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

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

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

Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition 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 BFG Edition 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_ACTOR_H__
#define __PHYSICS_ACTOR_H__

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

	Actor physics base class

	An actor typically uses one collision model which is aligned with the gravity
	direction. The collision model is usually a simple box with the origin at the
	bottom center.

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

class idPhysics_Actor : public idPhysics_Base
{

public:
	CLASS_PROTOTYPE( idPhysics_Actor );
	
	idPhysics_Actor();
	~idPhysics_Actor();
	
	void					Save( idSaveGame* savefile ) const;
	void					Restore( idRestoreGame* savefile );
	
	// get delta yaw of master
	float					GetMasterDeltaYaw() const;
	// returns the ground entity
	idEntity* 				GetGroundEntity() const;
	// align the clip model with the gravity direction
	void					SetClipModelAxis();
	
public:	// common physics interface
	void					SetClipModel( idClipModel* model, float density, int id = 0, bool freeOld = true );
	idClipModel* 			GetClipModel( int id = 0 ) const;
	int						GetNumClipModels() 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;
	
	const idBounds& 		GetBounds( int id = -1 ) const;
	const idBounds& 		GetAbsBounds( int id = -1 ) const;
	
	bool					IsPushable() const;
	
	const idVec3& 			GetOrigin( int id = 0 ) const;
	const idMat3& 			GetAxis( int id = 0 ) const;
	
	void					SetGravity( const idVec3& newGravity );
	const idMat3& 			GetGravityAxis() 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					EnableClip();
	
	void					UnlinkClip();
	void					LinkClip();
	
	bool					EvaluateContacts();
	
protected:
	idClipModel* 			clipModel;			// clip model used for collision detection
	idMat3					clipModelAxis;		// axis of clip model aligned with gravity direction
	
	// derived properties
	float					mass;
	float					invMass;
	
	// master
	idEntity* 				masterEntity;
	float					masterYaw;
	float					masterDeltaYaw;
	
	// results of last evaluate
	idEntityPtr<idEntity>	groundEntityPtr;
};

#endif /* !__PHYSICS_ACTOR_H__ */