/*************************************************************************/
/*  physics_2d_server.h                                                  */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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/*************************************************************************/
#ifndef PHYSICS_2D_SERVER_H
#define PHYSICS_2D_SERVER_H

#include "object.h"
#include "reference.h"
#include "resource.h"

class Physics2DDirectSpaceState;

class Physics2DDirectBodyState : public Object {

	OBJ_TYPE(Physics2DDirectBodyState, Object);

protected:
	static void _bind_methods();

public:
	virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
	virtual float get_total_linear_damp() const = 0; // get density of this body space/area
	virtual float get_total_angular_damp() const = 0; // get density of this body space/area

	virtual float get_inverse_mass() const = 0; // get the mass
	virtual real_t get_inverse_inertia() const = 0; // get density of this body space

	virtual void set_linear_velocity(const Vector2 &p_velocity) = 0;
	virtual Vector2 get_linear_velocity() const = 0;

	virtual void set_angular_velocity(real_t p_velocity) = 0;
	virtual real_t get_angular_velocity() const = 0;

	virtual void set_transform(const Matrix32 &p_transform) = 0;
	virtual Matrix32 get_transform() const = 0;

	virtual void set_sleep_state(bool p_enable) = 0;
	virtual bool is_sleeping() const = 0;

	virtual int get_contact_count() const = 0;

	virtual Vector2 get_contact_local_pos(int p_contact_idx) const = 0;
	virtual Vector2 get_contact_local_normal(int p_contact_idx) const = 0;
	virtual int get_contact_local_shape(int p_contact_idx) const = 0;

	virtual RID get_contact_collider(int p_contact_idx) const = 0;
	virtual Vector2 get_contact_collider_pos(int p_contact_idx) const = 0;
	virtual ObjectID get_contact_collider_id(int p_contact_idx) const = 0;
	virtual Object *get_contact_collider_object(int p_contact_idx) const;
	virtual int get_contact_collider_shape(int p_contact_idx) const = 0;
	virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const = 0;
	virtual Vector2 get_contact_collider_velocity_at_pos(int p_contact_idx) const = 0;

	virtual real_t get_step() const = 0;
	virtual void integrate_forces();

	virtual Physics2DDirectSpaceState *get_space_state() = 0;

	Physics2DDirectBodyState();
};

class Physics2DShapeQueryResult;

//used for script
class Physics2DShapeQueryParameters : public Reference {

	OBJ_TYPE(Physics2DShapeQueryParameters, Reference);
	friend class Physics2DDirectSpaceState;
	RID shape;
	Matrix32 transform;
	Vector2 motion;
	float margin;
	Set<RID> exclude;
	uint32_t layer_mask;
	uint32_t object_type_mask;

protected:
	static void _bind_methods();

public:
	void set_shape(const RES &p_shape);
	void set_shape_rid(const RID &p_shape);
	RID get_shape_rid() const;

	void set_transform(const Matrix32 &p_transform);
	Matrix32 get_transform() const;

	void set_motion(const Vector2 &p_motion);
	Vector2 get_motion() const;

	void set_margin(float p_margin);
	float get_margin() const;

	void set_layer_mask(int p_layer_mask);
	int get_layer_mask() const;

	void set_object_type_mask(int p_object_type_mask);
	int get_object_type_mask() const;

	void set_exclude(const Vector<RID> &p_exclude);
	Vector<RID> get_exclude() const;

	Physics2DShapeQueryParameters();
};

class Physics2DDirectSpaceState : public Object {

	OBJ_TYPE(Physics2DDirectSpaceState, Object);

	Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);

	Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
	Array _intersect_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query, int p_max_results = 32);
	Array _cast_motion(const Ref<Physics2DShapeQueryParameters> &p_shape_query);
	Array _collide_shape(const Ref<Physics2DShapeQueryParameters> &p_shape_query, int p_max_results = 32);
	Dictionary _get_rest_info(const Ref<Physics2DShapeQueryParameters> &p_shape_query);

protected:
	static void _bind_methods();

public:
	enum ObjectTypeMask {
		TYPE_MASK_STATIC_BODY = 1 << 0,
		TYPE_MASK_KINEMATIC_BODY = 1 << 1,
		TYPE_MASK_RIGID_BODY = 1 << 2,
		TYPE_MASK_CHARACTER_BODY = 1 << 3,
		TYPE_MASK_AREA = 1 << 4,
		TYPE_MASK_COLLISION = TYPE_MASK_STATIC_BODY | TYPE_MASK_CHARACTER_BODY | TYPE_MASK_KINEMATIC_BODY | TYPE_MASK_RIGID_BODY

