108 lines
4.0 KiB
C++
108 lines
4.0 KiB
C++
/*************************************************************************/
|
|
/* ray_cast_2d.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_2D_H
|
|
#define RAY_CAST_2D_H
|
|
|
|
#include "scene/2d/node_2d.h"
|
|
|
|
class CollisionObject2D;
|
|
|
|
class RayCast2D : public Node2D {
|
|
GDCLASS(RayCast2D, Node2D);
|
|
|
|
bool enabled = true;
|
|
bool collided = false;
|
|
ObjectID against;
|
|
int against_shape = 0;
|
|
Vector2 collision_point;
|
|
Vector2 collision_normal;
|
|
RBSet<RID> exclude;
|
|
uint32_t collision_mask = 1;
|
|
bool exclude_parent_body = true;
|
|
|
|
Vector2 target_position = Vector2(0, 50);
|
|
|
|
bool collide_with_areas = false;
|
|
bool collide_with_bodies = true;
|
|
|
|
bool hit_from_inside = false;
|
|
|
|
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_hit_from_inside(bool p_enable);
|
|
bool is_hit_from_inside_enabled() const;
|
|
|
|
void set_enabled(bool p_enabled);
|
|
bool is_enabled() const;
|
|
|
|
void set_target_position(const Vector2 &p_point);
|
|
Vector2 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;
|
|
|
|
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 CollisionObject2D *p_node);
|
|
void remove_exception_rid(const RID &p_rid);
|
|
void remove_exception(const CollisionObject2D *p_node);
|
|
void clear_exceptions();
|
|
|
|
RayCast2D();
|
|
};
|
|
|
|
#endif // RAY_CAST_2D_H
|