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 }