1/**************************************************************************/
2/* shape_cast_3d.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
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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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29/**************************************************************************/
30
31#ifndef SHAPE_CAST_3D_H
32#define SHAPE_CAST_3D_H
33
34#include "scene/3d/node_3d.h"
35#include "scene/resources/shape_3d.h"
36
37class CollisionObject3D;
38
39class ShapeCast3D : public Node3D {
40 GDCLASS(ShapeCast3D, Node3D);
41
42 bool enabled = true;
43#ifndef DISABLE_DEPRECATED
44 void resource_changed(Ref<Resource> p_res);
45#endif
46
47 Ref<Shape3D> shape;
48 RID shape_rid;
49 Vector3 target_position = Vector3(0, -1, 0);
50
51 HashSet<RID> exclude;
52 real_t margin = 0.0;
53 uint32_t collision_mask = 1;
54 bool exclude_parent_body = true;
55 bool collide_with_areas = false;
56 bool collide_with_bodies = true;
57
58 Node *debug_shape = nullptr;
59 Ref<Material> debug_material;
60 Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
61 Vector<Vector3> debug_shape_vertices;
62 Vector<Vector3> debug_line_vertices;
63
64 void _create_debug_shape();
65 void _update_debug_shape();
66 void _update_debug_shape_material(bool p_check_collision = false);
67 void _update_debug_shape_vertices();
68 void _clear_debug_shape();
69
70 // Result
71 int max_results = 32;
72 Vector<PhysicsDirectSpaceState3D::ShapeRestInfo> result;
73 bool collided = false;
74 real_t collision_safe_fraction = 1.0;
75 real_t collision_unsafe_fraction = 1.0;
76
77 Array _get_collision_result() const;
78
79protected:
80 void _notification(int p_what);
81 void _update_shapecast_state();
82 void _shape_changed();
83 static void _bind_methods();
84
85public:
86 void set_collide_with_areas(bool p_clip);
87 bool is_collide_with_areas_enabled() const;
88
89 void set_collide_with_bodies(bool p_clip);
90 bool is_collide_with_bodies_enabled() const;
91
92 void set_enabled(bool p_enabled);
93 bool is_enabled() const;
94
95 void set_shape(const Ref<Shape3D> &p_shape);
96 Ref<Shape3D> get_shape() const;
97
98 void set_target_position(const Vector3 &p_point);
99 Vector3 get_target_position() const;
100
101 void set_margin(real_t p_margin);
102 real_t get_margin() const;
103
104 void set_max_results(int p_max_results);
105 int get_max_results() const;
106
107 void set_collision_mask(uint32_t p_mask);
108 uint32_t get_collision_mask() const;
109
110 void set_collision_mask_value(int p_layer_number, bool p_value);
111 bool get_collision_mask_value(int p_layer_number) const;
112
113 void set_exclude_parent_body(bool p_exclude_parent_body);
114 bool get_exclude_parent_body() const;
115
116 const Color &get_debug_shape_custom_color() const;
117 void set_debug_shape_custom_color(const Color &p_color);
118
119 const Vector<Vector3> &get_debug_shape_vertices() const;
120 const Vector<Vector3> &get_debug_line_vertices() const;
121
122 Ref<StandardMaterial3D> get_debug_material();
123
124 int get_collision_count() const;
125 Object *get_collider(int p_idx) const;
126 RID get_collider_rid(int p_idx) const;
127 int get_collider_shape(int p_idx) const;
128 Vector3 get_collision_point(int p_idx) const;
129 Vector3 get_collision_normal(int p_idx) const;
130
131 real_t get_closest_collision_safe_fraction() const;
132 real_t get_closest_collision_unsafe_fraction() const;
133
134 void force_shapecast_update();
135 bool is_colliding() const;
136
137 void add_exception_rid(const RID &p_rid);
138 void add_exception(const CollisionObject3D *p_node);
139 void remove_exception_rid(const RID &p_rid);
140 void remove_exception(const CollisionObject3D *p_node);
141 void clear_exceptions();
142
143 virtual PackedStringArray get_configuration_warnings() const override;
144};
145
146#endif // SHAPE_CAST_3D_H
147