godot/scene/2d/ray_cast_2d.h
Paul Joannon 6bc0be16a5
Expose the collider RID in Raycast nodes
Create and expose the method `get_collider_rid` in `RayCast2D` and `Raycast3D`.
This method returns the `RID` of the first object that the ray intersects, or an empty `RID` if no object is intersecting the fay (i.e. `is_colliding` returns `false`).
2022-08-22 09:18:08 +02:00

109 lines
4 KiB
C++

/*************************************************************************/
/* ray_cast_2d.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). */
/* */
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/* "Software"), to deal in the Software without restriction, including */
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/*************************************************************************/
#ifndef RAY_CAST_2D_H
#define RAY_CAST_2D_H
#include "scene/2d/node_2d.h"
class CollisionObject2D;
class RayCast2D : public Node2D {
GDCLASS(RayCast2D, Node2D);
bool enabled = true;
bool collided = false;
ObjectID against;
RID against_rid;
int against_shape = 0;
Vector2 collision_point;
Vector2 collision_normal;
HashSet<RID> exclude;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
Vector2 target_position = Vector2(0, 50);
bool collide_with_areas = false;
bool collide_with_bodies = true;
bool hit_from_inside = false;
void _draw_debug_shape();
protected:
void _notification(int p_what);
void _update_raycast_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_hit_from_inside(bool p_enable);
bool is_hit_from_inside_enabled() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_target_position(const Vector2 &p_point);
Vector2 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;
void force_raycast_update();
bool is_colliding() const;
Object *get_collider() const;
RID get_collider_rid() const;
int get_collider_shape() const;
Vector2 get_collision_point() const;
Vector2 get_collision_normal() const;
void add_exception_rid(const RID &p_rid);
void add_exception(const CollisionObject2D *p_node);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const CollisionObject2D *p_node);
void clear_exceptions();
RayCast2D();
};
#endif // RAY_CAST_2D_H