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/*************************************************************************/
/*  physics_2d_server.h                                                  */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* 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    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef PHYSICS_2D_SERVER_H
#define PHYSICS_2D_SERVER_H

#include "object.h"
#include "reference.h"
#include "resource.h"

class Physics2DDirectSpaceState;

class Physics2DDirectBodyState : public Object {

	OBJ_TYPE( Physics2DDirectBodyState, Object );
protected:
	static void _bind_methods();
public:

	virtual Vector2 get_total_gravity() const=0; // get gravity vector working on this body space/area
	virtual float get_total_linear_damp() const=0; // get density of this body space/area
	virtual float get_total_angular_damp() const=0; // get density of this body space/area

	virtual float get_inverse_mass() const=0; // get the mass
	virtual real_t get_inverse_inertia() const=0; // get density of this body space

	virtual void set_linear_velocity(const Vector2& p_velocity)=0;
	virtual Vector2 get_linear_velocity() const=0;

	virtual void set_angular_velocity(real_t p_velocity)=0;
	virtual real_t get_angular_velocity() const=0;

	virtual void set_transform(const Matrix32& p_transform)=0;
	virtual Matrix32 get_transform() const=0;

	virtual void set_sleep_state(bool p_enable)=0;
	virtual bool is_sleeping() const=0;

	virtual int get_contact_count() const=0;

	virtual Vector2 get_contact_local_pos(int p_contact_idx) const=0;
	virtual Vector2 get_contact_local_normal(int p_contact_idx) const=0;
	virtual int get_contact_local_shape(int p_contact_idx) const=0;

	virtual RID get_contact_collider(int p_contact_idx) const=0;
	virtual Vector2 get_contact_collider_pos(int p_contact_idx) const=0;
	virtual ObjectID get_contact_collider_id(int p_contact_idx) const=0;
	virtual Object* get_contact_collider_object(int p_contact_idx) const;
	virtual int get_contact_collider_shape(int p_contact_idx) const=0;
	virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const=0;
	virtual Vector2 get_contact_collider_velocity_at_pos(int p_contact_idx) const=0;

	virtual real_t get_step() const=0;
	virtual void integrate_forces();

	virtual Physics2DDirectSpaceState* get_space_state()=0;

	Physics2DDirectBodyState();
};


class Physics2DShapeQueryResult;


//used for script
class Physics2DShapeQueryParameters : public Reference {

	OBJ_TYPE(Physics2DShapeQueryParameters, Reference);
friend class Physics2DDirectSpaceState;
	RID shape;
	Matrix32 transform;
	Vector2 motion;
	float margin;
	Set<RID> exclude;
	uint32_t layer_mask;
	uint32_t object_type_mask;
protected:
	static void _bind_methods();
public:


	void set_shape(const RES& p_shape);
	void set_shape_rid(const RID& p_shape);
	RID get_shape_rid() const;

	void set_transform(const Matrix32& p_transform);
	Matrix32 get_transform() const;

	void set_motion(const Vector2& p_motion);
	Vector2 get_motion() const;

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

	void set_layer_mask(int p_layer_mask);
	int get_layer_mask() const;

	void set_object_type_mask(int p_object_type_mask);
	int get_object_type_mask() const;

	void set_exclude(const Vector<RID>& p_exclude);
	Vector<RID> get_exclude() const;

	Physics2DShapeQueryParameters();

};


class Physics2DDirectSpaceState : public Object {

	OBJ_TYPE( Physics2DDirectSpaceState, Object );

	Dictionary _intersect_ray(const Vector2& p_from, const Vector2& p_to,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_layers=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);

	Array _intersect_point(const Vector2& p_point,int p_max_results=32,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_layers=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
	Array _intersect_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query,int p_max_results=32);
	Array _cast_motion(const Ref<Physics2DShapeQueryParameters> &p_shape_query);
	Array _collide_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query,int p_max_results=32);
	Dictionary _get_rest_info(const Ref<Physics2DShapeQueryParameters> &p_shape_query);

protected:
	static void _bind_methods();

public:

	enum ObjectTypeMask {
		TYPE_MASK_STATIC_BODY=1<<0,
		TYPE_MASK_KINEMATIC_BODY=1<<1,
		TYPE_MASK_RIGID_BODY=1<<2,
		TYPE_MASK_CHARACTER_BODY=1<<3,
		TYPE_MASK_AREA=1<<4,
		TYPE_MASK_COLLISION=TYPE_MASK_STATIC_BODY|TYPE_MASK_CHARACTER_BODY|TYPE_MASK_KINEMATIC_BODY|TYPE_MASK_RIGID_BODY

