b324ff7ea5
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
80 lines
3.1 KiB
C++
80 lines
3.1 KiB
C++
/*************************************************************************/
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/* ray_cast_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RAY_CAST_2D_H
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#define RAY_CAST_2D_H
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#include "scene/2d/node_2d.h"
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class RayCast2D : public Node2D {
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OBJ_TYPE(RayCast2D,Node2D);
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bool enabled;
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bool collided;
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ObjectID against;
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int against_shape;
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Vector2 collision_point;
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Vector2 collision_normal;
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Set<RID> exclude;
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uint32_t layer_mask;
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Vector2 cast_to;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_cast_to(const Vector2& p_point);
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Vector2 get_cast_to() const;
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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bool is_colliding() const;
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Object *get_collider() const;
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int get_collider_shape() const;
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Vector2 get_collision_point() const;
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Vector2 get_collision_normal() const;
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void add_exception_rid(const RID& p_rid);
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void add_exception(const Object* p_object);
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void remove_exception_rid(const RID& p_rid);
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void remove_exception(const Object* p_object);
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void clear_exceptions();
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RayCast2D();
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};
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#endif // RAY_CAST_2D_H
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