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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
132 lines
4.8 KiB
C++
132 lines
4.8 KiB
C++
/**************************************************************************/
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/* ray_cast_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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_3D_H
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#define RAY_CAST_3D_H
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#include "scene/3d/node_3d.h"
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class CollisionObject3D;
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class RayCast3D : public Node3D {
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GDCLASS(RayCast3D, Node3D);
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bool enabled = true;
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bool collided = false;
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ObjectID against;
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RID against_rid;
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int against_shape = 0;
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Vector3 collision_point;
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Vector3 collision_normal;
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Vector3 target_position = Vector3(0, -1, 0);
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HashSet<RID> exclude;
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uint32_t collision_mask = 1;
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bool exclude_parent_body = true;
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Node *debug_shape = nullptr;
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Ref<Material> debug_material;
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Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
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int debug_shape_thickness = 2;
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Vector<Vector3> debug_shape_vertices;
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Vector<Vector3> debug_line_vertices;
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void _create_debug_shape();
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void _update_debug_shape();
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void _update_debug_shape_material(bool p_check_collision = false);
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void _update_debug_shape_vertices();
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void _clear_debug_shape();
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bool collide_with_areas = false;
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bool collide_with_bodies = true;
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bool hit_from_inside = false;
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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_collide_with_areas(bool p_enabled);
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bool is_collide_with_areas_enabled() const;
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void set_collide_with_bodies(bool p_enabled);
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bool is_collide_with_bodies_enabled() const;
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void set_hit_from_inside(bool p_enabled);
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bool is_hit_from_inside_enabled() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_target_position(const Vector3 &p_point);
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Vector3 get_target_position() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_exclude_parent_body(bool p_exclude_parent_body);
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bool get_exclude_parent_body() const;
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const Color &get_debug_shape_custom_color() const;
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void set_debug_shape_custom_color(const Color &p_color);
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const Vector<Vector3> &get_debug_shape_vertices() const;
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const Vector<Vector3> &get_debug_line_vertices() const;
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Ref<StandardMaterial3D> get_debug_material();
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int get_debug_shape_thickness() const;
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void set_debug_shape_thickness(const int p_debug_thickness);
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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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RID get_collider_rid() 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 CollisionObject3D *p_node);
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void remove_exception_rid(const RID &p_rid);
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void remove_exception(const CollisionObject3D *p_node);
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void clear_exceptions();
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RayCast3D();
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};
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#endif // RAY_CAST_3D_H
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