	};

	struct RayResult {

		Vector2 position;
		Vector2 normal;
		RID rid;
		ObjectID collider_id;
		Object *collider;
		int shape;
		Variant metadata;
	};

	virtual bool intersect_ray(const Vector2& p_from, const Vector2& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;

	struct ShapeResult {

		RID rid;
		ObjectID collider_id;
		Object *collider;
		int shape;
		Variant metadata;


	};

	virtual int intersect_point(const Vector2& p_point,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;

	virtual int intersect_shape(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;

	virtual bool cast_motion(const RID& p_shape, const Matrix32& p_xform,const Vector2& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;

	virtual bool collide_shape(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,Vector2 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;

	struct ShapeRestInfo {

		Vector2 point;
		Vector2 normal;
		RID rid;
		ObjectID collider_id;
		int shape;
		Vector2 linear_velocity; //velocity at contact point
		Variant metadata;

	};

	virtual bool rest_info(RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;


	Physics2DDirectSpaceState();
};


class Physics2DShapeQueryResult : public Reference {

	OBJ_TYPE( Physics2DShapeQueryResult, Reference );

	Vector<Physics2DDirectSpaceState::ShapeResult> result;

friend class Physics2DDirectSpaceState;

protected:
	static void _bind_methods();
public:

	int get_result_count() const;
	RID get_result_rid(int p_idx) const;
	ObjectID get_result_object_id(int p_idx) const;
	Object* get_result_object(int p_idx) const;
	int get_result_object_shape(int p_idx) const;

	Physics2DShapeQueryResult();
};

class Physics2DTestMotionResult;

class Physics2DServer : public Object {

	OBJ_TYPE( Physics2DServer, Object );

	static Physics2DServer * singleton;

	virtual bool _body_test_motion(RID p_body,const Vector2& p_motion,float p_margin=0.08,const Ref<Physics2DTestMotionResult>& p_result=Ref<Physics2DTestMotionResult>());

protected:
	static void _bind_methods();

public:

	static Physics2DServer * get_singleton();

	enum ShapeType {
		SHAPE_LINE, ///< plane:"plane"
		SHAPE_RAY, ///< float:"length"
		SHAPE_SEGMENT, ///< float:"length"
		SHAPE_CIRCLE, ///< float:"radius"
		SHAPE_RECTANGLE, ///< vec3:"extents"
		SHAPE_CAPSULE,
		SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
		SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
		SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
	};

	virtual RID shape_create(ShapeType p_shape)=0;
	virtual void shape_set_data(RID p_shape, const Variant& p_data)=0;
	virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias)=0;

	virtual ShapeType shape_get_type(RID p_shape) const=0;
	virtual Variant shape_get_data(RID p_shape) const=0;
	virtual real_t shape_get_custom_solver_bias(RID p_shape) const=0;

	//these work well, but should be used from the main thread only
	virtual bool shape_collide(RID p_shape_A, const Matrix32& p_xform_A,const Vector2& p_motion_A,RID p_shape_B, const Matrix32& p_xform_B, const Vector2& p_motion_B,Vector2 *r_results,int p_result_max,int &r_result_count)=0;

	/* SPACE API */

	virtual RID space_create()=0;
	virtual void space_set_active(RID p_space,bool p_active)=0;
	virtual bool space_is_active(RID p_space) const=0;

	enum SpaceParameter {

		SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
		SPACE_PARAM_CONTACT_MAX_SEPARATION,
		SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
		SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
		SPACE_PARAM_BODY_TIME_TO_SLEEP,
		SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
	};

	virtual void space_set_param(RID p_space,SpaceParameter p_param, real_t p_value)=0;
	virtual real_t space_get_param(RID p_space,SpaceParameter p_param) const=0;

