/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#ifndef __PHYSICS_BASE_H__
#define __PHYSICS_BASE_H__

/*
===============================================================================

	Physics base for a moving object using one or more collision models.

===============================================================================
*/

#define contactEntity_t		idEntityPtr<idEntity>

class idPhysics_Base : public idPhysics {

public:
	CLASS_PROTOTYPE( idPhysics_Base );

							idPhysics_Base( void );
							~idPhysics_Base( void );

	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

public:	// common physics interface

	void					SetSelf( idEntity *e );

	void					SetClipModel( idClipModel *model, float density, int id = 0, bool freeOld = true );
	idClipModel *			GetClipModel( int id = 0 ) const;
	int						GetNumClipModels( void ) const;

	void					SetMass( float mass, int id = -1 );
	float					GetMass( int id = -1 ) const;

	void					SetContents( int contents, int id = -1 );
	int						GetContents( int id = -1 ) const;

	void					SetClipMask( int mask, int id = -1 );
	int						GetClipMask( int id = -1 ) const;

	const idBounds &		GetBounds( int id = -1 ) const;
	const idBounds &		GetAbsBounds( int id = -1 ) const;

	bool					Evaluate( int timeStepMSec, int endTimeMSec );
	void					UpdateTime( int endTimeMSec );
	int						GetTime( void ) const;

	void					GetImpactInfo( const int id, const idVec3 &point, impactInfo_t *info ) const;
	void					ApplyImpulse( const int id, const idVec3 &point, const idVec3 &impulse );
	void					AddForce( const int id, const idVec3 &point, const idVec3 &force );
	void					Activate( void );
	void					PutToRest( void );
	bool					IsAtRest( void ) const;
	int						GetRestStartTime( void ) const;
	bool					IsPushable( void ) const;

	void					SaveState( void );
	void					RestoreState( void );

	void					SetOrigin( const idVec3 &newOrigin, int id = -1 );
	void					SetAxis( const idMat3 &newAxis, int id = -1 );

	void					Translate( const idVec3 &translation, int id = -1 );
	void					Rotate( const idRotation &rotation, int id = -1 );

	const idVec3 &			GetOrigin( int id = 0 ) const;
	const idMat3 &			GetAxis( int id = 0 ) const;

	void					SetLinearVelocity( const idVec3 &newLinearVelocity, int id = 0 );
	void					SetAngularVelocity( const idVec3 &newAngularVelocity, int id = 0 );

	const idVec3 &			GetLinearVelocity( int id = 0 ) const;
	const idVec3 &			GetAngularVelocity( int id = 0 ) const;

	void					SetGravity( const idVec3 &newGravity );
	const idVec3 &			GetGravity( void ) const;
	const idVec3 &			GetGravityNormal( void ) const;

	void					ClipTranslation( trace_t &results, const idVec3 &translation, const idClipModel *model ) const;
	void					ClipRotation( trace_t &results, const idRotation &rotation, const idClipModel *model ) const;
	int						ClipContents( const idClipModel *model ) const;

	void					DisableClip( void );
	void					EnableClip( void );

	void					UnlinkClip( void );
	void					LinkClip( void );

	bool					EvaluateContacts( void );
	int						GetNumContacts( void ) const;
	const contactInfo_t &	GetContact( int num ) const;
	void					ClearContacts( void );
	void					AddContactEntity( idEntity *e );
	void					RemoveContactEntity( idEntity *e );

	bool					HasGroundContacts( void ) const;
	bool					IsGroundEntity( int entityNum ) const;
	bool					IsGroundClipModel( int entityNum, int id ) const;

	void					SetPushed( int deltaTime );
	const idVec3 &			GetPushedLinearVelocity( const int id = 0 ) const;
	const idVec3 &			GetPushedAngularVelocity( const int id = 0 ) const;

	void					SetMaster( idEntity *master, const bool orientated = true );

	const trace_t *			GetBlockingInfo( void ) const;
	idEntity *				GetBlockingEntity( void ) const;

	int						GetLinearEndTime( void ) const;
	int						GetAngularEndTime( void ) const;

	void					WriteToSnapshot( idBitMsgDelta &msg ) const;
	void					ReadFromSnapshot( const idBitMsgDelta &msg );

protected:
	idEntity *				self;					// entity using this physics object
	int						clipMask;				// contents the physics object collides with
	idVec3					gravityVector;			// direction and magnitude of gravity
	idVec3					gravityNormal;			// normalized direction of gravity
	idList<contactInfo_t>	contacts;				// contacts with other physics objects
	idList<contactEntity_t>	contactEntities;		// entities touching this physics object

protected:
							// add ground contacts for the clip model
	void					AddGroundContacts( const idClipModel *clipModel );
							// add contact entity links to contact entities
	void					AddContactEntitiesForContacts( void );
							// active all contact entities
	void					ActivateContactEntities( void );
							// returns true if the whole physics object is outside the world bounds
	bool					IsOutsideWorld( void ) const;
							// draw linear and angular velocity
	void					DrawVelocity( int id, float linearScale, float angularScale ) const;
};

#endif /* !__PHYSICS_BASE_H__ */