pandemonium_engine_minimal/scene/2d/ray_cast_2d.h

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#ifndef RAY_CAST_2D_H
#define RAY_CAST_2D_H
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/* ray_cast_2d.h */
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#include "scene/main/node_2d.h"
class RayCast2D : public Node2D {
GDCLASS(RayCast2D, Node2D);
bool enabled;
bool collided;
ObjectID against;
int against_shape;
Vector2 collision_point;
Vector2 collision_normal;
RBSet<RID> exclude;
uint32_t collision_mask;
bool exclude_parent_body;
Vector2 cast_to;
bool collide_with_areas;
bool collide_with_bodies;
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_enabled(bool p_enabled);
bool is_enabled() const;
void set_cast_to(const Vector2 &p_point);
Vector2 get_cast_to() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) 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