	// this function only works on fixed process, errors and returns null otherwise
	virtual Physics2DDirectSpaceState* space_get_direct_state(RID p_space)=0;

	virtual void space_set_debug_contacts(RID p_space,int p_max_contacts)=0;
	virtual Vector<Vector2> space_get_contacts(RID p_space) const=0;
	virtual int space_get_contact_count(RID p_space) const=0;

	//missing space parameters

	/* AREA API */

	//missing attenuation? missing better override?



	enum AreaParameter {
		AREA_PARAM_GRAVITY,
		AREA_PARAM_GRAVITY_VECTOR,
		AREA_PARAM_GRAVITY_IS_POINT,
		AREA_PARAM_GRAVITY_DISTANCE_SCALE,
		AREA_PARAM_GRAVITY_POINT_ATTENUATION,
		AREA_PARAM_LINEAR_DAMP,
		AREA_PARAM_ANGULAR_DAMP,
		AREA_PARAM_PRIORITY
	};

	virtual RID area_create()=0;

	virtual void area_set_space(RID p_area, RID p_space)=0;
	virtual RID area_get_space(RID p_area) const=0;


	enum AreaSpaceOverrideMode {
		AREA_SPACE_OVERRIDE_DISABLED,
		AREA_SPACE_OVERRIDE_COMBINE,
		AREA_SPACE_OVERRIDE_COMBINE_REPLACE, // Combines, then discards all subsequent calculations
		AREA_SPACE_OVERRIDE_REPLACE,
		AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining
	};

	virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode)=0;
	virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const=0;

	virtual void area_add_shape(RID p_area, RID p_shape, const Matrix32& p_transform=Matrix32())=0;
	virtual void area_set_shape(RID p_area, int p_shape_idx,RID p_shape)=0;
	virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Matrix32& p_transform)=0;

	virtual int area_get_shape_count(RID p_area) const=0;
	virtual RID area_get_shape(RID p_area, int p_shape_idx) const=0;
	virtual Matrix32 area_get_shape_transform(RID p_area, int p_shape_idx) const=0;

	virtual void area_remove_shape(RID p_area, int p_shape_idx)=0;
	virtual void area_clear_shapes(RID p_area)=0;

	virtual void area_attach_object_instance_ID(RID p_area,ObjectID p_ID)=0;
	virtual ObjectID area_get_object_instance_ID(RID p_area) const=0;

	virtual void area_set_param(RID p_area,AreaParameter p_param,const Variant& p_value)=0;
	virtual void area_set_transform(RID p_area, const Matrix32& p_transform)=0;

	virtual Variant area_get_param(RID p_parea,AreaParameter p_param) const=0;
	virtual Matrix32 area_get_transform(RID p_area) const=0;

	virtual void area_set_collision_mask(RID p_area,uint32_t p_mask)=0;
	virtual void area_set_layer_mask(RID p_area,uint32_t p_mask)=0;

	virtual void area_set_monitorable(RID p_area,bool p_monitorable)=0;
	virtual void area_set_pickable(RID p_area,bool p_pickable)=0;

	virtual void area_set_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method)=0;
	virtual void area_set_area_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method)=0;

	/* BODY API */

	//missing ccd?

	enum BodyMode {
		BODY_MODE_STATIC,
		BODY_MODE_KINEMATIC,
		BODY_MODE_RIGID,
		BODY_MODE_CHARACTER
		//BODY_MODE_SOFT ??
	};

	virtual RID body_create(BodyMode p_mode=BODY_MODE_RIGID,bool p_init_sleeping=false)=0;

	virtual void body_set_space(RID p_body, RID p_space)=0;
	virtual RID body_get_space(RID p_body) const=0;

	virtual void body_set_mode(RID p_body, BodyMode p_mode)=0;
	virtual BodyMode body_get_mode(RID p_body) const=0;

	virtual void body_add_shape(RID p_body, RID p_shape, const Matrix32& p_transform=Matrix32())=0;
	virtual void body_set_shape(RID p_body, int p_shape_idx,RID p_shape)=0;
	virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Matrix32& p_transform)=0;
	virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant& p_metadata)=0;

