// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System.Collections.Generic;
using UnityEngine;
namespace nickmaltbie.OpenKCC.Utils
{
///
/// Abstraction to check for collisions and compute when this object would hit other objects.
///
public interface IColliderCast : IRaycastHelper
{
///
/// Gets the bottom of the bounds of the collider.
///
/// Position of the object when it is being checked.
/// Rotation of the objecting when it is being checked.
/// Bottom of the bounds of the collider.
Vector3 GetBottom(Vector3 position, Quaternion rotation);
///
/// Gets the list of objects overlapping with this object.
///
/// Position of the object when it is being checked.
/// Rotation of the objecting when it is being checked.
/// Layer mask for checking which objects to collide with.
/// Configuration for QueryTriggerInteraction when solving for collisions.
/// Buffer around player when computing overlapping objects.
/// The list of overlapping objects with this object.
IEnumerable GetOverlapping(Vector3 position, Quaternion rotation, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.0f);
///
/// Cast self and get the objects hit that exclude this object.
///
/// Direction to cast self collider.
/// Distance to cast self collider.
/// Position of the object when it is being raycast.
/// Rotation of the objecting when it is being raycast.
/// Layer mask for checking which objects to collide with.
/// Configuration for QueryTriggerInteraction when solving for collisions.
/// Buffer around player when computing collisions.
/// List of objects this hits when it is being raycast
IEnumerable GetHits(Vector3 position, Quaternion rotation, Vector3 direction, float distance, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.01f);
///
/// Cast self in a given direction and get the first object hit.
///
/// Position of the object when it is being raycast.
/// Rotation of the objecting when it is being raycast.
/// Direction of the raycast.
/// Maximum distance of raycast.
/// First object hit and related information, will have a distance of Infinity if none
/// is found.
/// Layer mask for checking which objects to collide with.
/// Configuration for QueryTriggerInteraction when solving for collisions.
/// Buffer around player when casting object.
/// True if an object is hit within distance, false otherwise.
bool CastSelf(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out IRaycastHit hit, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.01f);
///
/// Get the vector to push this object out of overlapping objects with a max distance.
///
/// Position of the object when it is being raycast.
/// Rotation of the objecting when it is being raycast.
/// Maximum distance the player can be pushed
/// Layer mask for checking which objects to collide with.
/// Configuration for QueryTriggerInteraction when solving for collisions.
/// Buffer around player when computing overlapping objects.
/// Direction to push the object, distance player was pushed.
Vector3 PushOutOverlapping(Vector3 position, Quaternion rotation, float maxDistance, int layerMask = RaycastHelperConstants.DefaultLayerMask, QueryTriggerInteraction queryTriggerInteraction = RaycastHelperConstants.DefaultQueryTriggerInteraction, float skinWidth = 0.0f);
}
}