// Filename: collisionEntry.cxx
// Created by:  drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////

#include "collisionEntry.h"
#include "dcast.h"
#include "indent.h"

TypeHandle CollisionEntry::_type_handle;

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::Copy Constructor
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
CollisionEntry::
CollisionEntry(const CollisionEntry &copy) :
  _from(copy._from),
  _into(copy._into),
  _from_node(copy._from_node),
  _into_node(copy._into_node),
  _from_node_path(copy._from_node_path),
  _into_node_path(copy._into_node_path),
  _into_clip_planes(copy._into_clip_planes),
  _t(copy._t),
  _flags(copy._flags),
  _surface_point(copy._surface_point),
  _surface_normal(copy._surface_normal),
  _interior_point(copy._interior_point),
  _contact_pos(copy._contact_pos),
  _contact_normal(copy._contact_normal)
{
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::Copy Assignment Operator
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
void CollisionEntry::
operator = (const CollisionEntry &copy) {
  _from = copy._from;
  _into = copy._into;
  _from_node = copy._from_node;
  _into_node = copy._into_node;
  _from_node_path = copy._from_node_path;
  _into_node_path = copy._into_node_path;
  _into_clip_planes = copy._into_clip_planes;
  _t = copy._t;
  _flags = copy._flags;
  _surface_point = copy._surface_point;
  _surface_normal = copy._surface_normal;
  _interior_point = copy._interior_point;
  _contact_pos = copy._contact_pos;
  _contact_normal = copy._contact_normal;
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_surface_point
//       Access: Published
//  Description: Returns the point, on the surface of the "into"
//               object, at which a collision is detected.  This can
//               be thought of as the first point of intersection.
//               However the contact point is the actual first point of
//               intersection.
//
//               The point will be converted into whichever coordinate
//               space the caller specifies.
////////////////////////////////////////////////////////////////////
LPoint3 CollisionEntry::
get_surface_point(const NodePath &space) const {
  nassertr(has_surface_point(), LPoint3::zero());
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  return _surface_point * transform->get_mat();
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_surface_normal
//       Access: Published
//  Description: Returns the surface normal of the "into" object at
//               the point at which a collision is detected.
//
//               The normal will be converted into whichever coordinate
//               space the caller specifies.
////////////////////////////////////////////////////////////////////
LVector3 CollisionEntry::
get_surface_normal(const NodePath &space) const {
  nassertr(has_surface_normal(), LVector3::zero());
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  return _surface_normal * transform->get_mat();
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_interior_point
//       Access: Published
//  Description: Returns the point, within the interior of the "into"
//               object, which represents the depth to which the
//               "from" object has penetrated.  This can also be
//               described as the intersection point on the surface of
//               the "from" object (which is inside the "into"
//               object).  It can be thought of as the deepest point
//               of intersection.
//
//               The point will be converted into whichever coordinate
//               space the caller specifies.
////////////////////////////////////////////////////////////////////
LPoint3 CollisionEntry::
get_interior_point(const NodePath &space) const {
  if (!has_interior_point()) {
    return get_surface_point(space);
  }
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  return _interior_point * transform->get_mat();
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_all
//       Access: Published
//  Description: Simultaneously transforms the surface point, surface
//               normal, and interior point of the collision into the
//               indicated coordinate space.
//
//               Returns true if all three properties are available,
//               or false if any one of them is not.
////////////////////////////////////////////////////////////////////
bool CollisionEntry::
get_all(const NodePath &space, LPoint3 &surface_point,
        LVector3 &surface_normal, LPoint3 &interior_point) const {
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  const LMatrix4 &mat = transform->get_mat();
  bool all_ok = true;

  if (!has_surface_point()) {
    surface_point = LPoint3::zero();
    all_ok = false;
  } else {
    surface_point = _surface_point * mat;
  }

  if (!has_surface_normal()) {
    surface_normal = LVector3::zero();
    all_ok = false;
  } else {
    surface_normal = _surface_normal * mat;
  }

  if (!has_interior_point()) {
    interior_point = surface_point;
    all_ok = false;
  } else {
    interior_point = _interior_point * mat;
  }

