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								/**************************************************************************/
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								/*  ray_cast_2d.h                                                         */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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											2014-04-05 18:50:09 -03:00
										 
									 
								 
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								#ifndef RAY_CAST_2D_H
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								#define RAY_CAST_2D_H
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								#include "scene/2d/node_2d.h"
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								class CollisionObject2D;
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								class RayCast2D : public Node2D {
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									GDCLASS(RayCast2D, Node2D);
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									bool enabled = true;
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									bool collided = false;
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									ObjectID against;
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									RID against_rid;
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									int against_shape = 0;
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									Vector2 collision_point;
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									Vector2 collision_normal;
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									HashSet<RID> exclude;
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									uint32_t collision_mask = 1;
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									bool exclude_parent_body = true;
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									Vector2 target_position = Vector2(0, 50);
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									bool collide_with_areas = false;
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									bool collide_with_bodies = true;
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									bool hit_from_inside = false;
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									void _draw_debug_shape();
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								protected:
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									void _notification(int p_what);
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									void _update_raycast_state();
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									static void _bind_methods();
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								public:
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									void set_collide_with_areas(bool p_clip);
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									bool is_collide_with_areas_enabled() const;
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									void set_collide_with_bodies(bool p_clip);
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									bool is_collide_with_bodies_enabled() const;
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									void set_hit_from_inside(bool p_enable);
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									bool is_hit_from_inside_enabled() const;
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									void set_enabled(bool p_enabled);
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									bool is_enabled() const;
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									void set_target_position(const Vector2 &p_point);
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									Vector2 get_target_position() const;
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									void set_collision_mask(uint32_t p_mask);
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									uint32_t get_collision_mask() const;
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									void set_collision_mask_value(int p_layer_number, bool p_value);
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									bool get_collision_mask_value(int p_layer_number) const;
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									void set_exclude_parent_body(bool p_exclude_parent_body);
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									bool get_exclude_parent_body() const;
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									void force_raycast_update();
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									bool is_colliding() const;
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									Object *get_collider() const;
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									RID get_collider_rid() const;
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									int get_collider_shape() const;
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									Vector2 get_collision_point() const;
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									Vector2 get_collision_normal() const;
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									void add_exception_rid(const RID &p_rid);
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									void add_exception(const CollisionObject2D *p_node);
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									void remove_exception_rid(const RID &p_rid);
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									void remove_exception(const CollisionObject2D *p_node);
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									void clear_exceptions();
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									RayCast2D();
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								};
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								#endif // RAY_CAST_2D_H
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