/*************************************************************************/
/*  physics_body_2d.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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/*************************************************************************/
#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H

#include "scene/2d/collision_object_2d.h"
#include "servers/physics_2d_server.h"
#include "vset.h"

class PhysicsBody2D : public CollisionObject2D {

	GDCLASS(PhysicsBody2D, CollisionObject2D);

	uint32_t mask;
	uint32_t collision_mask;
	Vector2 one_way_collision_direction;
	float one_way_collision_max_depth;

	void _set_layers(uint32_t p_mask);
	uint32_t _get_layers() const;

protected:
	void _notification(int p_what);
	PhysicsBody2D(Physics2DServer::BodyMode p_mode);

	static void _bind_methods();

public:
	void set_collision_layer(uint32_t p_mask);
	uint32_t get_collision_layer() const;

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

	void set_collision_mask_bit(int p_bit, bool p_value);
	bool get_collision_mask_bit(int p_bit) const;

	void set_collision_layer_bit(int p_bit, bool p_value);
	bool get_collision_layer_bit(int p_bit) const;

	void add_collision_exception_with(Node *p_node); //must be physicsbody
	void remove_collision_exception_with(Node *p_node);

	void set_one_way_collision_direction(const Vector2 &p_dir);
	Vector2 get_one_way_collision_direction() const;

	void set_one_way_collision_max_depth(float p_dir);
	float get_one_way_collision_max_depth() const;

	PhysicsBody2D();
};

class StaticBody2D : public PhysicsBody2D {

	GDCLASS(StaticBody2D, PhysicsBody2D);

	Vector2 constant_linear_velocity;
	real_t constant_angular_velocity;

	real_t bounce;
	real_t friction;

protected:
	static void _bind_methods();

public:
	void set_friction(real_t p_friction);
	real_t get_friction() const;

	void set_bounce(real_t p_bounce);
	real_t get_bounce() const;

	void set_constant_linear_velocity(const Vector2 &p_vel);
	void set_constant_angular_velocity(real_t p_vel);

	Vector2 get_constant_linear_velocity() const;
	real_t get_constant_angular_velocity() const;

	StaticBody2D();
	~StaticBody2D();
};

class RigidBody2D : public PhysicsBody2D {

	GDCLASS(RigidBody2D, PhysicsBody2D);

public:
	enum Mode {
		MODE_RIGID,
		MODE_STATIC,
		MODE_CHARACTER,
		MODE_KINEMATIC,
	};

	enum CCDMode {
		CCD_MODE_DISABLED,
		CCD_MODE_CAST_RAY,
		CCD_MODE_CAST_SHAPE,
	};

private:
	bool can_sleep;
	Physics2DDirectBodyState *state;
	Mode mode;

	real_t bounce;
	real_t mass;
	real_t friction;
	real_t gravity_scale;
	real_t linear_damp;
	real_t angular_damp;

	Vector2 linear_velocity;
	real_t angular_velocity;
	bool sleeping;

	int max_contacts_reported;

	bool custom_integrator;

	CCDMode ccd_mode;

	struct ShapePair {

		int body_shape;
		int local_shape;
		bool tagged;
		bool operator<(const ShapePair &p_sp) const {
			if (body_shape == p_sp.body_shape)
				return local_shape < p_sp.local_shape;
			else
				return body_shape < p_sp.body_shape;
		}

		ShapePair() {}
		ShapePair(int p_bs, int p_ls) {
			body_shape = p_bs;
			local_shape = p_ls;
		}
	};
	struct RigidBody2D_RemoveAction {

		ObjectID body_id;
		ShapePair pair;
	};
	struct BodyState {

		//int rc;
		bool in_scene;
		VSet<ShapePair> shapes;
	};

	struct ContactMonitor {

		bool locked;
		Map<ObjectID, BodyState> body_map;
	};

	ContactMonitor *contact_monitor;
	void _body_enter_tree(ObjectID p_id);
	void _body_exit_tree(ObjectID p_id);

	void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
	void _direct_state_changed(Object *p_state);

	bool _test_motion(const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());

protected:
	static void _bind_methods();

public:
	void set_mode(Mode p_mode);
	Mode get_mode() const;

	void set_mass(real_t p_mass);
	real_t get_mass() const;

	void set_inertia(real_t p_inertia);
	real_t get_inertia() const;

	void set_weight(real_t p_weight);
	real_t get_weight() const;

	void set_friction(real_t p_friction);
	real_t get_friction() const;

	void set_bounce(real_t p_bounce);
	real_t get_bounce() const;

	void set_gravity_scale(real_t p_gravity_scale);
	real_t get_gravity_scale() const;

	void set_linear_damp(real_t p_linear_damp);
	real_t get_linear_damp() const;

	void set_angular_damp(real_t p_angular_damp);
	real_t get_angular_damp() const;

	void set_linear_velocity(const Vector2 &p_velocity);
	Vector2 get_linear_velocity() const;

	void set_axis_velocity(const Vector2 &p_axis);

	void set_angular_velocity(real_t p_velocity);
	real_t get_angular_velocity() const;

	void set_use_custom_integrator(bool p_enable);
	bool is_using_custom_integrator();

	void set_sleeping(bool p_sleeping);
	bool is_sleeping() const;

	void set_can_sleep(bool p_active);
	bool is_able_to_sleep() const;

	void set_contact_monitor(bool p_enabled);
	bool is_contact_monitor_enabled() const;

	void set_max_contacts_reported(int p_amount);
	int get_max_contacts_reported() const;

	void set_continuous_collision_detection_mode(CCDMode p_mode);
	CCDMode get_continuous_collision_detection_mode() const;

	void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse);

	void set_applied_force(const Vector2 &p_force);
	Vector2 get_applied_force() const;

	void set_applied_torque(const float p_torque);
	float get_applied_torque() const;

	void add_force(const Vector2 &p_offset, const Vector2 &p_force);

	Array get_colliding_bodies() const; //function for script

	RigidBody2D();
	~RigidBody2D();
};

VARIANT_ENUM_CAST(RigidBody2D::Mode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);

class KinematicBody2D : public PhysicsBody2D {

	GDCLASS(KinematicBody2D, PhysicsBody2D);

	float margin;
	bool colliding;
	Vector2 collision;
	Vector2 normal;
	Vector2 collider_vel;
	ObjectID collider;
	int collider_shape;
	Variant collider_metadata;
	Vector2 travel;

	Vector2 move_and_slide_floor_velocity;
	bool move_and_slide_on_floor;
	bool move_and_slide_on_ceiling;
	bool move_and_slide_on_wall;
	Array move_and_slide_colliders;

	Variant _get_collider() const;

	_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;

protected:
	static void _bind_methods();

public:
	Vector2 move(const Vector2 &p_motion);
	Vector2 move_to(const Vector2 &p_position);

	bool test_move(const Transform2D &p_from, const Vector2 &p_motion);
	bool is_colliding() const;

	Vector2 get_travel() const;
	void revert_motion();

	Vector2 get_collision_pos() const;
	Vector2 get_collision_normal() const;
	Vector2 get_collider_velocity() const;
	ObjectID get_collider() const;
	int get_collider_shape() const;
	Variant get_collider_metadata() const;

	void set_collision_margin(float p_margin);
	float get_collision_margin() const;

	Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45));
	bool is_move_and_slide_on_floor() const;
	bool is_move_and_slide_on_wall() const;
	bool is_move_and_slide_on_ceiling() const;
	Array get_move_and_slide_colliders() const;

	KinematicBody2D();
	~KinematicBody2D();
};

#endif // PHYSICS_BODY_2D_H