1/**************************************************************************/
2/* ray_cast_2d.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef RAY_CAST_2D_H
32#define RAY_CAST_2D_H
33
34#include "scene/2d/node_2d.h"
35
36class CollisionObject2D;
37
38class RayCast2D : public Node2D {
39 GDCLASS(RayCast2D, Node2D);
40
41 bool enabled = true;
42 bool collided = false;
43 ObjectID against;
44 RID against_rid;
45 int against_shape = 0;
46 Vector2 collision_point;
47 Vector2 collision_normal;
48 HashSet<RID> exclude;
49 uint32_t collision_mask = 1;
50 bool exclude_parent_body = true;
51
52 Vector2 target_position = Vector2(0, 50);
53
54 bool collide_with_areas = false;
55 bool collide_with_bodies = true;
56
57 bool hit_from_inside = false;
58
59 void _draw_debug_shape();
60
61protected:
62 void _notification(int p_what);
63 void _update_raycast_state();
64 static void _bind_methods();
65
66public:
67 void set_collide_with_areas(bool p_clip);
68 bool is_collide_with_areas_enabled() const;
69
70 void set_collide_with_bodies(bool p_clip);
71 bool is_collide_with_bodies_enabled() const;
72
73 void set_hit_from_inside(bool p_enable);
74 bool is_hit_from_inside_enabled() const;
75
76 void set_enabled(bool p_enabled);
77 bool is_enabled() const;
78
79 void set_target_position(const Vector2 &p_point);
80 Vector2 get_target_position() const;
81
82 void set_collision_mask(uint32_t p_mask);
83 uint32_t get_collision_mask() const;
84
85 void set_collision_mask_value(int p_layer_number, bool p_value);
86 bool get_collision_mask_value(int p_layer_number) const;
87
88 void set_exclude_parent_body(bool p_exclude_parent_body);
89 bool get_exclude_parent_body() const;
90
91 void force_raycast_update();
92
93 bool is_colliding() const;
94 Object *get_collider() const;
95 RID get_collider_rid() const;
96 int get_collider_shape() const;
97 Vector2 get_collision_point() const;
98 Vector2 get_collision_normal() const;
99
100 void add_exception_rid(const RID &p_rid);
101 void add_exception(const CollisionObject2D *p_node);
102 void remove_exception_rid(const RID &p_rid);
103 void remove_exception(const CollisionObject2D *p_node);
104 void clear_exceptions();
105
106 RayCast2D();
107};
108
109#endif // RAY_CAST_2D_H
110