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* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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*       notice, this list of conditions and the following disclaimer.
*     * Redistributions in binary form must reproduce the above copyright
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*       documentation and/or other materials provided with the distribution.
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*       names of its contributors may be used to endorse or promote products
*       derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
using System.Collections.Generic;
using Axiom.Math;
using OpenSim.Physics.Manager;

namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
    /// <summary>
    /// Will be the PhysX plugin but for now will be a very basic physics engine
    /// </summary>
    public class BasicPhysicsPlugin : IPhysicsPlugin
    {
        public BasicPhysicsPlugin()
        {

        }

        public bool Init()
        {
            return true;
        }

        public PhysicsScene GetScene()
        {
            return new BasicScene();
        }

        public string GetName()
        {
            return ("basicphysics");
        }

        public void Dispose()
        {

        }
    }

    public class BasicScene : PhysicsScene
    {
        private List<BasicActor> _actors = new List<BasicActor>();
        private float[] _heightMap;

        public BasicScene()
        {

        }

        public override PhysicsActor AddAvatar(PhysicsVector position)
        {
            BasicActor act = new BasicActor();
            act.Position = position;
            _actors.Add(act);
            return act;
        }

        public override void RemovePrim(PhysicsActor prim)
        {

        }

        public override void RemoveAvatar(PhysicsActor actor)
        {
            BasicActor act = (BasicActor)actor;
            if (_actors.Contains(act))
            {
                _actors.Remove(act);
            }

        }

        public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
        {
            return null;
        }

        public override void Simulate(float timeStep)
        {
            foreach (BasicActor actor in _actors)
            {
                actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
                actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
                if (actor.Position.Y < 0)
                {
                    actor.Position.Y = 0.1F;
                }
                else if (actor.Position.Y >= 256)
                {
                    actor.Position.Y = 255.9F;
                }

                if (actor.Position.X < 0)
                {
                    actor.Position.X = 0.1F;
                }
                else if (actor.Position.X > 256)
                {
                    actor.Position.X = 255.9F;
                }

                float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
                if (actor.Flying)
                {
                    if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
                    {
                        actor.Position.Z = height;
                        actor.Velocity.Z = 0;
                    }
                    else
                    {
                        actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
                    }
                }
                else
                {
                    actor.Position.Z = height;
                    actor.Velocity.Z = 0;
                }


            }
        }

        public override void GetResults()
        {

        }

        public override bool IsThreaded
        {
            get
            {
                return (false); // for now we won't be multithreaded
            }
        }

        public override void SetTerrain(float[] heightMap)
        {
            this._heightMap = heightMap;
        }

        public override void DeleteTerrain()
        {

        }
    }

    public class BasicActor : PhysicsActor
    {
        private PhysicsVector _position;
        private PhysicsVector _velocity;
        private PhysicsVector _acceleration;
        private bool flying;
        public BasicActor()
        {
            _velocity = new PhysicsVector();
            _position = new PhysicsVector();
            _acceleration = new PhysicsVector();
        }

        public override bool Flying
        {
            get
            {
                return flying;
            }
            set
            {
                flying = value;
            }
        }

        public override PhysicsVector Position
        {
            get
            {
                return _position;
            }
            set
            {
                _position = value;
            }
        }

        public override PhysicsVector Size
        {
            get
            {
                return new PhysicsVector(0, 0, 0);
            }
            set
            {
            }
        }

        public override PhysicsVector Velocity
        {
            get
            {
                return _velocity;
            }
            set
            {
                _velocity = value;
            }
        }

        public override Quaternion Orientation
        {
            get
            {
                return Quaternion.Identity;
            }
            set
            {

            }
        }

        public override PhysicsVector Acceleration
        {
            get
            {
                return _acceleration;
            }

        }

        public override bool Kinematic
        {
            get
            {
                return true;
            }
            set
            {

            }
        }
        public void SetAcceleration(PhysicsVector accel)
        {
            this._acceleration = accel;
        }

        public override void AddForce(PhysicsVector force)
        {

        }

        public override void SetMomentum(PhysicsVector momentum)
        {

        }
    }

}