// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Level/Actor.h"
#include "Engine/Physics/Collisions.h"
struct RayCastHit;
struct Collision;
///
/// A base class for all physical collider actors.
///
///
API_CLASS(Abstract) class FLAXENGINE_API PhysicsColliderActor : public Actor
{
DECLARE_SCENE_OBJECT_ABSTRACT(PhysicsColliderActor);
public:
///
/// Occurs when a collision start gets registered for this collider (it collides with something).
///
API_EVENT() Delegate CollisionEnter;
///
/// Occurs when a collision end gets registered for this collider (it ends colliding with something).
///
API_EVENT() Delegate CollisionExit;
///
/// Occurs when a trigger touching start gets registered for this collider (the other collider enters it and triggers the event).
///
API_EVENT() Delegate TriggerEnter;
///
/// Occurs when a trigger touching end gets registered for this collider (the other collider enters it and triggers the event).
///
API_EVENT() Delegate TriggerExit;
public:
///
/// Gets the attached rigid body.
///
/// The rigid body or null.
API_PROPERTY() virtual RigidBody* GetAttachedRigidBody() const = 0;
///
/// Performs a raycast against this collider shape.
///
/// The origin of the ray.
/// The normalized direction of the ray.
/// The raycast result hit position distance from the ray origin. Valid only if raycast hits anything.
/// The maximum distance the ray should check for collisions.
/// True if ray hits an object, otherwise false.
API_FUNCTION(Sealed) virtual bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) float& resultHitDistance, float maxDistance = MAX_float) const = 0;
///
/// Performs a raycast against this collider, returns results in a RaycastHit structure.
///
/// The origin of the ray.
/// The normalized direction of the ray.
/// The result hit information. Valid only when method returns true.
/// The maximum distance the ray should check for collisions.
/// True if ray hits an object, otherwise false.
API_FUNCTION(Sealed) virtual bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float) const = 0;
///
/// Gets a point on the collider that is closest to a given location. Can be used to find a hit location or position to apply explosion force or any other special effects.
///
/// The position to find the closest point to it.
/// The result point on the collider that is closest to the specified location.
API_FUNCTION(Sealed) virtual void ClosestPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const = 0;
///
/// Checks if a point is inside the collider.
///
/// The point to check if is contained by the collider shape (in world-space).
/// True if collider shape contains a given point, otherwise false.
API_FUNCTION(Sealed) virtual bool ContainsPoint(const Vector3& point) const = 0;
public:
///
/// Called when a collision start gets registered for this collider (it collides with something).
///
/// The collision info.
API_FUNCTION() virtual void OnCollisionEnter(const Collision& c);
///
/// Called when a collision end gets registered for this collider (it ends colliding with something).
///
/// The collision info.
API_FUNCTION() virtual void OnCollisionExit(const Collision& c);
///
/// Called when a trigger touching start gets registered for this collider (the other collider enters it and triggers the event).
///
/// The other collider.
API_FUNCTION() virtual void OnTriggerEnter(PhysicsColliderActor* c);
///
/// Called when a trigger touching end gets registered for this collider (the other collider enters it and triggers the event).
///
/// The other collider.
API_FUNCTION() virtual void OnTriggerExit(PhysicsColliderActor* c);
};