	virtual int body_get_shape_count(RID p_body) const=0;
	virtual RID body_get_shape(RID p_body, int p_shape_idx) const=0;
	virtual Matrix32 body_get_shape_transform(RID p_body, int p_shape_idx) const=0;
	virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const=0;

	virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx,bool p_enable)=0;
	virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const=0;

	virtual void body_remove_shape(RID p_body, int p_shape_idx)=0;
	virtual void body_clear_shapes(RID p_body)=0;

	virtual void body_attach_object_instance_ID(RID p_body,uint32_t p_ID)=0;
	virtual uint32_t body_get_object_instance_ID(RID p_body) const=0;

	enum CCDMode {
		CCD_MODE_DISABLED,
		CCD_MODE_CAST_RAY,
		CCD_MODE_CAST_SHAPE,
	};

	virtual void body_set_continuous_collision_detection_mode(RID p_body,CCDMode p_mode)=0;
	virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const=0;

	virtual void body_set_layer_mask(RID p_body, uint32_t p_mask)=0;
	virtual uint32_t body_get_layer_mask(RID p_body) const=0;

	virtual void body_set_collision_mask(RID p_body, uint32_t p_mask)=0;
	virtual uint32_t body_get_collision_mask(RID p_body) const=0;

	// common body variables
	enum BodyParameter {
		BODY_PARAM_BOUNCE,
		BODY_PARAM_FRICTION,
		BODY_PARAM_MASS, ///< unused for static, always infinite
		BODY_PARAM_GRAVITY_SCALE,
		BODY_PARAM_LINEAR_DAMP,
		BODY_PARAM_ANGULAR_DAMP,
		BODY_PARAM_MAX,
	};

	virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value)=0;
	virtual float body_get_param(RID p_body, BodyParameter p_param) const=0;


	//state
	enum BodyState {
		BODY_STATE_TRANSFORM,
		BODY_STATE_LINEAR_VELOCITY,
		BODY_STATE_ANGULAR_VELOCITY,
		BODY_STATE_SLEEPING,
		BODY_STATE_CAN_SLEEP,
	};

	virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant)=0;
	virtual Variant body_get_state(RID p_body, BodyState p_state) const=0;

	//do something about it
	virtual void body_set_applied_force(RID p_body, const Vector2& p_force)=0;
	virtual Vector2 body_get_applied_force(RID p_body) const=0;

	virtual void body_set_applied_torque(RID p_body, float p_torque)=0;
	virtual float body_get_applied_torque(RID p_body) const=0;

	virtual void body_apply_impulse(RID p_body, const Vector2& p_pos, const Vector2& p_impulse)=0;
	virtual void body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity)=0;

	//fix
	virtual void body_add_collision_exception(RID p_body, RID p_body_b)=0;
	virtual void body_remove_collision_exception(RID p_body, RID p_body_b)=0;
	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions)=0;

	virtual void body_set_max_contacts_reported(RID p_body, int p_contacts)=0;
	virtual int body_get_max_contacts_reported(RID p_body) const=0;

	virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction)=0;
	virtual Vector2 body_get_one_way_collision_direction(RID p_body) const=0;

	virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth)=0;
	virtual float body_get_one_way_collision_max_depth(RID p_body) const=0;

	//missing remove
	virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold)=0;
	virtual float body_get_contacts_reported_depth_treshold(RID p_body) const=0;

	virtual void body_set_omit_force_integration(RID p_body,bool p_omit)=0;
	virtual bool body_is_omitting_force_integration(RID p_body) const=0;

	virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant())=0;

	virtual bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count)=0;

	virtual void body_set_pickable(RID p_body,bool p_pickable)=0;

	struct MotionResult {

		Vector2 motion;
		Vector2 remainder;

		Vector2 collision_point;
		Vector2 collision_normal;
		Vector2 collider_velocity;
		ObjectID collider_id;
		RID collider;
		int collider_shape;
		Variant collider_metadata;
	};

	virtual bool body_test_motion(RID p_body,const Vector2& p_motion,float p_margin=0.001,MotionResult *r_result=NULL)=0;

