pandemonium_engine_minimal/scene/2d/shape_cast_2d.h

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2023-12-14 21:54:22 +01:00
/* shape_cast_2d.h */
2023-12-14 21:54:22 +01:00
#ifndef SHAPE_CAST_2D_H
#define SHAPE_CAST_2D_H
#include "scene/main/node_2d.h"
#include "scene/resources/shapes_2d/shape_2d.h"
#include "scene/resources/world_2d.h"
class CollisionObject2D;
class ShapeCast2D : public Node2D {
GDCLASS(ShapeCast2D, Node2D);
bool enabled = true;
Ref<Shape2D> shape;
RID shape_rid;
Vector2 target_position = Vector2(0, 50);
RBSet<RID> exclude;
real_t margin = 0.0;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
bool collide_with_areas = false;
bool collide_with_bodies = true;
// Result
int max_results = 32;
Vector<Physics2DDirectSpaceState::ShapeRestInfo> result;
bool collided = false;
real_t collision_safe_fraction = 1.0;
real_t collision_unsafe_fraction = 1.0;
Array _get_collision_result() const;
void _redraw_shape();
protected:
void _notification(int p_what);
void _update_shapecast_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_shape(const Ref<Shape2D> &p_shape);
Ref<Shape2D> get_shape() const;
void set_target_position(const Vector2 &p_point);
Vector2 get_target_position() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
void set_max_results(int p_max_results);
int get_max_results() 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_shapecast_update();
bool is_colliding() const;
int get_collision_count() const;
Object *get_collider(int p_idx) const;
RID get_collider_rid(int p_idx) const;
int get_collider_shape(int p_idx) const;
Vector2 get_collision_point(int p_idx) const;
Vector2 get_collision_normal(int p_idx) const;
real_t get_closest_collision_safe_fraction() const;
real_t get_closest_collision_unsafe_fraction() 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();
virtual String get_configuration_warning() const;
};
#endif // SHAPE_CAST_2D_H