/**************************************************************************/
/*  godot_area_pair_3d.h                                                  */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             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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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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#ifndef GODOT_AREA_PAIR_3D_H
#define GODOT_AREA_PAIR_3D_H

#include "godot_area_3d.h"
#include "godot_body_3d.h"
#include "godot_constraint_3d.h"
#include "godot_soft_body_3d.h"

class GodotAreaPair3D : public GodotConstraint3D {
	GodotBody3D *body = nullptr;
	GodotArea3D *area = nullptr;
	int body_shape;
	int area_shape;
	bool colliding = false;
	bool process_collision = false;
	bool has_space_override = false;
	bool body_has_attached_area = false;

public:
	virtual bool setup(real_t p_step) override;
	virtual bool pre_solve(real_t p_step) override;
	virtual void solve(real_t p_step) override;

	GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape);
	~GodotAreaPair3D();
};

class GodotArea2Pair3D : public GodotConstraint3D {
	GodotArea3D *area_a = nullptr;
	GodotArea3D *area_b = nullptr;
	int shape_a;
	int shape_b;
	bool colliding_a = false;
	bool colliding_b = false;
	bool process_collision_a = false;
	bool process_collision_b = false;
	bool area_a_monitorable;
	bool area_b_monitorable;

public:
	virtual bool setup(real_t p_step) override;
	virtual bool pre_solve(real_t p_step) override;
	virtual void solve(real_t p_step) override;

	GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b);
	~GodotArea2Pair3D();
};

class GodotAreaSoftBodyPair3D : public GodotConstraint3D {
	GodotSoftBody3D *soft_body = nullptr;
	GodotArea3D *area = nullptr;
	int soft_body_shape;
	int area_shape;
	bool colliding = false;
	bool process_collision = false;
	bool has_space_override = false;
	bool body_has_attached_area = false;

public:
	virtual bool setup(real_t p_step) override;
	virtual bool pre_solve(real_t p_step) override;
	virtual void solve(real_t p_step) override;

	GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_sof_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape);
	~GodotAreaSoftBodyPair3D();
};

#endif // GODOT_AREA_PAIR_3D_H