	};

	struct RayResult {

		Vector2 position;
		Vector2 normal;
		RID rid;
		ObjectID collider_id;
		Object *collider;
		int shape;
		Variant metadata;
	};

	virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;

	struct ShapeResult {

		RID rid;
		ObjectID collider_id;
		Object *collider;
		int shape;
		Variant metadata;
	};

	virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, bool p_pick_point = false) = 0;

	virtual int intersect_shape(const RID &p_shape, const Matrix32 &p_xform, const Vector2 &p_motion, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;

	virtual bool cast_motion(const RID &p_shape, const Matrix32 &p_xform, const Vector2 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;

	virtual bool collide_shape(RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;

	struct ShapeRestInfo {

		Vector2 point;
		Vector2 normal;
		RID rid;
		ObjectID collider_id;
		int shape;
		Vector2 linear_velocity; //velocity at contact point
		Variant metadata;
	};

	virtual bool rest_info(RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_layer_mask = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;

	Physics2DDirectSpaceState();
};

class Physics2DShapeQueryResult : public Reference {

	OBJ_TYPE(Physics2DShapeQueryResult, Reference);

	Vector<Physics2DDirectSpaceState::ShapeResult> result;

	friend class Physics2DDirectSpaceState;

protected:
	static void _bind_methods();

public:
	int get_result_count() const;
	RID get_result_rid(int p_idx) const;
	ObjectID get_result_object_id(int p_idx) const;
	Object *get_result_object(int p_idx) const;
	int get_result_object_shape(int p_idx) const;

	Physics2DShapeQueryResult();
};

class Physics2DTestMotionResult;

class Physics2DServer : public Object {

	OBJ_TYPE(Physics2DServer, Object);

	static Physics2DServer *singleton;

	virtual bool _body_test_motion(RID p_body, const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
	virtual bool _body_test_motion_from(RID p_body, const Matrix32 &p_from, const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());

protected:
	static void _bind_methods();

public:
	static Physics2DServer *get_singleton();

	enum ShapeType {
		SHAPE_LINE, ///< plane:"plane"
		SHAPE_RAY, ///< float:"length"
		SHAPE_SEGMENT, ///< float:"length"
		SHAPE_CIRCLE, ///< float:"radius"
		SHAPE_RECTANGLE, ///< vec3:"extents"
		SHAPE_CAPSULE,
		SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
		SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
		SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
	};

	virtual RID shape_create(ShapeType p_shape) = 0;
	virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
	virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0;

	virtual ShapeType shape_get_type(RID p_shape) const = 0;
	virtual Variant shape_get_data(RID p_shape) const = 0;
	virtual real_t shape_get_custom_solver_bias(RID p_shape) const = 0;

	//these work well, but should be used from the main thread only
	virtual bool shape_collide(RID p_shape_A, const Matrix32 &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Matrix32 &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;

	/* SPACE API */

	virtual RID space_create() = 0;
	virtual void space_set_active(RID p_space, bool p_active) = 0;
	virtual bool space_is_active(RID p_space) const = 0;

	enum SpaceParameter {

		SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
		SPACE_PARAM_CONTACT_MAX_SEPARATION,
		SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
		SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
		SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
		SPACE_PARAM_BODY_TIME_TO_SLEEP,
		SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
	};

	virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
	virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const = 0;

	// this function only works on fixed process, errors and returns null otherwise
	virtual Physics2DDirectSpaceState *space_get_direct_state(RID p_space) = 0;

	virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
	virtual Vector<Vector2> space_get_contacts(RID p_space) const = 0;
	virtual int space_get_contact_count(RID p_space) const = 0;

	//missing space parameters

	/* AREA API */

	//missing attenuation? missing better override?

	enum AreaParameter {
		AREA_PARAM_GRAVITY,
		AREA_PARAM_GRAVITY_VECTOR,
		AREA_PARAM_GRAVITY_IS_POINT,
		AREA_PARAM_GRAVITY_DISTANCE_SCALE,
		AREA_PARAM_GRAVITY_POINT_ATTENUATION,
		AREA_PARAM_LINEAR_DAMP,
		AREA_PARAM_ANGULAR_DAMP,
		AREA_PARAM_PRIORITY
	};

	virtual RID area_create() = 0;

	virtual void area_set_space(RID p_area, RID p_space) = 0;
	virtual RID area_get_space(RID p_area) const = 0;

	enum AreaSpaceOverrideMode {
		AREA_SPACE_OVERRIDE_DISABLED,
		AREA_SPACE_OVERRIDE_COMBINE,
		AREA_SPACE_OVERRIDE_COMBINE_REPLACE, // Combines, then discards all subsequent calculations
		AREA_SPACE_OVERRIDE_REPLACE,
		AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining
	};

	virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
	virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;

	virtual void area_add_shape(RID p_area, RID p_shape, const Matrix32 &p_transform = Matrix32()) = 0;
	virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
	virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Matrix32 &p_transform) = 0;

