/*************************************************************************/
/*  line_shape_2d.cpp                                                    */
/*************************************************************************/
/*                       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 "line_shape_2d.h"

#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"

bool LineShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
	Vector2 point = get_d() * get_normal();
	Vector2 l[2][2] = { { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 }, { point, point + get_normal() * 30 } };

	for (int i = 0; i < 2; i++) {
		Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, l[i]);
		if (p_point.distance_to(closest) < p_tolerance) {
			return true;
		}
	}

	return false;
}

void LineShape2D::_update_shape() {
	Array arr;
	arr.push_back(normal);
	arr.push_back(d);
	Physics2DServer::get_singleton()->shape_set_data(get_rid(), arr);
	emit_changed();
}

void LineShape2D::set_normal(const Vector2 &p_normal) {
	normal = p_normal;
	_update_shape();
}

void LineShape2D::set_d(real_t p_d) {
	d = p_d;
	_update_shape();
}

Vector2 LineShape2D::get_normal() const {
	return normal;
}
real_t LineShape2D::get_d() const {
	return d;
}

void LineShape2D::draw(const RID &p_to_rid, const Color &p_color) {
	Vector2 point = get_d() * get_normal();

	Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
	VS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
	Vector2 l2[2] = { point, point + get_normal() * 30 };
	VS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
}
Rect2 LineShape2D::get_rect() const {
	Vector2 point = get_d() * get_normal();

	Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
	Vector2 l2[2] = { point, point + get_normal() * 30 };
	Rect2 rect;
	rect.position = l1[0];
	rect.expand_to(l1[1]);
	rect.expand_to(l2[0]);
	rect.expand_to(l2[1]);
	return rect;
}

real_t LineShape2D::get_enclosing_radius() const {
	return d;
}

void LineShape2D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_normal", "normal"), &LineShape2D::set_normal);
	ClassDB::bind_method(D_METHOD("get_normal"), &LineShape2D::get_normal);

	ClassDB::bind_method(D_METHOD("set_d", "d"), &LineShape2D::set_d);
	ClassDB::bind_method(D_METHOD("get_d"), &LineShape2D::get_d);

	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "d", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_d", "get_d");
}

LineShape2D::LineShape2D() :
		Shape2D(Physics2DServer::get_singleton()->line_shape_create()) {
	normal = Vector2(0, -1);
	d = 0;
	_update_shape();
}