#ifndef SHAPE_H
#define SHAPE_H
/*************************************************************************/
/*  shape.h                                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* 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 */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/

#include "core/resource.h"
class ArrayMesh;

class Shape : public Resource {
	GDCLASS(Shape, Resource);
	OBJ_SAVE_TYPE(Shape);
	RES_BASE_EXTENSION("shape");
	RID shape;
	real_t margin;

	Ref<ArrayMesh> debug_mesh_cache;

protected:
	static void _bind_methods();

	_FORCE_INLINE_ RID get_shape() const { return shape; }
	Shape(RID p_shape);

	virtual void _update_shape();

public:
	virtual RID get_rid() const { return shape; }

	Ref<ArrayMesh> get_debug_mesh();
	virtual Vector<Vector3> get_debug_mesh_lines() = 0; // { return Vector<Vector3>(); }
	/// Returns the radius of a sphere that fully enclose this shape
	virtual real_t get_enclosing_radius() const = 0;

	void add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform);

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

	Shape();
	~Shape();
};

#endif // SHAPE_H