// Filename: collisionHandlerPhysical.h
// Created by:  drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license.  You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////

#ifndef COLLISIONHANDLERPHYSICAL_H
#define COLLISIONHANDLERPHYSICAL_H

#include "pandabase.h"

#include "collisionHandlerEvent.h"
#include "collisionNode.h"

#include "driveInterface.h"
#include "pointerTo.h"
#include "pandaNode.h"

///////////////////////////////////////////////////////////////////
//       Class : CollisionHandlerPhysical
// Description : The abstract base class for a number of
//               CollisionHandlers that have some physical effect on
//               their moving bodies: they need to update the nodes'
//               positions based on the effects of the collision.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA CollisionHandlerPhysical : public CollisionHandlerEvent {
public:
  CollisionHandlerPhysical();
  virtual ~CollisionHandlerPhysical();

  virtual void begin_group();
  virtual void add_entry(CollisionEntry *entry);
  virtual bool end_group();

PUBLISHED:
  void add_collider(const NodePath &collider, const NodePath &target);
  void add_collider(const NodePath &collider, const NodePath &target,
                    DriveInterface *drive_interface);
  bool remove_collider(const NodePath &collider);
  bool has_collider(const NodePath &collider) const;
  void clear_colliders();

  INLINE void set_center(const NodePath &center);
  INLINE void clear_center();
  INLINE const NodePath &get_center() const;
  INLINE bool has_center() const;
  INLINE bool has_contact() const;

protected:
  bool _has_contact; // Are we in contact with anything?


protected:
  class ColliderDef {
  public:
    INLINE void set_target(const NodePath &target,
                           DriveInterface *drive_interface = NULL);
    INLINE void updated_transform();
    
    NodePath _target;
    PT(DriveInterface) _drive_interface;
  };

  virtual bool handle_entries()=0;
  virtual void apply_linear_force(ColliderDef &def, const LVector3f &force)=0;

  typedef pvector< PT(CollisionEntry) > Entries;
  typedef pmap<NodePath, Entries> FromEntries;
  FromEntries _from_entries;

  typedef pmap<NodePath, ColliderDef> Colliders;
  Colliders _colliders;

  NodePath _center;

public:
  static TypeHandle get_class_type() {
    return _type_handle;
  }
  static void init_type() {
    CollisionHandlerEvent::init_type();
    register_type(_type_handle, "CollisionHandlerPhysical",
                  CollisionHandlerEvent::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 "collisionHandlerPhysical.I"

#endif



