| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899 | /*************************************************************************//*  ray_cast_2d.h                                                        *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#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 // RAY_CAST_2D_H
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