1 /**
2 Direct access object to a space in the $(D PhysicsServer).
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.physicsdirectspacestate;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.physicsshapequeryparameters;
24 /**
25 Direct access object to a space in the $(D PhysicsServer).
26 
27 It's used mainly to do queries against objects and areas residing in a given space.
28 */
29 @GodotBaseClass struct PhysicsDirectSpaceState
30 {
31 	package(godot) enum string _GODOT_internal_name = "PhysicsDirectSpaceState";
32 public:
33 @nogc nothrow:
34 	union { /** */ godot_object _godot_object; /** */ GodotObject _GODOT_base; }
35 	alias _GODOT_base this;
36 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
37 	package(godot) __gshared bool _classBindingInitialized = false;
38 	package(godot) static struct GDNativeClassBinding
39 	{
40 		__gshared:
41 		@GodotName("cast_motion") GodotMethod!(Array, PhysicsShapeQueryParameters, Vector3) castMotion;
42 		@GodotName("collide_shape") GodotMethod!(Array, PhysicsShapeQueryParameters, long) collideShape;
43 		@GodotName("get_rest_info") GodotMethod!(Dictionary, PhysicsShapeQueryParameters) getRestInfo;
44 		@GodotName("intersect_ray") GodotMethod!(Dictionary, Vector3, Vector3, Array, long, bool, bool) intersectRay;
45 		@GodotName("intersect_shape") GodotMethod!(Array, PhysicsShapeQueryParameters, long) intersectShape;
46 	}
47 	/// 
48 	pragma(inline, true) bool opEquals(in PhysicsDirectSpaceState other) const
49 	{ return _godot_object.ptr is other._godot_object.ptr; }
50 	/// 
51 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
52 	{ _godot_object.ptr = n; return null; }
53 	/// 
54 	pragma(inline, true) bool opEquals(typeof(null) n) const
55 	{ return _godot_object.ptr is n; }
56 	/// 
57 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
58 	mixin baseCasts;
59 	/// Construct a new instance of PhysicsDirectSpaceState.
60 	/// Note: use `memnew!PhysicsDirectSpaceState` instead.
61 	static PhysicsDirectSpaceState _new()
62 	{
63 		static godot_class_constructor constructor;
64 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("PhysicsDirectSpaceState");
65 		if(constructor is null) return typeof(this).init;
66 		return cast(PhysicsDirectSpaceState)(constructor());
67 	}
68 	@disable new(size_t s);
69 	/**
70 	Checks how far a $(D Shape) can move without colliding. All the parameters for the query, including the shape, are supplied through a $(D PhysicsShapeQueryParameters) object.
71 	Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of `$(D 1.0, 1.0)` will be returned.
72 	$(B Note:) Any $(D Shape)s that the shape is already colliding with e.g. inside of, will be ignored. Use $(D collideShape) to determine the $(D Shape)s that the shape is already colliding with.
73 	*/
74 	Array castMotion(PhysicsShapeQueryParameters shape, in Vector3 motion)
75 	{
76 		checkClassBinding!(typeof(this))();
77 		return ptrcall!(Array)(GDNativeClassBinding.castMotion, _godot_object, shape, motion);
78 	}
79 	/**
80 	Checks the intersections of a shape, given through a $(D PhysicsShapeQueryParameters) object, against the space. The resulting array contains a list of points where the shape intersects another. Like with $(D intersectShape), the number of returned results can be limited to save processing time.
81 	*/
82 	Array collideShape(PhysicsShapeQueryParameters shape, in long max_results = 32)
83 	{
84 		checkClassBinding!(typeof(this))();
85 		return ptrcall!(Array)(GDNativeClassBinding.collideShape, _godot_object, shape, max_results);
86 	}
87 	/**
88 	Checks the intersections of a shape, given through a $(D PhysicsShapeQueryParameters) object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
89 	`collider_id`: The colliding object's ID.
90 	`linear_velocity`: The colliding object's velocity $(D Vector3). If the object is an $(D Area), the result is `(0, 0, 0)`.
91 	`normal`: The object's surface normal at the intersection point.
92 	`point`: The intersection point.
93 	`rid`: The intersecting object's $(D RID).
94 	`shape`: The shape index of the colliding shape.
95 	If the shape did not intersect anything, then an empty dictionary is returned instead.
96 	*/
97 	Dictionary getRestInfo(PhysicsShapeQueryParameters shape)
98 	{
99 		checkClassBinding!(typeof(this))();
100 		return ptrcall!(Dictionary)(GDNativeClassBinding.getRestInfo, _godot_object, shape);
101 	}
102 	/**
103 	Intersects a ray in a given space. The returned object is a dictionary with the following fields:
104 	`collider`: The colliding object.
105 	`collider_id`: The colliding object's ID.
106 	`normal`: The object's surface normal at the intersection point.
107 	`position`: The intersection point.
108 	`rid`: The intersecting object's $(D RID).
109 	`shape`: The shape index of the colliding shape.
110 	If the ray did not intersect anything, then an empty dictionary is returned instead.
111 	Additionally, the method can take an `exclude` array of objects or $(D RID)s that are to be excluded from collisions, a `collision_mask` bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with $(D PhysicsBody)s or $(D Area)s, respectively.
112 	*/
113 	Dictionary intersectRay(in Vector3 from, in Vector3 to, in Array exclude = Array.make(), in long collision_mask = 2147483647, in bool collide_with_bodies = true, in bool collide_with_areas = false)
114 	{
115 		checkClassBinding!(typeof(this))();
116 		return ptrcall!(Dictionary)(GDNativeClassBinding.intersectRay, _godot_object, from, to, exclude, collision_mask, collide_with_bodies, collide_with_areas);
117 	}
118 	/**
119 	Checks the intersections of a shape, given through a $(D PhysicsShapeQueryParameters) object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
120 	`collider`: The colliding object.
121 	`collider_id`: The colliding object's ID.
122 	`rid`: The intersecting object's $(D RID).
123 	`shape`: The shape index of the colliding shape.
124 	The number of intersections can be limited with the `max_results` parameter, to reduce the processing time.
125 	*/
126 	Array intersectShape(PhysicsShapeQueryParameters shape, in long max_results = 32)
127 	{
128 		checkClassBinding!(typeof(this))();
129 		return ptrcall!(Array)(GDNativeClassBinding.intersectShape, _godot_object, shape, max_results);
130 	}
131 }