	virtual int area_get_shape_count(RID p_area) const = 0;
	virtual RID area_get_shape(RID p_area, int p_shape_idx) const = 0;
	virtual Matrix32 area_get_shape_transform(RID p_area, int p_shape_idx) const = 0;

	virtual void area_remove_shape(RID p_area, int p_shape_idx) = 0;
	virtual void area_clear_shapes(RID p_area) = 0;

	virtual void area_attach_object_instance_ID(RID p_area, ObjectID p_ID) = 0;
	virtual ObjectID area_get_object_instance_ID(RID p_area) const = 0;

	virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) = 0;
	virtual void area_set_transform(RID p_area, const Matrix32 &p_transform) = 0;

	virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
	virtual Matrix32 area_get_transform(RID p_area) const = 0;

	virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) = 0;
	virtual void area_set_layer_mask(RID p_area, uint32_t p_mask) = 0;

	virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
	virtual void area_set_pickable(RID p_area, bool p_pickable) = 0;

	virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
	virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;

	/* BODY API */

	//missing ccd?

	enum BodyMode {
		BODY_MODE_STATIC,
		BODY_MODE_KINEMATIC,
		BODY_MODE_RIGID,
		BODY_MODE_CHARACTER
		//BODY_MODE_SOFT ??
	};

	virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false) = 0;

	virtual void body_set_space(RID p_body, RID p_space) = 0;
	virtual RID body_get_space(RID p_body) const = 0;

	virtual void body_set_mode(RID p_body, BodyMode p_mode) = 0;
	virtual BodyMode body_get_mode(RID p_body) const = 0;

	virtual void body_add_shape(RID p_body, RID p_shape, const Matrix32 &p_transform = Matrix32()) = 0;
	virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) = 0;
	virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Matrix32 &p_transform) = 0;
	virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) = 0;

	virtual int body_get_shape_count(RID p_body) const = 0;
	virtual RID body_get_shape(RID p_body, int p_shape_idx) const = 0;
	virtual Matrix32 body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
	virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const = 0;

	virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx, bool p_enable) = 0;
	virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const = 0;

	virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
	virtual void body_clear_shapes(RID p_body) = 0;

	virtual void body_attach_object_instance_ID(RID p_body, uint32_t p_ID) = 0;
	virtual uint32_t body_get_object_instance_ID(RID p_body) const = 0;

	enum CCDMode {
		CCD_MODE_DISABLED,
		CCD_MODE_CAST_RAY,
		CCD_MODE_CAST_SHAPE,
	};

	virtual void body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) = 0;
	virtual CCDMode body_get_continuous_collision_detection_mode(RID p_body) const = 0;

	virtual void body_set_layer_mask(RID p_body, uint32_t p_mask) = 0;
	virtual uint32_t body_get_layer_mask(RID p_body) const = 0;

	virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
	virtual uint32_t body_get_collision_mask(RID p_body) const = 0;

	// common body variables
	enum BodyParameter {
		BODY_PARAM_BOUNCE,
		BODY_PARAM_FRICTION,
		BODY_PARAM_MASS, ///< unused for static, always infinite
		BODY_PARAM_INERTIA, // read-only: computed from mass & shapes
		BODY_PARAM_GRAVITY_SCALE,
		BODY_PARAM_LINEAR_DAMP,
		BODY_PARAM_ANGULAR_DAMP,
		BODY_PARAM_MAX,
	};

	virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
	virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;

	//state
	enum BodyState {
		BODY_STATE_TRANSFORM,
		BODY_STATE_LINEAR_VELOCITY,
		BODY_STATE_ANGULAR_VELOCITY,
		BODY_STATE_SLEEPING,
		BODY_STATE_CAN_SLEEP,
	};

	virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
	virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;

	//do something about it
	virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
	virtual Vector2 body_get_applied_force(RID p_body) const = 0;

	virtual void body_set_applied_torque(RID p_body, float p_torque) = 0;
	virtual float body_get_applied_torque(RID p_body) const = 0;

	virtual void body_add_force(RID p_body, const Vector2 &p_offset, const Vector2 &p_force) = 0;

	virtual void body_apply_impulse(RID p_body, const Vector2 &p_offset, const Vector2 &p_impulse) = 0;
	virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;

	//fix
	virtual void body_add_collision_exception(RID p_body, RID p_body_b) = 0;
	virtual void body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;

	virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) = 0;
	virtual int body_get_max_contacts_reported(RID p_body) const = 0;

	virtual void body_set_one_way_collision_direction(RID p_body, const Vector2 &p_direction) = 0;
	virtual Vector2 body_get_one_way_collision_direction(RID p_body) const = 0;

	virtual void body_set_one_way_collision_max_depth(RID p_body, float p_max_depth) = 0;
	virtual float body_get_one_way_collision_max_depth(RID p_body) const = 0;

