godot/scene/2d/ray_cast_2d.h
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00

90 lines
3.4 KiB
C++

/*************************************************************************/
/* ray_cast_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 layer_mask;
uint32_t type_mask;
bool exclude_parent_body;
Vector2 cast_to;
protected:
void _notification(int p_what);
void _update_raycast_state();
static void _bind_methods();
public:
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_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void set_type_mask(uint32_t p_mask);
uint32_t get_type_mask() 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