1 /*************************************************************************/
2 /*  ray_cast_2d.h                                                        */
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30 #ifndef RAY_CAST_2D_H
31 #define RAY_CAST_2D_H
32 
33 #include "scene/2d/node_2d.h"
34 
35 class RayCast2D : public Node2D {
36 
37 	OBJ_TYPE(RayCast2D, Node2D);
38 
39 	bool enabled;
40 	bool collided;
41 	ObjectID against;
42 	int against_shape;
43 	Vector2 collision_point;
44 	Vector2 collision_normal;
45 	Set<RID> exclude;
46 	uint32_t layer_mask;
47 	uint32_t type_mask;
48 
49 	Vector2 cast_to;
50 
51 protected:
52 	void _notification(int p_what);
53 	void _update_raycast_state();
54 	static void _bind_methods();
55 
56 public:
57 	void set_enabled(bool p_enabled);
58 	bool is_enabled() const;
59 
60 	void set_cast_to(const Vector2 &p_point);
61 	Vector2 get_cast_to() const;
62 
63 	void set_layer_mask(uint32_t p_mask);
64 	uint32_t get_layer_mask() const;
65 
66 	void set_type_mask(uint32_t p_mask);
67 	uint32_t get_type_mask() const;
68 
69 	void force_raycast_update();
70 
71 	bool is_colliding() const;
72 	Object *get_collider() const;
73 	int get_collider_shape() const;
74 	Vector2 get_collision_point() const;
75 	Vector2 get_collision_normal() const;
76 
77 	void add_exception_rid(const RID &p_rid);
78 	void add_exception(const Object *p_object);
79 	void remove_exception_rid(const RID &p_rid);
80 	void remove_exception(const Object *p_object);
81 	void clear_exceptions();
82 
83 	RayCast2D();
84 };
85 
86 #endif // RAY_CAST_2D_H
87