// vim:ts=4:sw=4:cindent
/***************************************************************************
 *
 * PROJECT: The Dark Mod
 * $Revision$
 * $Date$
 * $Author$
 *
 ***************************************************************************/

// Copyright (C) 2004 Id Software, Inc.
//

#ifndef __PHYSICS_STATICMULTI_H__
#define __PHYSICS_STATICMULTI_H__

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

	Physics for a non moving object using no or multiple collision models.

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

class idPhysics_StaticMulti : public idPhysics {

public:
	CLASS_PROTOTYPE( idPhysics_StaticMulti );

							idPhysics_StaticMulti( void );
							~idPhysics_StaticMulti( void );

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

	void					RemoveIndex( int id = 0, bool freeClipModel = true );

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 );
	bool					PropagateImpulse( 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 );

	// Tels: Scale the clipmodel with the id "id"
	void					Scale( const idVec3 &scale, 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;
	bool					HasNonStaticContacts();
	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 );

#ifdef MOD_WATERPHYSICS
	// gets/sets the water
	// just some functions to avoid making this class abstract.  Water has no effect on a static object
	// so it sort of makes sense these functions do nothing.
	virtual idPhysics_Liquid	*GetWater() { return NULL; } // MOD_WATERPHYSICS
	virtual void				SetWater( idPhysics_Liquid *e, const float murkiness ) {} // MOD_WATERPHYSICS
#endif

protected:
	idEntity *				self;					// entity using this physics object
	idList<staticPState_t>	current;				// physics state
	idList<idClipModel *>	clipModels;				// collision model(s)

	// master
	bool					hasMaster;
	bool					isOrientated;
};

#endif /* !__PHYSICS_STATICMULTI_H__ */
