/**************************************************************************/
/*  character_body_2d.h                                                   */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#pragma once

#include "scene/2d/physics/kinematic_collision_2d.h"
#include "scene/2d/physics/physics_body_2d.h"

class CharacterBody2D : public PhysicsBody2D {
	GDCLASS(CharacterBody2D, PhysicsBody2D);

public:
	enum MotionMode {
		MOTION_MODE_GROUNDED,
		MOTION_MODE_FLOATING,
	};
	enum PlatformOnLeave {
		PLATFORM_ON_LEAVE_ADD_VELOCITY,
		PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
		PLATFORM_ON_LEAVE_DO_NOTHING,
	};
	bool move_and_slide();
	void apply_floor_snap();

	const Vector2 &get_velocity() const;
	void set_velocity(const Vector2 &p_velocity);

	bool is_on_floor() const;
	bool is_on_floor_only() const;
	bool is_on_wall() const;
	bool is_on_wall_only() const;
	bool is_on_ceiling() const;
	bool is_on_ceiling_only() const;
	const Vector2 &get_last_motion() const;
	Vector2 get_position_delta() const;
	const Vector2 &get_floor_normal() const;
	const Vector2 &get_wall_normal() const;
	const Vector2 &get_real_velocity() const;

	real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
	const Vector2 &get_platform_velocity() const;

	int get_slide_collision_count() const;
	PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;

	void set_safe_margin(real_t p_margin);
	real_t get_safe_margin() const;

	bool is_floor_stop_on_slope_enabled() const;
	void set_floor_stop_on_slope_enabled(bool p_enabled);

	bool is_floor_constant_speed_enabled() const;
	void set_floor_constant_speed_enabled(bool p_enabled);

	bool is_floor_block_on_wall_enabled() const;
	void set_floor_block_on_wall_enabled(bool p_enabled);

	bool is_slide_on_ceiling_enabled() const;
	void set_slide_on_ceiling_enabled(bool p_enabled);

	int get_max_slides() const;
	void set_max_slides(int p_max_slides);

	real_t get_floor_max_angle() const;
	void set_floor_max_angle(real_t p_radians);

	real_t get_floor_snap_length();
	void set_floor_snap_length(real_t p_floor_snap_length);

	real_t get_wall_min_slide_angle() const;
	void set_wall_min_slide_angle(real_t p_radians);

	uint32_t get_platform_floor_layers() const;
	void set_platform_floor_layers(const uint32_t p_exclude_layer);

	uint32_t get_platform_wall_layers() const;
	void set_platform_wall_layers(const uint32_t p_exclude_layer);

	void set_motion_mode(MotionMode p_mode);
	MotionMode get_motion_mode() const;

	void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
	PlatformOnLeave get_platform_on_leave() const;

	CharacterBody2D();

private:
	real_t margin = 0.08;
	MotionMode motion_mode = MOTION_MODE_GROUNDED;
	PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;

	bool floor_constant_speed = false;
	bool floor_stop_on_slope = true;
	bool floor_block_on_wall = true;
	bool slide_on_ceiling = true;
	int max_slides = 4;
	int platform_layer = 0;
	real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
	real_t floor_snap_length = 1;
	real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
	Vector2 up_direction = Vector2(0.0, -1.0);
	uint32_t platform_floor_layers = UINT32_MAX;
	uint32_t platform_wall_layers = 0;
	Vector2 velocity;

	Vector2 floor_normal;
	Vector2 platform_velocity;
	Vector2 wall_normal;
	Vector2 last_motion;
	Vector2 previous_position;
	Vector2 real_velocity;

	RID platform_rid;
	ObjectID platform_object_id;
	bool on_floor = false;
	bool on_ceiling = false;
	bool on_wall = false;

	Vector<PhysicsServer2D::MotionResult> motion_results;
	Vector<Ref<KinematicCollision2D>> slide_colliders;

	void _move_and_slide_floating(double p_delta);
	void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);

	Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
	Ref<KinematicCollision2D> _get_last_slide_collision();
	const Vector2 &get_up_direction() const;
	bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
	void set_up_direction(const Vector2 &p_up_direction);
	void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
	void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
	void _apply_floor_snap(bool p_wall_as_floor = false);
	void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);

protected:
	void _notification(int p_what);
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;
};

VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave);
