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- #ifndef RAY_CAST_2D_H
- #define RAY_CAST_2D_H
- #include "scene/2d/node_2d.h"
- class RayCast2D : public Node2D {
- GDCLASS(RayCast2D, Node2D);
- bool enabled;
- bool collided;
- ObjectID against;
- int against_shape;
- Vector2 collision_point;
- Vector2 collision_normal;
- Set<RID> exclude;
- uint32_t collision_mask;
- bool exclude_parent_body;
- Vector2 cast_to;
- bool collide_with_areas;
- bool collide_with_bodies;
- 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_enabled(bool p_enabled);
- bool is_enabled() const;
- void set_cast_to(const Vector2 &p_point);
- Vector2 get_cast_to() const;
- void set_collision_mask(uint32_t p_mask);
- uint32_t get_collision_mask() const;
- void set_collision_mask_bit(int p_bit, bool p_value);
- bool get_collision_mask_bit(int p_bit) 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;
- 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 Object *p_object);
- void remove_exception_rid(const RID &p_rid);
- void remove_exception(const Object *p_object);
- void clear_exceptions();
- RayCast2D();
- };
- #endif
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