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author | smix8 <52464204+smix8@users.noreply.github.com> | 2024-02-26 07:15:31 +0100 |
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committer | smix8 <52464204+smix8@users.noreply.github.com> | 2024-02-27 11:18:16 +0100 |
commit | 35dafc9fa8ac26cca9ca1da606cbfe782468d05f (patch) | |
tree | 84b4b187e6e16c513497225a2127234c96823e97 /scene/3d/physics/ray_cast_3d.h | |
parent | bb6b06c81343073f10cbbd2af515cf0dac1e6549 (diff) | |
download | redot-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.h | 137 |
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 new file mode 100644 index 0000000000..7b7f698114 --- /dev/null +++ b/scene/3d/physics/ray_cast_3d.h @@ -0,0 +1,137 @@ +/**************************************************************************/ +/* 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 |