pandemonium_engine_minimal/scene/resources/shapes/ray_shape.h
2023-12-14 21:54:22 +01:00

57 lines
2.7 KiB
C++

#ifndef RAY_SHAPE_H
#define RAY_SHAPE_H
/*************************************************************************/
/* ray_shape.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene/resources/shapes/shape.h"
class RayShape : public Shape {
GDCLASS(RayShape, Shape);
float length;
bool slips_on_slope;
protected:
static void _bind_methods();
virtual void _update_shape();
public:
void set_length(float p_length);
float get_length() const;
void set_slips_on_slope(bool p_active);
bool get_slips_on_slope() const;
virtual Vector<Vector3> get_debug_mesh_lines();
virtual real_t get_enclosing_radius() const;
RayShape();
};
#endif // RAY_SHAPE_H