// vim:ts=4:sw=4:cindent
/*****************************************************************************
                    The Dark Mod GPL Source Code
 
 This file is part of the The Dark Mod Source Code, originally based 
 on the Doom 3 GPL Source Code as published in 2011.
 
 The Dark Mod 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. For details, see LICENSE.TXT.
 
 Project: The Dark Mod (http://www.thedarkmod.com/)
 
******************************************************************************/

#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

	virtual void			SetSelf( idEntity *e );
#ifdef MOD_WATERPHYSICS
	idEntity				*GetSelf() { return self; } // MOD_WATERPHYSICS
#endif		// MOD_WATERPHYSICS

	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 );

	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 );

#ifdef MOD_WATERPHYSICS
	idPhysics_Liquid *		GetWater();												// MOD_WATERPHYSICS
	float					GetWaterMurkiness() const;								// TDM Tels
	void					SetWater( idPhysics_Liquid *e, const float murkiness );	// MOD_WATERPHYSICS
	float					SetWaterLevelf();										// MOD_WATERPHYSICS
	float					GetWaterLevelf() const;									// MOD_WATERPHYSICS
#endif	// MOD_WATERPHYSICS

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

#ifdef MOD_WATERPHYSICS
// the water object the object is in, we use this to check density/viscosity
	idPhysics_Liquid		*water;					// MOD_WATERPHYSICS
// TDM Tels: The murkiness of this water, 0 => clear as crystal, 1 => opaque
	float					m_fWaterMurkiness;
#endif

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__ */
