/*************************************************************************/
/*  shape_2d.h                                                           */
/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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#ifndef SHAPE_2D_H
#define SHAPE_2D_H

#include "core/resource.h"

class Shape2D : public Resource {
	GDCLASS(Shape2D, Resource);
	OBJ_SAVE_TYPE(Shape2D);

	RID shape;
	real_t custom_bias;

protected:
	static void _bind_methods();
	Shape2D(const RID &p_rid);

public:
	virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { return get_rect().has_point(p_point); }

	void set_custom_solver_bias(real_t p_bias);
	real_t get_custom_solver_bias() const;

	bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
	bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);

	Array collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
	Array collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);

	virtual void draw(const RID &p_to_rid, const Color &p_color) {}
	virtual Rect2 get_rect() const { return Rect2(); }
	virtual RID get_rid() const;
	Shape2D();
	~Shape2D();
};

#endif // SHAPE_2D_H
