90ef1fd03d
Show 3D raycasts when debugging collisions
95 lines
3.4 KiB
C++
95 lines
3.4 KiB
C++
/*************************************************************************/
|
|
/* ray_cast.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2017 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_H
|
|
#define RAY_CAST_H
|
|
|
|
#include "scene/3d/spatial.h"
|
|
|
|
class RayCast : public Spatial {
|
|
|
|
GDCLASS(RayCast, Spatial);
|
|
|
|
bool enabled;
|
|
bool collided;
|
|
ObjectID against;
|
|
int against_shape;
|
|
Vector3 collision_point;
|
|
Vector3 collision_normal;
|
|
|
|
Vector3 cast_to;
|
|
|
|
Set<RID> exclude;
|
|
|
|
uint32_t layer_mask;
|
|
uint32_t type_mask;
|
|
|
|
Node *debug_shape;
|
|
Ref<Material> debug_material;
|
|
|
|
void _create_debug_shape();
|
|
void _update_debug_shape();
|
|
void _clear_debug_shape();
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
void _update_raycast_state();
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_enabled(bool p_enabled);
|
|
bool is_enabled() const;
|
|
|
|
void set_cast_to(const Vector3 &p_point);
|
|
Vector3 get_cast_to() const;
|
|
|
|
void set_layer_mask(uint32_t p_mask);
|
|
uint32_t get_layer_mask() const;
|
|
|
|
void set_type_mask(uint32_t p_mask);
|
|
uint32_t get_type_mask() const;
|
|
|
|
void force_raycast_update();
|
|
bool is_colliding() const;
|
|
Object *get_collider() 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 Object *p_object);
|
|
void remove_exception_rid(const RID &p_rid);
|
|
void remove_exception(const Object *p_object);
|
|
void clear_exceptions();
|
|
|
|
RayCast();
|
|
};
|
|
|
|
#endif // RAY_CAST_H
|