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authorsmix8 <52464204+smix8@users.noreply.github.com>2024-02-26 07:15:31 +0100
committersmix8 <52464204+smix8@users.noreply.github.com>2024-02-27 11:18:16 +0100
commit35dafc9fa8ac26cca9ca1da606cbfe782468d05f (patch)
tree84b4b187e6e16c513497225a2127234c96823e97 /scene/3d/physics/ray_cast_3d.h
parentbb6b06c81343073f10cbbd2af515cf0dac1e6549 (diff)
downloadredot-engine-35dafc9fa8ac26cca9ca1da606cbfe782468d05f.tar.gz
Split monolithic physics class files
Splits monolithic physics class files.
Diffstat (limited to 'scene/3d/physics/ray_cast_3d.h')
-rw-r--r--scene/3d/physics/ray_cast_3d.h137
1 files changed, 137 insertions, 0 deletions
diff --git a/scene/3d/physics/ray_cast_3d.h b/scene/3d/physics/ray_cast_3d.h
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+/**************************************************************************/
+/* ray_cast_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/**************************************************************************/
+
+#ifndef RAY_CAST_3D_H
+#define RAY_CAST_3D_H
+
+#include "scene/3d/node_3d.h"
+
+class CollisionObject3D;
+
+class RayCast3D : public Node3D {
+ GDCLASS(RayCast3D, Node3D);
+
+ bool enabled = true;
+ bool collided = false;
+ ObjectID against;
+ RID against_rid;
+ int against_shape = 0;
+ Vector3 collision_point;
+ Vector3 collision_normal;
+ int collision_face_index = -1;
+
+ Vector3 target_position = Vector3(0, -1, 0);
+ HashSet<RID> exclude;
+
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+
+ Node *debug_shape = nullptr;
+ Ref<Material> debug_material;
+ Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
+ int debug_shape_thickness = 2;
+ Vector<Vector3> debug_shape_vertices;
+ Vector<Vector3> debug_line_vertices;
+
+ void _create_debug_shape();
+ void _update_debug_shape();
+ void _update_debug_shape_material(bool p_check_collision = false);
+ void _update_debug_shape_vertices();
+ void _clear_debug_shape();
+
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ bool hit_from_inside = false;
+ bool hit_back_faces = true;
+
+protected:
+ void _notification(int p_what);
+ void _update_raycast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_enabled);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_enabled);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_hit_from_inside(bool p_enabled);
+ bool is_hit_from_inside_enabled() const;
+
+ void set_hit_back_faces(bool p_enabled);
+ bool is_hit_back_faces_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_target_position(const Vector3 &p_point);
+ Vector3 get_target_position() 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;
+
+ const Color &get_debug_shape_custom_color() const;
+ void set_debug_shape_custom_color(const Color &p_color);
+
+ const Vector<Vector3> &get_debug_shape_vertices() const;
+ const Vector<Vector3> &get_debug_line_vertices() const;
+
+ Ref<StandardMaterial3D> get_debug_material();
+
+ int get_debug_shape_thickness() const;
+ void set_debug_shape_thickness(const int p_debug_thickness);
+
+ void force_raycast_update();
+ bool is_colliding() const;
+ Object *get_collider() const;
+ RID get_collider_rid() const;
+ int get_collider_shape() const;
+ Vector3 get_collision_point() const;
+ Vector3 get_collision_normal() const;
+ int get_collision_face_index() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const CollisionObject3D *p_node);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const CollisionObject3D *p_node);
+ void clear_exceptions();
+
+ RayCast3D();
+};
+
+#endif // RAY_CAST_3D_H