#ifndef COLLISION_OBJECT_2D_H
#define COLLISION_OBJECT_2D_H
/*************************************************************************/
/*  collision_object_2d.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"

class CollisionObject2D : public Node2D {
	GDCLASS(CollisionObject2D, Node2D);

	uint32_t collision_layer = 1;
	uint32_t collision_mask = 1;

	bool area;
	RID rid;
	bool pickable;

	struct ShapeData {
		ObjectID owner_id;
		Transform2D xform;
		struct Shape {
			Ref<Shape2D> shape;
			int index;
		};

		Vector<Shape> shapes;
		bool disabled;
		bool one_way_collision;
		float one_way_collision_margin;

		ShapeData() {
			disabled = false;
			one_way_collision = false;
			one_way_collision_margin = 0;
			owner_id = 0;
		}
	};

	int total_subshapes;

	RBMap<uint32_t, ShapeData> shapes;
	bool only_update_transform_changes; //this is used for sync physics in KinematicBody

protected:
	CollisionObject2D(RID p_rid, bool p_area);

	void _notification(int p_what);
	static void _bind_methods();

	void _update_pickable();
	friend class Viewport;
	void _input_event(Node *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
	void _mouse_enter();
	void _mouse_exit();

	void set_only_update_transform_changes(bool p_enable);

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

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

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

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

	uint32_t create_shape_owner(Object *p_owner);
	void remove_shape_owner(uint32_t owner);
	void get_shape_owners(List<uint32_t> *r_owners);
	Array _get_shape_owners();

	void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
	Transform2D shape_owner_get_transform(uint32_t p_owner) const;
	Object *shape_owner_get_owner(uint32_t p_owner) const;

	void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
	bool is_shape_owner_disabled(uint32_t p_owner) const;

	void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
	bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;

	void shape_owner_set_one_way_collision_margin(uint32_t p_owner, float p_margin);
	float get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;

	void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
	int shape_owner_get_shape_count(uint32_t p_owner) const;
	Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
	int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;

	void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
	void shape_owner_clear_shapes(uint32_t p_owner);

	uint32_t shape_find_owner(int p_shape_index) const;

	void set_pickable(bool p_enabled);
	bool is_pickable() const;

	String get_configuration_warning() const;

	_FORCE_INLINE_ RID get_rid() const { return rid; }

	CollisionObject2D();
	~CollisionObject2D();
};

#endif // COLLISION_OBJECT_2D_H