1/**************************************************************************/
2/* ray_cast_3d.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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17/* the following conditions: */
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20/* included in all copies or substantial portions of the Software. */
21/* */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef RAY_CAST_3D_H
32#define RAY_CAST_3D_H
33
34#include "scene/3d/node_3d.h"
35
36class CollisionObject3D;
37
38class RayCast3D : public Node3D {
39 GDCLASS(RayCast3D, Node3D);
40
41 bool enabled = true;
42 bool collided = false;
43 ObjectID against;
44 RID against_rid;
45 int against_shape = 0;
46 Vector3 collision_point;
47 Vector3 collision_normal;
48 int collision_face_index = -1;
49
50 Vector3 target_position = Vector3(0, -1, 0);
51 HashSet<RID> exclude;
52
53 uint32_t collision_mask = 1;
54 bool exclude_parent_body = true;
55
56 Node *debug_shape = nullptr;
57 Ref<Material> debug_material;
58 Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
59 int debug_shape_thickness = 2;
60 Vector<Vector3> debug_shape_vertices;
61 Vector<Vector3> debug_line_vertices;
62
63 void _create_debug_shape();
64 void _update_debug_shape();
65 void _update_debug_shape_material(bool p_check_collision = false);
66 void _update_debug_shape_vertices();
67 void _clear_debug_shape();
68
69 bool collide_with_areas = false;
70 bool collide_with_bodies = true;
71
72 bool hit_from_inside = false;
73 bool hit_back_faces = true;
74
75protected:
76 void _notification(int p_what);
77 void _update_raycast_state();
78 static void _bind_methods();
79
80public:
81 void set_collide_with_areas(bool p_enabled);
82 bool is_collide_with_areas_enabled() const;
83
84 void set_collide_with_bodies(bool p_enabled);
85 bool is_collide_with_bodies_enabled() const;
86
87 void set_hit_from_inside(bool p_enabled);
88 bool is_hit_from_inside_enabled() const;
89
90 void set_hit_back_faces(bool p_enabled);
91 bool is_hit_back_faces_enabled() const;
92
93 void set_enabled(bool p_enabled);
94 bool is_enabled() const;
95
96 void set_target_position(const Vector3 &p_point);
97 Vector3 get_target_position() const;
98
99 void set_collision_mask(uint32_t p_mask);
100 uint32_t get_collision_mask() const;
101
102 void set_collision_mask_value(int p_layer_number, bool p_value);
103 bool get_collision_mask_value(int p_layer_number) const;
104
105 void set_exclude_parent_body(bool p_exclude_parent_body);
106 bool get_exclude_parent_body() const;
107
108 const Color &get_debug_shape_custom_color() const;
109 void set_debug_shape_custom_color(const Color &p_color);
110
111 const Vector<Vector3> &get_debug_shape_vertices() const;
112 const Vector<Vector3> &get_debug_line_vertices() const;
113
114 Ref<StandardMaterial3D> get_debug_material();
115
116 int get_debug_shape_thickness() const;
117 void set_debug_shape_thickness(const int p_debug_thickness);
118
119 void force_raycast_update();
120 bool is_colliding() const;
121 Object *get_collider() const;
122 RID get_collider_rid() const;
123 int get_collider_shape() const;
124 Vector3 get_collision_point() const;
125 Vector3 get_collision_normal() const;
126 int get_collision_face_index() const;
127
128 void add_exception_rid(const RID &p_rid);
129 void add_exception(const CollisionObject3D *p_node);
130 void remove_exception_rid(const RID &p_rid);
131 void remove_exception(const CollisionObject3D *p_node);
132 void clear_exceptions();
133
134 RayCast3D();
135};
136
137#endif // RAY_CAST_3D_H
138