  return all_ok;
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_contact_pos
//       Access: Published
//  Description: Returns the position of the "from" object at the instant
//               that a collision is first detected.
//
//               The position will be converted into whichever coordinate
//               space the caller specifies.
////////////////////////////////////////////////////////////////////
LPoint3 CollisionEntry::
get_contact_pos(const NodePath &space) const {
  nassertr(has_contact_pos(), LPoint3::zero());
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  return _contact_pos * transform->get_mat();
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_contact_normal
//       Access: Published
//  Description: Returns the surface normal of the "into" object at
//               the contact position.
//
//               The normal will be converted into whichever coordinate
//               space the caller specifies.
////////////////////////////////////////////////////////////////////
LVector3 CollisionEntry::
get_contact_normal(const NodePath &space) const {
  nassertr(has_contact_normal(), LVector3::zero());
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  return _contact_normal * transform->get_mat();
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::get_all_contact_info
//       Access: Published
//  Description: Simultaneously transforms the contact position and
//               contact normal of the collision into the
//               indicated coordinate space.
//
//               Returns true if all three properties are available,
//               or false if any one of them is not.
////////////////////////////////////////////////////////////////////
bool CollisionEntry::
get_all_contact_info(const NodePath &space, LPoint3 &contact_pos,
                     LVector3 &contact_normal) const {
  CPT(TransformState) transform = _into_node_path.get_transform(space);
  const LMatrix4 &mat = transform->get_mat();
  bool all_ok = true;

  if (!has_contact_pos()) {
    contact_pos = LPoint3::zero();
    all_ok = false;
  } else {
    contact_pos = _contact_pos * mat;
  }

  if (!has_contact_normal()) {
    contact_normal = LVector3::zero();
    all_ok = false;
  } else {
    contact_normal = _contact_normal * mat;
  }

  return all_ok;
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::output
//       Access: Published
//  Description: 
////////////////////////////////////////////////////////////////////
void CollisionEntry::
output(ostream &out) const {
  out << _from_node_path;
  if (!_into_node_path.is_empty()) {
    out << " into " << _into_node_path;
  }
  if (has_surface_point()) {
    out << " at " << get_surface_point(NodePath());
  }
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::write
//       Access: Published
//  Description: 
////////////////////////////////////////////////////////////////////
void CollisionEntry::
write(ostream &out, int indent_level) const {
  indent(out, indent_level)
    << "CollisionEntry:\n";
  if (!_from_node_path.is_empty()) {
    indent(out, indent_level + 2)
      << "from " << _from_node_path << "\n";
  }
  if (!_into_node_path.is_empty()) {
    indent(out, indent_level + 2)
      << "into " << _into_node_path;

    out << " [";
    _into_node_path.node()->list_tags(out, ", ");
    out << "]";

    const ClipPlaneAttrib *cpa = get_into_clip_planes();
    if (cpa != (ClipPlaneAttrib *)NULL) {
      out << " (clipped)";
    }
    out << "\n";
  }
  if (has_surface_point()) {
    indent(out, indent_level + 2)
      << "at " << get_surface_point(NodePath()) << "\n";
  }
  if (has_surface_normal()) {
    indent(out, indent_level + 2)
      << "normal " << get_surface_normal(NodePath()) << "\n";
  }
  if (has_interior_point()) {
    indent(out, indent_level + 2)
      << "interior " << get_interior_point(NodePath()) 
      << " (depth " 
      << (get_interior_point(NodePath()) - get_surface_point(NodePath())).length() 
      << ")\n";
  }
  indent(out, indent_level + 2)
    << "respect_prev_transform = " << get_respect_prev_transform() << "\n";
}

////////////////////////////////////////////////////////////////////
//     Function: CollisionEntry::check_clip_planes
//       Access: Private
//  Description: Checks whether the into_node_path has a
//               ClipPlaneAttrib defined.
////////////////////////////////////////////////////////////////////
void CollisionEntry::
check_clip_planes() {
  _into_clip_planes = DCAST(ClipPlaneAttrib, _into_node_path.get_net_state()->get_attrib(ClipPlaneAttrib::get_class_slot()));
  _flags |= F_checked_clip_planes;
}
