// Filename: physicsCollisionHandler.h
// 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."
//
////////////////////////////////////////////////////////////////////

#ifndef PHYSICSCOLLISIONHANDLER_H
#define PHYSICSCOLLISIONHANDLER_H

#include "pandabase.h"

#include "collisionHandlerPusher.h"

////////////////////////////////////////////////////////////////////
//       Class : PhysicsCollisionHandler
// Description : A specialized kind of CollisionHandler that simply
//               pushes back on things that attempt to move into solid
//               walls.  This also puts forces onto the physics objects
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAPHYSICS PhysicsCollisionHandler : 
    public CollisionHandlerPusher {
PUBLISHED:
  PhysicsCollisionHandler();
  virtual ~PhysicsCollisionHandler();
  
  // These setters and getter are a bit of a hack:
  INLINE void set_almost_stationary_speed(PN_stdfloat speed);
  INLINE PN_stdfloat get_almost_stationary_speed();
  
  INLINE void set_static_friction_coef(PN_stdfloat coef);
  INLINE PN_stdfloat get_static_friction_coef();
  
  INLINE void set_dynamic_friction_coef(PN_stdfloat coef);
  INLINE PN_stdfloat get_dynamic_friction_coef();

protected:
  PN_stdfloat _almost_stationary_speed;
  PN_stdfloat _static_friction_coef;
  PN_stdfloat _dynamic_friction_coef;

  void apply_friction(
      ColliderDef &def, LVector3 &vel, const LVector3& force, PN_stdfloat angle);
  virtual void apply_net_shove(
      ColliderDef &def, const LVector3 &net_shove,
      const LVector3 &force_normal);
  virtual void apply_linear_force(ColliderDef &def, const LVector3 &force);

  virtual bool validate_target(const NodePath &target);

public:
  static TypeHandle get_class_type() {
    return _type_handle;
  }
  static void init_type() {
    CollisionHandlerPusher::init_type();
    register_type(_type_handle, "PhysicsCollisionHandler",
                  CollisionHandlerPusher::get_class_type());
  }
  virtual TypeHandle get_type() const {
    return get_class_type();
  }
  virtual TypeHandle force_init_type() {init_type(); return get_class_type();}

private:
  static TypeHandle _type_handle;
};

#include "physicsCollisionHandler.I"

#endif



