1 /**
2 Base class for all 2D shapes.
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.shape2d;
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.resource;
24 import godot.reference;
25 /**
26 Base class for all 2D shapes.
27 
28 All 2D shape types inherit from this.
29 */
30 @GodotBaseClass struct Shape2D
31 {
32 	package(godot) enum string _GODOT_internal_name = "Shape2D";
33 public:
34 @nogc nothrow:
35 	union { /** */ godot_object _godot_object; /** */ Resource _GODOT_base; }
36 	alias _GODOT_base this;
37 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
38 	package(godot) __gshared bool _classBindingInitialized = false;
39 	package(godot) static struct GDNativeClassBinding
40 	{
41 		__gshared:
42 		@GodotName("collide") GodotMethod!(bool, Transform2D, Shape2D, Transform2D) collide;
43 		@GodotName("collide_and_get_contacts") GodotMethod!(Array, Transform2D, Shape2D, Transform2D) collideAndGetContacts;
44 		@GodotName("collide_with_motion") GodotMethod!(bool, Transform2D, Vector2, Shape2D, Transform2D, Vector2) collideWithMotion;
45 		@GodotName("collide_with_motion_and_get_contacts") GodotMethod!(Array, Transform2D, Vector2, Shape2D, Transform2D, Vector2) collideWithMotionAndGetContacts;
46 		@GodotName("draw") GodotMethod!(void, RID, Color) draw;
47 		@GodotName("get_custom_solver_bias") GodotMethod!(double) getCustomSolverBias;
48 		@GodotName("set_custom_solver_bias") GodotMethod!(void, double) setCustomSolverBias;
49 	}
50 	/// 
51 	pragma(inline, true) bool opEquals(in Shape2D other) const
52 	{ return _godot_object.ptr is other._godot_object.ptr; }
53 	/// 
54 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
55 	{ _godot_object.ptr = n; return null; }
56 	/// 
57 	pragma(inline, true) bool opEquals(typeof(null) n) const
58 	{ return _godot_object.ptr is n; }
59 	/// 
60 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
61 	mixin baseCasts;
62 	/// Construct a new instance of Shape2D.
63 	/// Note: use `memnew!Shape2D` instead.
64 	static Shape2D _new()
65 	{
66 		static godot_class_constructor constructor;
67 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Shape2D");
68 		if(constructor is null) return typeof(this).init;
69 		return cast(Shape2D)(constructor());
70 	}
71 	@disable new(size_t s);
72 	/**
73 	Returns `true` if this shape is colliding with another.
74 	This method needs the transformation matrix for this shape (`local_xform`), the shape to check collisions with (`with_shape`), and the transformation matrix of that shape (`shape_xform`).
75 	*/
76 	bool collide(in Transform2D local_xform, Shape2D with_shape, in Transform2D shape_xform)
77 	{
78 		checkClassBinding!(typeof(this))();
79 		return ptrcall!(bool)(GDNativeClassBinding.collide, _godot_object, local_xform, with_shape, shape_xform);
80 	}
81 	/**
82 	Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
83 	This method needs the transformation matrix for this shape (`local_xform`), the shape to check collisions with (`with_shape`), and the transformation matrix of that shape (`shape_xform`).
84 	*/
85 	Array collideAndGetContacts(in Transform2D local_xform, Shape2D with_shape, in Transform2D shape_xform)
86 	{
87 		checkClassBinding!(typeof(this))();
88 		return ptrcall!(Array)(GDNativeClassBinding.collideAndGetContacts, _godot_object, local_xform, with_shape, shape_xform);
89 	}
90 	/**
91 	Returns whether this shape would collide with another, if a given movement was applied.
92 	This method needs the transformation matrix for this shape (`local_xform`), the movement to test on this shape (`local_motion`), the shape to check collisions with (`with_shape`), the transformation matrix of that shape (`shape_xform`), and the movement to test onto the other object (`shape_motion`).
93 	*/
94 	bool collideWithMotion(in Transform2D local_xform, in Vector2 local_motion, Shape2D with_shape, in Transform2D shape_xform, in Vector2 shape_motion)
95 	{
96 		checkClassBinding!(typeof(this))();
97 		return ptrcall!(bool)(GDNativeClassBinding.collideWithMotion, _godot_object, local_xform, local_motion, with_shape, shape_xform, shape_motion);
98 	}
99 	/**
100 	Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
101 	This method needs the transformation matrix for this shape (`local_xform`), the movement to test on this shape (`local_motion`), the shape to check collisions with (`with_shape`), the transformation matrix of that shape (`shape_xform`), and the movement to test onto the other object (`shape_motion`).
102 	*/
103 	Array collideWithMotionAndGetContacts(in Transform2D local_xform, in Vector2 local_motion, Shape2D with_shape, in Transform2D shape_xform, in Vector2 shape_motion)
104 	{
105 		checkClassBinding!(typeof(this))();
106 		return ptrcall!(Array)(GDNativeClassBinding.collideWithMotionAndGetContacts, _godot_object, local_xform, local_motion, with_shape, shape_xform, shape_motion);
107 	}
108 	/**
109 	Draws a solid shape onto a $(D CanvasItem) with the $(D VisualServer) API filled with the specified `color`. The exact drawing method is specific for each shape and cannot be configured.
110 	*/
111 	void draw(in RID canvas_item, in Color color)
112 	{
113 		checkClassBinding!(typeof(this))();
114 		ptrcall!(void)(GDNativeClassBinding.draw, _godot_object, canvas_item, color);
115 	}
116 	/**
117 	
118 	*/
119 	double getCustomSolverBias() const
120 	{
121 		checkClassBinding!(typeof(this))();
122 		return ptrcall!(double)(GDNativeClassBinding.getCustomSolverBias, _godot_object);
123 	}
124 	/**
125 	
126 	*/
127 	void setCustomSolverBias(in double bias)
128 	{
129 		checkClassBinding!(typeof(this))();
130 		ptrcall!(void)(GDNativeClassBinding.setCustomSolverBias, _godot_object, bias);
131 	}
132 	/**
133 	The shape's custom solver bias.
134 	*/
135 	@property double customSolverBias()
136 	{
137 		return getCustomSolverBias();
138 	}
139 	/// ditto
140 	@property void customSolverBias(double v)
141 	{
142 		setCustomSolverBias(v);
143 	}
144 }