/*************************************************************************/
/*  collision_object_sw.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/
#ifndef COLLISION_OBJECT_SW_H
#define COLLISION_OBJECT_SW_H

#include "broad_phase_sw.h"
#include "self_list.h"
#include "servers/physics_server.h"
#include "shape_sw.h"

#ifdef DEBUG_ENABLED
#define MAX_OBJECT_DISTANCE 10000000.0
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif

class SpaceSW;

class CollisionObjectSW : public ShapeOwnerSW {
public:
	enum Type {
		TYPE_AREA,
		TYPE_BODY
	};

private:
	Type type;
	RID self;
	ObjectID instance_id;
	uint32_t collision_layer;
	uint32_t collision_mask;

	struct Shape {

		Transform xform;
		Transform xform_inv;
		BroadPhaseSW::ID bpid;
		Rect3 aabb_cache; //for rayqueries
		real_t area_cache;
		ShapeSW *shape;
		bool disabled;

		Shape() { disabled = false; }
	};

	Vector<Shape> shapes;
	SpaceSW *space;
	Transform transform;
	Transform inv_transform;
	bool _static;

	SelfList<CollisionObjectSW> pending_shape_update_list;

	void _update_shapes();

protected:
	void _update_shapes_with_motion(const Vector3 &p_motion);
	void _unregister_shapes();

	_FORCE_INLINE_ void _set_transform(const Transform &p_transform, bool p_update_shapes = true) {

#ifdef DEBUG_ENABLED

		if (p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2) {
			ERR_EXPLAIN("Object went too far away (more than " + itos(MAX_OBJECT_DISTANCE) + "mts from origin).");
			ERR_FAIL();
		}
#endif

		transform = p_transform;
		if (p_update_shapes) _update_shapes();
	}
	_FORCE_INLINE_ void _set_inv_transform(const Transform &p_transform) { inv_transform = p_transform; }
	void _set_static(bool p_static);

	virtual void _shapes_changed() = 0;
	void _set_space(SpaceSW *p_space);

	bool ray_pickable;

	CollisionObjectSW(Type p_type);

public:
	_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
	_FORCE_INLINE_ RID get_self() const { return self; }

	_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
	_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }

	void _shape_changed();

	_FORCE_INLINE_ Type get_type() const { return type; }
	void add_shape(ShapeSW *p_shape, const Transform &p_transform = Transform());
	void set_shape(int p_index, ShapeSW *p_shape);
	void set_shape_transform(int p_index, const Transform &p_transform);
	_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
	_FORCE_INLINE_ ShapeSW *get_shape(int p_index) const { return shapes[p_index].shape; }
	_FORCE_INLINE_ const Transform &get_shape_transform(int p_index) const { return shapes[p_index].xform; }
	_FORCE_INLINE_ const Transform &get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
	_FORCE_INLINE_ const Rect3 &get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
	_FORCE_INLINE_ const real_t get_shape_area(int p_index) const { return shapes[p_index].area_cache; }

	_FORCE_INLINE_ Transform get_transform() const { return transform; }
	_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
	_FORCE_INLINE_ SpaceSW *get_space() const { return space; }

	_FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
	_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }

	_FORCE_INLINE_ void set_shape_as_disabled(int p_idx, bool p_enable) { shapes[p_idx].disabled = p_enable; }
	_FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const { return shapes[p_idx].disabled; }

	_FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) { collision_layer = p_layer; }
	_FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }

	_FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; }
	_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }

	_FORCE_INLINE_ bool test_collision_mask(CollisionObjectSW *p_other) const {
		return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
	}

	void remove_shape(ShapeSW *p_shape);
	void remove_shape(int p_index);

	virtual void set_space(SpaceSW *p_space) = 0;

	_FORCE_INLINE_ bool is_static() const { return _static; }

	virtual ~CollisionObjectSW() {}
};

#endif // COLLISION_OBJECT_SW_H
