/* 
 * 
 * Confidential Information of Telekinesys Research Limited (t/a Havok).  Not for disclosure or distribution without Havok's
 * prior written consent.This software contains code, techniques and know-how which is confidential and proprietary to Havok.
 * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2008 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
 * 
 */

#ifndef HK_DYNAMICS2_SIMPLE_SHAPE_PHANTOM_H
#define HK_DYNAMICS2_SIMPLE_SHAPE_PHANTOM_H

#include <Physics/Dynamics/Phantom/hkpShapePhantom.h>

class hkCollisionEnvironment;
class hkpCollisionDispatcher;
class hkpCollidable;
class hkpCollisionAgent;

struct hkpLinearCastCollisionInput;
struct hkpCollisionInput;
class hkpCdPointCollector;
class hkpCdBodyPairCollector;

extern const hkClass hkpSimpleShapePhantomClass;

/// Please read hkpShapePhantom documentation first.<br>
/// The hkpSimpleShapePhantom class implements an hkpShapePhantom with minimal memory overhead
/// (all collision results are recalculated every time).
/// Because hkpSimpleShapePhantom does not cache collision information
/// you may wish to use it (in preference to the hkpCachingShapePhantom) if any of the following criteria apply:
///  - You are short of memory.
///  - Your shape is an hkpSphereShape or an hkpCapsuleShape (caches are usually not so important with spheres and capsules because they create full manifolds against triangles on a single call).
///  - You move the phantom a large distance every frame, so the caches are useless.
class hkpSimpleShapePhantom : public hkpShapePhantom 
{
	public:

		HK_DECLARE_REFLECTION();

			/// Constructor takes a shape, a transform, and an optional collision filter info
		hkpSimpleShapePhantom( const hkpShape* shape, const hkTransform& transform, hkUint32 m_collisionFilterInfo = 0 );

		~hkpSimpleShapePhantom();

			/// Gets the hkpPhantom type. For this class the type is HK_PHANTOM_SIMPLE_SHAPE
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RO] );
		virtual hkpPhantomType getType() const;

			// Implementation of hkpShapePhantom::setPositionAndLinearCast
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_RW] [this,HK_ACCESS_RW] );
		virtual void setPositionAndLinearCast( const hkVector4& position, const hkpLinearCastInput& input, hkpCdPointCollector& castCollector, hkpCdPointCollector* startCollector );

			// Implementation of hkpShapePhantom::getClosestPoints
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_RO] [this,HK_ACCESS_RO] );
		void getClosestPoints( hkpCdPointCollector& collector, const hkpCollisionInput* input = HK_NULL );

			// Implementation of hkpShapePhantom::getPenetrations
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_RO] [this,HK_ACCESS_RO] );
		void getPenetrations( hkpCdBodyPairCollector& collector, const hkpCollisionInput* input = HK_NULL );
	
			/// hkpPhantom clone functionality
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RO] );
		virtual hkpPhantom* clone() const; 

	public:

		//
		// hkpPhantom interface
		//
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RW] );
		virtual void addOverlappingCollidable( hkpCollidable* collidable );

			// hkpPhantom interface implementation
			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RO] );
		virtual hkBool isOverlappingCollidableAdded( hkpCollidable* collidable );

			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RW] );
		virtual void removeOverlappingCollidable( hkpCollidable* collidable );

			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RO] );
		void calcStatistics( hkStatisticsCollector* collector ) const;

	public:

		struct CollisionDetail
		{
			HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_DYNAMICS, hkpSimpleShapePhantom::CollisionDetail );
			HK_DECLARE_REFLECTION();
			class hkpCollidable* m_collidable;
		};

		inline hkArray<struct CollisionDetail>& getCollisionDetails();
	
	protected:

		hkArray<struct CollisionDetail> m_collisionDetails; //+nosave

	public:
		hkpSimpleShapePhantom( class hkFinishLoadedObjectFlag flag ) : hkpShapePhantom( flag ) {}

		//
		// INTERNAL USE ONLY
		//

			/// ###ACCESS_CHECKS###( [m_world,HK_ACCESS_IGNORE] [this,HK_ACCESS_RW] );
		virtual void deallocateInternalArrays();
};


#include <Physics/Dynamics/Phantom/hkpSimpleShapePhantom.inl>


#endif //HK_DYNAMICS2_SIMPLE_SHAPE_PHANTOM_H


/*
* Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20080529)
*
* Confidential Information of Havok.  (C) Copyright 1999-2008 
* Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
* Logo, and the Havok buzzsaw logo are trademarks of Havok.  Title, ownership
* rights, and intellectual property rights in the Havok software remain in
* Havok and/or its suppliers.
*
* Use of this software for evaluation purposes is subject to and indicates 
* acceptance of the End User licence Agreement for this product. A copy of 
* the license is included with this software and is also available at
* www.havok.com/tryhavok
*
*/
