140 lines
5.0 KiB
C++
140 lines
5.0 KiB
C++
/**************************************************************************/
|
|
/* 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
|