/*************************************************************************/
/*  area_bullet.h                                                        */
/*************************************************************************/
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#ifndef AREABULLET_H
#define AREABULLET_H

#include "collision_object_bullet.h"
#include "core/vector.h"
#include "servers/physics_server.h"
#include "space_bullet.h"

/**
	@author AndreaCatania
*/

class btGhostObject;

class AreaBullet : public RigidCollisionObjectBullet {
public:
	struct InOutEventCallback {
		ObjectID event_callback_id;
		StringName event_callback_method;

		InOutEventCallback() :
				event_callback_id(0) {}
	};

	enum OverlapState {
		OVERLAP_STATE_DIRTY = 0, // Mark processed overlaps
		OVERLAP_STATE_INSIDE, // Mark old overlap
		OVERLAP_STATE_ENTER, // Mark just enter overlap
		OVERLAP_STATE_EXIT // Mark ended overlaps
	};

	struct OverlappingShapeData {
		CollisionObjectBullet *other_object = nullptr;
		OverlapState state = OVERLAP_STATE_DIRTY;
		uint32_t other_shape_id = 0;
		uint32_t our_shape_id = 0;

		OverlappingShapeData() {}

		OverlappingShapeData(CollisionObjectBullet *p_other_object, OverlapState p_state, uint32_t p_other_shape_id, uint32_t p_our_shape_id) :
				other_object(p_other_object),
				state(p_state),
				other_shape_id(p_other_shape_id),
				our_shape_id(p_our_shape_id) {}
	};

private:
	// These are used by function callEvent. Instead to create this each call I create if one time.
	Variant call_event_res[5];
	Variant *call_event_res_ptr[5];

	btGhostObject *btGhost;
	Vector<OverlappingShapeData> overlapping_shapes;
	int _overlapping_shape_count(CollisionObjectBullet *p_other_object);
	int _find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
	bool monitorable;

	PhysicsServer::AreaSpaceOverrideMode spOv_mode;
	bool spOv_gravityPoint;
	real_t spOv_gravityPointDistanceScale;
	real_t spOv_gravityPointAttenuation;
	Vector3 spOv_gravityVec;
	real_t spOv_gravityMag;
	real_t spOv_linearDump;
	real_t spOv_angularDump;
	int spOv_priority;

	bool isScratched;

	InOutEventCallback eventsCallbacks[2];

public:
	AreaBullet();
	~AreaBullet();

	_FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }

	void set_monitorable(bool p_monitorable);
	_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }

	bool is_monitoring() const;

	_FORCE_INLINE_ void set_spOv_mode(PhysicsServer::AreaSpaceOverrideMode p_mode) { spOv_mode = p_mode; }
	_FORCE_INLINE_ PhysicsServer::AreaSpaceOverrideMode get_spOv_mode() { return spOv_mode; }

	_FORCE_INLINE_ void set_spOv_gravityPoint(bool p_isGP) { spOv_gravityPoint = p_isGP; }
	_FORCE_INLINE_ bool is_spOv_gravityPoint() { return spOv_gravityPoint; }

	_FORCE_INLINE_ void set_spOv_gravityPointDistanceScale(real_t p_GPDS) { spOv_gravityPointDistanceScale = p_GPDS; }
	_FORCE_INLINE_ real_t get_spOv_gravityPointDistanceScale() { return spOv_gravityPointDistanceScale; }

	_FORCE_INLINE_ void set_spOv_gravityPointAttenuation(real_t p_GPA) { spOv_gravityPointAttenuation = p_GPA; }
	_FORCE_INLINE_ real_t get_spOv_gravityPointAttenuation() { return spOv_gravityPointAttenuation; }

	_FORCE_INLINE_ void set_spOv_gravityVec(Vector3 p_vec) { spOv_gravityVec = p_vec; }
	_FORCE_INLINE_ const Vector3 &get_spOv_gravityVec() const { return spOv_gravityVec; }

	_FORCE_INLINE_ void set_spOv_gravityMag(real_t p_gravityMag) { spOv_gravityMag = p_gravityMag; }
	_FORCE_INLINE_ real_t get_spOv_gravityMag() { return spOv_gravityMag; }

	_FORCE_INLINE_ void set_spOv_linearDump(real_t p_linearDump) { spOv_linearDump = p_linearDump; }
	_FORCE_INLINE_ real_t get_spOv_linearDamp() { return spOv_linearDump; }

	_FORCE_INLINE_ void set_spOv_angularDump(real_t p_angularDump) { spOv_angularDump = p_angularDump; }
	_FORCE_INLINE_ real_t get_spOv_angularDamp() { return spOv_angularDump; }

	_FORCE_INLINE_ void set_spOv_priority(int p_priority) { spOv_priority = p_priority; }
	_FORCE_INLINE_ int get_spOv_priority() { return spOv_priority; }

	virtual void main_shape_changed();
	virtual void reload_body();
	virtual void set_space(SpaceBullet *p_space);

	virtual void dispatch_callbacks();
	void call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer::AreaBodyStatus p_status);

	virtual void on_collision_filters_change();
	virtual void on_collision_checker_start() {}
	virtual void on_collision_checker_end() { updated = false; }

	void mark_all_overlaps_dirty();
	void mark_object_overlaps_inside(CollisionObjectBullet *p_other_object);
	void set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
	void mark_all_dirty_overlaps_as_exit();
	void remove_object_overlaps(CollisionObjectBullet *p_object);
	void clear_overlaps();

	void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
	Variant get_param(PhysicsServer::AreaParameter p_param) const;

	void set_event_callback(Type p_callbackObjectType, ObjectID p_id, const StringName &p_method);
	bool has_event_callback(Type p_callbackObjectType);

	virtual void on_enter_area(AreaBullet *p_area);
	virtual void on_exit_area(AreaBullet *p_area);
};

#endif