	/* JOINT API */

	enum JointType {

		JOINT_PIN,
		JOINT_GROOVE,
		JOINT_DAMPED_SPRING
	};

	enum JointParam {
		JOINT_PARAM_BIAS,
		JOINT_PARAM_MAX_BIAS,
		JOINT_PARAM_MAX_FORCE,
	};

	virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value)=0;
	virtual real_t joint_get_param(RID p_joint,JointParam p_param) const=0;

	virtual RID pin_joint_create(const Vector2& p_anchor,RID p_body_a,RID p_body_b=RID())=0;
	virtual RID groove_joint_create(const Vector2& p_a_groove1,const Vector2& p_a_groove2, const Vector2& p_b_anchor, RID p_body_a,RID p_body_b)=0;
	virtual RID damped_spring_joint_create(const Vector2& p_anchor_a,const Vector2& p_anchor_b,RID p_body_a,RID p_body_b=RID())=0;

	enum PinJointParam {
		PIN_JOINT_SOFTNESS
	};

	virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value)=0;
	virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const=0;

	enum DampedStringParam {
		DAMPED_STRING_REST_LENGTH,
		DAMPED_STRING_STIFFNESS,
		DAMPED_STRING_DAMPING
	};
	virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value)=0;
	virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const=0;

	virtual JointType joint_get_type(RID p_joint) const=0;	

	/* QUERY API */

	enum AreaBodyStatus {
		AREA_BODY_ADDED,
		AREA_BODY_REMOVED
	};


	/* MISC */

	virtual void free(RID p_rid)=0;

	virtual void set_active(bool p_active)=0;
	virtual void init()=0;
	virtual void step(float p_step)=0;
	virtual void sync()=0;
	virtual void flush_queries()=0;
	virtual void end_sync()=0;
	virtual void finish()=0;

	enum ProcessInfo {

		INFO_ACTIVE_OBJECTS,
		INFO_COLLISION_PAIRS,
		INFO_ISLAND_COUNT
	};

	virtual int get_process_info(ProcessInfo p_info)=0;

	Physics2DServer();
	~Physics2DServer();
};


class Physics2DTestMotionResult : public Reference {

	OBJ_TYPE( Physics2DTestMotionResult, Reference );

	Physics2DServer::MotionResult result;
	bool colliding;
friend class Physics2DServer;

protected:
	static void _bind_methods();
public:

	Physics2DServer::MotionResult* get_result_ptr() const { return const_cast<Physics2DServer::MotionResult*>(&result); }

	//bool is_colliding() const;
	Vector2 get_motion() const;
	Vector2 get_motion_remainder() const;

	Vector2 get_collision_point() const;
	Vector2 get_collision_normal() const;
	Vector2 get_collider_velocity() const;
	ObjectID get_collider_id() const;
	RID get_collider_rid() const;
	Object* get_collider() const;
	int get_collider_shape() const;

	Physics2DTestMotionResult();
};


VARIANT_ENUM_CAST( Physics2DServer::ShapeType );
VARIANT_ENUM_CAST( Physics2DServer::SpaceParameter );
VARIANT_ENUM_CAST( Physics2DServer::AreaParameter );
VARIANT_ENUM_CAST( Physics2DServer::AreaSpaceOverrideMode );
VARIANT_ENUM_CAST( Physics2DServer::BodyMode );
VARIANT_ENUM_CAST( Physics2DServer::BodyParameter );
VARIANT_ENUM_CAST( Physics2DServer::BodyState );
VARIANT_ENUM_CAST( Physics2DServer::CCDMode );
VARIANT_ENUM_CAST( Physics2DServer::JointParam );
VARIANT_ENUM_CAST( Physics2DServer::JointType );
VARIANT_ENUM_CAST( Physics2DServer::DampedStringParam );
//VARIANT_ENUM_CAST( Physics2DServer::ObjectType );
VARIANT_ENUM_CAST( Physics2DServer::AreaBodyStatus );
VARIANT_ENUM_CAST( Physics2DServer::ProcessInfo );

#endif