	//missing remove
	virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold) = 0;
	virtual float body_get_contacts_reported_depth_treshold(RID p_body) const = 0;

	virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
	virtual bool body_is_omitting_force_integration(RID p_body) const = 0;

	virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) = 0;

	virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Matrix32 &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) = 0;

	virtual void body_set_pickable(RID p_body, bool p_pickable) = 0;

	struct MotionResult {

		Vector2 motion;
		Vector2 remainder;

		Vector2 collision_point;
		Vector2 collision_normal;
		Vector2 collider_velocity;
		ObjectID collider_id;
		RID collider;
		int collider_shape;
		Variant collider_metadata;
	};

	virtual bool body_test_motion(RID p_body, const Vector2 &p_motion, float p_margin = 0.001, MotionResult *r_result = NULL) = 0;
	virtual bool body_test_motion_from(RID p_body, const Matrix32 &p_from, const Vector2 &p_motion, float p_margin = 0.001, MotionResult *r_result = NULL) = 0;

	/* JOINT API */

	enum JointType {

		JOINT_PIN,
		JOINT_GROOVE,
		JOINT_DAMPED_SPRING
	};

	enum JointParam {
		JOINT_PARAM_BIAS,
		JOINT_PARAM_MAX_BIAS,
		JOINT_PARAM_MAX_FORCE,
	};

	virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) = 0;
	virtual real_t joint_get_param(RID p_joint, JointParam p_param) const = 0;

	virtual RID pin_joint_create(const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
	virtual RID groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) = 0;
	virtual RID damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) = 0;

	enum PinJointParam {
		PIN_JOINT_SOFTNESS
	};

	virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) = 0;
	virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;

	enum DampedStringParam {
		DAMPED_STRING_REST_LENGTH,
		DAMPED_STRING_STIFFNESS,
		DAMPED_STRING_DAMPING
	};
	virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value) = 0;
	virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const = 0;

	virtual JointType joint_get_type(RID p_joint) const = 0;

	/* QUERY API */

	enum AreaBodyStatus {
		AREA_BODY_ADDED,
		AREA_BODY_REMOVED
	};

	/* MISC */

	virtual void free(RID p_rid) = 0;

	virtual void set_active(bool p_active) = 0;
	virtual void init() = 0;
	virtual void step(float p_step) = 0;
	virtual void sync() = 0;
	virtual void flush_queries() = 0;
	virtual void end_sync() = 0;
	virtual void finish() = 0;

	enum ProcessInfo {

		INFO_ACTIVE_OBJECTS,
		INFO_COLLISION_PAIRS,
		INFO_ISLAND_COUNT,
		INFO_STEP_TIME,
		INFO_BROAD_PHASE_TIME
	};

	virtual int get_process_info(ProcessInfo p_info) = 0;

	Physics2DServer();
	~Physics2DServer();
};

class Physics2DTestMotionResult : public Reference {

	OBJ_TYPE(Physics2DTestMotionResult, Reference);

	Physics2DServer::MotionResult result;
	bool colliding;
	friend class Physics2DServer;

protected:
	static void _bind_methods();

public:
	Physics2DServer::MotionResult *get_result_ptr() const { return const_cast<Physics2DServer::MotionResult *>(&result); }

	//bool is_colliding() const;
	Vector2 get_motion() const;
	Vector2 get_motion_remainder() const;

	Vector2 get_collision_point() const;
	Vector2 get_collision_normal() const;
	Vector2 get_collider_velocity() const;
	ObjectID get_collider_id() const;
	RID get_collider_rid() const;
	Object *get_collider() const;
	int get_collider_shape() const;

	Physics2DTestMotionResult();
};

VARIANT_ENUM_CAST(Physics2DServer::ShapeType);
VARIANT_ENUM_CAST(Physics2DServer::SpaceParameter);
VARIANT_ENUM_CAST(Physics2DServer::AreaParameter);
VARIANT_ENUM_CAST(Physics2DServer::AreaSpaceOverrideMode);
VARIANT_ENUM_CAST(Physics2DServer::BodyMode);
VARIANT_ENUM_CAST(Physics2DServer::BodyParameter);
VARIANT_ENUM_CAST(Physics2DServer::BodyState);
VARIANT_ENUM_CAST(Physics2DServer::CCDMode);
VARIANT_ENUM_CAST(Physics2DServer::JointParam);
VARIANT_ENUM_CAST(Physics2DServer::JointType);
VARIANT_ENUM_CAST(Physics2DServer::DampedStringParam);
//VARIANT_ENUM_CAST( Physics2DServer::ObjectType );
VARIANT_ENUM_CAST(Physics2DServer::AreaBodyStatus);
VARIANT_ENUM_CAST(Physics2DServer::ProcessInfo);

#endif