90ef1fd03d
Show 3D raycasts when debugging collisions
94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
/*************************************************************************/
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/* ray_cast.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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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_H
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#define RAY_CAST_H
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#include "scene/3d/spatial.h"
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class RayCast : public Spatial {
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GDCLASS(RayCast, Spatial);
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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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Vector3 collision_point;
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Vector3 collision_normal;
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Vector3 cast_to;
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Set<RID> exclude;
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uint32_t layer_mask;
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uint32_t type_mask;
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Node *debug_shape;
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Ref<Material> debug_material;
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void _create_debug_shape();
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void _update_debug_shape();
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void _clear_debug_shape();
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protected:
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void _notification(int p_what);
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void _update_raycast_state();
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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 Vector3 &p_point);
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Vector3 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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void set_type_mask(uint32_t p_mask);
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uint32_t get_type_mask() const;
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void force_raycast_update();
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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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Vector3 get_collision_point() const;
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Vector3 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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RayCast();
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};
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#endif // RAY_CAST_H
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