/* 
 * 
 * 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 1999-2009 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_COLLIDE2_BV_TREE_SHAPE_AGENT_H
#define HK_COLLIDE2_BV_TREE_SHAPE_AGENT_H

#include <Physics/Collide/Agent/hkpCollisionAgent.h>
#include <Common/Base/Types/Geometry/Aabb/hkAabb.h>
#include <Physics/Collide/Shape/Compound/Collection/hkpShapeCollection.h>

class hkpCollisionDispatcher;


	/// This agent deals with collisions between hkBvTreeShapes and other shapes.  It traverses the bounding volume tree and dispatches
	/// collision agents for those child shapes that are found to be collision candidates with the other shape.
	/// It assumes that bodyB is the bvtree shape
class hkpBvTreeAgent : public hkpCollisionAgent
{
	public:

			/// Registers this agent with the collision dispatcher.
		static void HK_CALL registerAgent(hkpCollisionDispatcher* dispatcher);

			// hkpCollisionAgent interface implementation.
		virtual void getPenetrations( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpCdBodyPairCollector& collector );

			// hkpCollisionAgent interface implementation.
		static void HK_CALL staticGetPenetrations( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpCdBodyPairCollector& collector );

			// hkpCollisionAgent interface implementation.
		virtual void getClosestPoints( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpCdPointCollector& collector ) ;

			// hkpCollisionAgent interface implementation.
		static void HK_CALL staticGetClosestPoints( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpCdPointCollector& collector ) ;

			// hkpCollisionAgent interface implementation.
		virtual void linearCast( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpLinearCastCollisionInput& input, hkpCdPointCollector& collector, hkpCdPointCollector* startCollector );

			// hkpCollisionAgent interface implementation.
		static void HK_CALL staticLinearCast( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpLinearCastCollisionInput& input, hkpCdPointCollector& collector, hkpCdPointCollector* startCollector );

			// hkpCollisionAgent interface implementation.
		virtual void processCollision(const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpProcessCollisionInput& input, hkpProcessCollisionOutput& result);

			// hkpCollisionAgent interface implementation.
		virtual void cleanup(hkCollisionConstraintOwner& info);

			/// Aabb caching will skip queries to the hkpShapeCollection if the aabb's between the two colliding bodies has not changed
			/// You need to disable this if your hkpShapeCollection has changed, i.e. elements have been added or removed
		static void HK_CALL setUseAabbCaching( hkBool useIt );

			/// Aabb caching will skip queries to the hkpShapeCollection if the aabb's between the two colliding bodies has not changed
		static hkBool HK_CALL getUseAabbCaching();


	public:
		static hkBool m_useFastUpdate;

		virtual void updateShapeCollectionFilter( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkCollisionConstraintOwner& constraintOwner );

			// hkpCollisionAgent interface implementation.
		virtual void invalidateTim( const hkpCollisionInput& input);

			// hkpCollisionAgent interface implementation.
		virtual void warpTime(hkTime oldTime, hkTime newTime, const hkpCollisionInput& input);

		HK_FORCE_INLINE static hkResult HK_CALL calcAabbAndQueryTree(
											const hkpCdBody& bodyA,	const hkpCdBody& bodyB, const hkTransform& bTa,
											const hkVector4& linearTimInfo, const hkpProcessCollisionInput& input,
											hkAabb* cachedAabb, hkArray<hkpShapeKey>& hitListOut );
	public:

		/// Constructor, called by the agent creation function.
		hkpBvTreeAgent( hkpContactMgr* mgr );

	protected:

        void calcContentStatistics( hkStatisticsCollector* collector, const hkClass* cls) const;


		static hkpCollisionAgent* HK_CALL defaultAgentCreate( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& env, hkpContactMgr* mgr );


			// interal method
		void prepareCollisionPartners          ( const hkpCdBody& bodyA, const hkpCdBody& bodyB,  const hkpCollisionInput& input, hkCollisionConstraintOwner& constraintOwner);
		HK_FORCE_INLINE void prepareCollisionPartnersProcess   ( const hkpCdBody& bodyA,	const hkpCdBody& bodyB,	const hkpProcessCollisionInput& input, hkCollisionConstraintOwner& constraintOwner);
		//void prepareCollisionPartnersLinearCast( const hkpCdBody& bodyA, const hkpCdBody& bodyB,  const hkpLinearCastCollisionInput& input, hkCollisionConstraintOwner& constraintOwner);

		static void HK_CALL calcAabbLinearCast(const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpLinearCastCollisionInput& input, hkAabb& aabbOut);

		static void HK_CALL staticCalcAabb(const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkAabb& aabbOut);



		///Destructor, called by cleanup().
		~hkpBvTreeAgent(){}

		struct hkpBvAgentEntryInfo
		{
			HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_COLLIDE, hkpBvTreeAgent::hkpBvAgentEntryInfo );

			hkpShapeKey m_key;
			hkInt32 m_userInfo;
			hkpCollisionAgent* m_collisionAgent;

			hkpShapeKey& getKey() { return m_key; }
			void setKey( hkpShapeKey& key) { m_key = key; }
		};

		hkArray<hkpBvAgentEntryInfo> m_collisionPartners;
		hkAabb	m_cachedAabb;

		/// you'll need to set this to false if you want changes to your ShapeCollection, which do not alter the aabb, to be reflected
		/// in the collision detection.
		static hkBool m_useAabbCaching;


			/// Agent creation function used by the hkpCollisionDispatcher.
		static hkpCollisionAgent* HK_CALL createShapeBvAgent( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpContactMgr* mgr );

			/// Agent creation function used by the hkpCollisionDispatcher.
		static hkpCollisionAgent* HK_CALL createBvTreeShapeAgent( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpContactMgr* mgr );

			/// Agent creation function used by the hkpCollisionDispatcher.
		static hkpCollisionAgent* HK_CALL createBvBvAgent( const hkpCdBody& bodyA, const hkpCdBody& bodyB, const hkpCollisionInput& input, hkpContactMgr* mgr );

};

#endif // HK_COLLIDE2_BV_TREE_SHAPE_AGENT_H

/*
* Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20091222)
* 
* Confidential Information of Havok.  (C) Copyright 1999-2009
* 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.
* 
*/
