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f556d7a54b
Changes ShapeCast3D and RayCast3D debug to use RenderingServer directly.
140 lines
5.0 KiB
C++
140 lines
5.0 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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int collision_face_index = -1;
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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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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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bool hit_back_faces = true;
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RID debug_instance;
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Ref<ArrayMesh> debug_mesh;
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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_hit_back_faces(bool p_enabled);
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bool is_hit_back_faces_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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int get_collision_face_index() 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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