1 /**
2 Ray shape for 3D collisions.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.rayshape;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.meta;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.object;
22 import godot.classdb;
23 import godot.shape;
24 import godot.resource;
25 import godot.reference;
26 /**
27 Ray shape for 3D collisions.
28 
29 Ray shape for 3D collisions, which can be set into a $(D PhysicsBody) or $(D Area). A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
30 */
31 @GodotBaseClass struct RayShape
32 {
33 	enum string _GODOT_internal_name = "RayShape";
34 public:
35 @nogc nothrow:
36 	union { godot_object _godot_object; Shape _GODOT_base; }
37 	alias _GODOT_base this;
38 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
39 	package(godot) __gshared bool _classBindingInitialized = false;
40 	package(godot) static struct _classBinding
41 	{
42 		__gshared:
43 		@GodotName("set_length") GodotMethod!(void, double) setLength;
44 		@GodotName("get_length") GodotMethod!(double) getLength;
45 		@GodotName("set_slips_on_slope") GodotMethod!(void, bool) setSlipsOnSlope;
46 		@GodotName("get_slips_on_slope") GodotMethod!(bool) getSlipsOnSlope;
47 	}
48 	bool opEquals(in RayShape other) const { return _godot_object.ptr is other._godot_object.ptr; }
49 	RayShape opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; }
50 	bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; }
51 	mixin baseCasts;
52 	static RayShape _new()
53 	{
54 		static godot_class_constructor constructor;
55 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("RayShape");
56 		if(constructor is null) return typeof(this).init;
57 		return cast(RayShape)(constructor());
58 	}
59 	@disable new(size_t s);
60 	/**
61 	
62 	*/
63 	void setLength(in double length)
64 	{
65 		checkClassBinding!(typeof(this))();
66 		ptrcall!(void)(_classBinding.setLength, _godot_object, length);
67 	}
68 	/**
69 	
70 	*/
71 	double getLength() const
72 	{
73 		checkClassBinding!(typeof(this))();
74 		return ptrcall!(double)(_classBinding.getLength, _godot_object);
75 	}
76 	/**
77 	
78 	*/
79 	void setSlipsOnSlope(in bool active)
80 	{
81 		checkClassBinding!(typeof(this))();
82 		ptrcall!(void)(_classBinding.setSlipsOnSlope, _godot_object, active);
83 	}
84 	/**
85 	
86 	*/
87 	bool getSlipsOnSlope() const
88 	{
89 		checkClassBinding!(typeof(this))();
90 		return ptrcall!(bool)(_classBinding.getSlipsOnSlope, _godot_object);
91 	}
92 	/**
93 	The ray's length.
94 	*/
95 	@property double length()
96 	{
97 		return getLength();
98 	}
99 	/// ditto
100 	@property void length(double v)
101 	{
102 		setLength(v);
103 	}
104 	/**
105 	If `true` allow the shape to return the correct normal. Default value: `false`.
106 	*/
107 	@property bool slipsOnSlope()
108 	{
109 		return getSlipsOnSlope();
110 	}
111 	/// ditto
112 	@property void slipsOnSlope(bool v)
113 	{
114 		setSlipsOnSlope(v);
115 	}
116 }