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.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.classdb; 24 import godot.shape; 25 /** 26 Ray shape for 3D collisions. 27 28 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. 29 */ 30 @GodotBaseClass struct RayShape 31 { 32 package(godot) enum string _GODOT_internal_name = "RayShape"; 33 public: 34 @nogc nothrow: 35 union { /** */ godot_object _godot_object; /** */ Shape _GODOT_base; } 36 alias _GODOT_base this; 37 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 38 package(godot) __gshared bool _classBindingInitialized = false; 39 package(godot) static struct GDNativeClassBinding 40 { 41 __gshared: 42 @GodotName("get_length") GodotMethod!(double) getLength; 43 @GodotName("get_slips_on_slope") GodotMethod!(bool) getSlipsOnSlope; 44 @GodotName("set_length") GodotMethod!(void, double) setLength; 45 @GodotName("set_slips_on_slope") GodotMethod!(void, bool) setSlipsOnSlope; 46 } 47 /// 48 pragma(inline, true) bool opEquals(in RayShape other) const 49 { return _godot_object.ptr is other._godot_object.ptr; } 50 /// 51 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 52 { _godot_object.ptr = n; return null; } 53 /// 54 pragma(inline, true) bool opEquals(typeof(null) n) const 55 { return _godot_object.ptr is n; } 56 /// 57 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 58 mixin baseCasts; 59 /// Construct a new instance of RayShape. 60 /// Note: use `memnew!RayShape` instead. 61 static RayShape _new() 62 { 63 static godot_class_constructor constructor; 64 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("RayShape"); 65 if(constructor is null) return typeof(this).init; 66 return cast(RayShape)(constructor()); 67 } 68 @disable new(size_t s); 69 /** 70 71 */ 72 double getLength() const 73 { 74 checkClassBinding!(typeof(this))(); 75 return ptrcall!(double)(GDNativeClassBinding.getLength, _godot_object); 76 } 77 /** 78 79 */ 80 bool getSlipsOnSlope() const 81 { 82 checkClassBinding!(typeof(this))(); 83 return ptrcall!(bool)(GDNativeClassBinding.getSlipsOnSlope, _godot_object); 84 } 85 /** 86 87 */ 88 void setLength(in double length) 89 { 90 checkClassBinding!(typeof(this))(); 91 ptrcall!(void)(GDNativeClassBinding.setLength, _godot_object, length); 92 } 93 /** 94 95 */ 96 void setSlipsOnSlope(in bool active) 97 { 98 checkClassBinding!(typeof(this))(); 99 ptrcall!(void)(GDNativeClassBinding.setSlipsOnSlope, _godot_object, active); 100 } 101 /** 102 The ray's length. 103 */ 104 @property double length() 105 { 106 return getLength(); 107 } 108 /// ditto 109 @property void length(double v) 110 { 111 setLength(v); 112 } 113 /** 114 If `true`, allow the shape to return the correct normal. 115 */ 116 @property bool slipsOnSlope() 117 { 118 return getSlipsOnSlope(); 119 } 120 /// ditto 121 @property void slipsOnSlope(bool v) 122 { 123 setSlipsOnSlope(v); 124 } 125 }