c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
88 lines
3.2 KiB
C++
88 lines
3.2 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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/* */
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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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OBJ_TYPE(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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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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