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https://github.com/Relintai/pandemonium_engine_minimal.git
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74 lines
1.6 KiB
C++
74 lines
1.6 KiB
C++
#ifndef RAY_CAST_2D_H
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#define RAY_CAST_2D_H
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/* ray_cast_2d.h */
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#include "scene/main/node_2d.h"
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class RayCast2D : public Node2D {
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GDCLASS(RayCast2D, Node2D);
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bool enabled;
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bool collided;
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ObjectID against;
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int against_shape;
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Vector2 collision_point;
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Vector2 collision_normal;
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RBSet<RID> exclude;
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uint32_t collision_mask;
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bool exclude_parent_body;
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Vector2 cast_to;
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bool collide_with_areas;
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bool collide_with_bodies;
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void _draw_debug_shape();
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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_clip);
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bool is_collide_with_areas_enabled() const;
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void set_collide_with_bodies(bool p_clip);
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bool is_collide_with_bodies_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_cast_to(const Vector2 &p_point);
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Vector2 get_cast_to() 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_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) 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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void force_raycast_update();
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bool is_colliding() const;
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Object *get_collider() const;
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int get_collider_shape() const;
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Vector2 get_collision_point() const;
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Vector2 get_collision_normal() const;
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void add_exception_rid(const RID &p_rid);
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void add_exception(const Object *p_object);
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void remove_exception_rid(const RID &p_rid);
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void remove_exception(const Object *p_object);
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void clear_exceptions();
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RayCast2D();
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};
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#endif // RAY_CAST_2D_H
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