/**************************************************************************/
/*  ray_cast_3d.h                                                         */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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<RID> exclude;

	uint32_t collision_mask = 1;
	bool exclude_parent_body = true;

	Node *debug_shape = nullptr;
	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;

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_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;

	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