/**************************************************************************/
/*  shape_cast.h                                                          */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef SHAPE_CAST_H
#define SHAPE_CAST_H

#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"

class ShapeCast : public Spatial {
	GDCLASS(ShapeCast, Spatial);

	bool enabled = true;
	void resource_changed(Ref<Resource> p_res);

	Ref<Shape> shape;
	RID shape_rid;
	Vector3 target_position = Vector3(0, -1, 0);

	Set<RID> exclude;
	real_t margin = 0.0;
	uint32_t collision_mask = 1;
	bool exclude_parent_body = true;
	bool collide_with_areas = false;
	bool collide_with_bodies = true;

	Node *debug_shape = nullptr;
	Ref<Material> debug_material;
	Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
	Vector<Vector3> debug_shape_vertices;
	Vector<Vector3> debug_line_vertices;

	void _create_debug_shape();
	void _update_debug_shape();
	void _update_debug_shape_material(bool p_check_collision = false);
	void _update_debug_shape_vertices();
	void _clear_debug_shape();

	// Result
	int max_results = 32;
	Vector<PhysicsDirectSpaceState::ShapeRestInfo> result;
	bool collided = false;
	real_t collision_safe_fraction = 1.0;
	real_t collision_unsafe_fraction = 1.0;

	Array _get_collision_result() const;

	~ShapeCast();

protected:
	void _notification(int p_what);
	void _update_shapecast_state();
	static void _bind_methods();

public:
	void set_collide_with_areas(bool p_clip);
	bool is_collide_with_areas_enabled() const;

	void set_collide_with_bodies(bool p_clip);
	bool is_collide_with_bodies_enabled() const;

	void set_enabled(bool p_enabled);
	bool is_enabled() const;

	void set_shape(const Ref<Shape> &p_shape);
	Ref<Shape> get_shape() const;

	void set_target_position(const Vector3 &p_point);
	Vector3 get_target_position() const;

	void set_margin(real_t p_margin);
	real_t get_margin() const;

	void set_max_results(int p_max_results);
	int get_max_results() const;

	void set_collision_mask(uint32_t p_mask);
	uint32_t get_collision_mask() const;

	void set_collision_mask_value(int p_layer_number, bool p_value);
	bool get_collision_mask_value(int p_layer_number) const;

	void set_exclude_parent_body(bool p_exclude_parent_body);
	bool get_exclude_parent_body() const;

	const Color &get_debug_shape_custom_color() const;
	void set_debug_shape_custom_color(const Color &p_color);

	const Vector<Vector3> &get_debug_shape_vertices() const;
	const Vector<Vector3> &get_debug_line_vertices() const;

	Ref<Material3D> get_debug_material();

	int get_collision_count() const;
	Object *get_collider(int p_idx) const;
	RID get_collider_rid(int p_idx) const;
	int get_collider_shape(int p_idx) const;
	Vector3 get_collision_point(int p_idx) const;
	Vector3 get_collision_normal(int p_idx) const;

	real_t get_closest_collision_safe_fraction() const;
	real_t get_closest_collision_unsafe_fraction() const;

	void force_shapecast_update();
	bool is_colliding() const;

	void add_exception_rid(const RID &p_rid);
	void add_exception(const Object *p_object);
	void remove_exception_rid(const RID &p_rid);
	void remove_exception(const Object *p_object);
	void clear_exceptions();

	virtual String get_configuration_warning() const;
};

#endif // SHAPE_CAST_H
