godot/scene/2d/ray_cast_2d.h
PouleyKetchoupp c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00

106 lines
3.9 KiB
C++

/*************************************************************************/
/* ray_cast_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RAY_CAST_2D_H
#define RAY_CAST_2D_H
#include "scene/2d/node_2d.h"
class RayCast2D : public Node2D {
GDCLASS(RayCast2D, Node2D);
bool enabled = true;
bool collided = false;
ObjectID against;
int against_shape = 0;
Vector2 collision_point;
Vector2 collision_normal;
Set<RID> exclude;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
Vector2 target_position = Vector2(0, 50);
bool collide_with_areas = false;
bool collide_with_bodies = true;
bool hit_from_inside = false;
void _draw_debug_shape();
protected:
void _notification(int p_what);
void _update_raycast_state();
static void _bind_methods();
public:
void set_collide_with_areas(bool p_clip);
bool is_collide_with_areas_enabled() const;
void set_collide_with_bodies(bool p_clip);
bool is_collide_with_bodies_enabled() const;
void set_hit_from_inside(bool p_enable);
bool is_hit_from_inside_enabled() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_target_position(const Vector2 &p_point);
Vector2 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;
void force_raycast_update();
bool is_colliding() const;
Object *get_collider() const;
int get_collider_shape() const;
Vector2 get_collision_point() const;
Vector2 get_collision_normal() const;
void add_exception_rid(const RID &p_rid);
void add_exception(const Object *p_object);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const Object *p_object);
void clear_exceptions();
RayCast2D();
};
#endif // RAY_CAST_2D_H