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 &get_debug_shape_vertices() const; const Vector &get_debug_line_vertices() const; Ref 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