// Filename: collisionLevelState.I
// Created by:  drose (05Apr07)
//
////////////////////////////////////////////////////////////////////
//
// 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 CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::Constructor
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE CollisionLevelState<MaskType>::
CollisionLevelState(const NodePath &node_path) :
  CollisionLevelStateBase(node_path),
  _current(CurrentMask::all_off())
{
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::Constructor
//       Access: Public
//  Description: This constructor goes to the next child node in the
//               traversal.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE CollisionLevelState<MaskType>::
CollisionLevelState(const CollisionLevelState<MaskType> &parent, PandaNode *child) :
  CollisionLevelStateBase(parent, child),
  _current(parent._current)
{
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::Copy Constructor
//       Access: Public
//  Description: 
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE CollisionLevelState<MaskType>::
CollisionLevelState(const CollisionLevelState<MaskType> &copy) :
  CollisionLevelStateBase(copy),
  _current(copy._current)
{
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::Copy Assignment Operator
//       Access: Public
//  Description: 
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
operator = (const CollisionLevelState<MaskType> &copy) {
  CollisionLevelStateBase::operator = (copy);
  _current = copy._current;
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::clear
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
clear() {
  CollisionLevelStateBase::clear();
  _current.clear();
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::prepare_collider
//       Access: Public
//  Description: Adds the indicated Collider to the set of Colliders
//               in the current level state.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
prepare_collider(const ColliderDef &def, const NodePath &root) {
  int index = (int)_colliders.size();
  nassertv(!CurrentMask::has_max_num_bits() ||
           index <= CurrentMask::get_max_num_bits());

  CollisionLevelStateBase::prepare_collider(def, root);
  _current.set_bit(index);
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::any_in_bounds
//       Access: Public
//  Description: Checks the bounding volume of the current node
//               against each of our colliders.  Eliminates from the
//               current collider list any that are outside of the
//               bounding volume.  Returns true if any colliders
//               remain, false if all of them fall outside this node's
//               bounding volume.
////////////////////////////////////////////////////////////////////
template<class MaskType>
bool CollisionLevelState<MaskType>::
any_in_bounds() {
#ifndef NDEBUG
  int indent_level = 0;
  if (collide_cat.is_spam()) {
    indent_level = _node_path.get_num_nodes() * 2;
    collide_cat.spam();
    indent(collide_cat.spam(false), indent_level)
      << "Considering " << _node_path.get_node_path() << "\n";
  }
#endif  // NDEBUG

  CPT(BoundingVolume) node_bv = node()->get_bounds();
  if (node_bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
    const GeometricBoundingVolume *node_gbv;
    DCAST_INTO_R(node_gbv, node_bv, false);

    int num_colliders = get_num_colliders();
    for (int c = 0; c < num_colliders; c++) {
      if (has_collider(c)) {
        CollisionNode *cnode = get_collider_node(c);
        bool is_in = false;

        // Don't even bother testing the bounding volume if there are
        // no collide bits in common between our collider and this
        // node.
        CollideMask from_mask = cnode->get_from_collide_mask() & _include_mask;
        if (!(from_mask & node()->get_net_collide_mask()).is_zero()) {
          // There are bits in common, so go ahead and try the
          // bounding volume.
          const GeometricBoundingVolume *col_gbv =
            get_local_bound(c);

          is_in = true;  // If there's no bounding volume, we're implicitly in.

          if (col_gbv != (GeometricBoundingVolume *)NULL) {
            is_in = (node_gbv->contains(col_gbv) != 0);
            _node_volume_pcollector.add_level(1);

#ifndef NDEBUG
            if (collide_cat.is_spam()) {
              collide_cat.spam();
              indent(collide_cat.spam(false), indent_level)
                << "Comparing " << c << ": " << *col_gbv
                << " to " << *node_gbv << ", is_in = " << is_in << "\n";
            }
#endif  // NDEBUG
          }
        }

        if (!is_in) {
          // This collider cannot intersect with any geometry at
          // this node or below.
          omit_collider(c);
        }
      }
    }
  }

#ifndef NDEBUG
  if (collide_cat.is_spam()) {
    int num_active_colliders = 0;
    int num_colliders = get_num_colliders();
    for (int c = 0; c < num_colliders; c++) {
      if (has_collider(c)) {
        num_active_colliders++;
      }
    }

    collide_cat.spam();
    indent(collide_cat.spam(false), indent_level)
      << _node_path.get_node_path() << " has " << num_active_colliders
      << " interested colliders.\n";
  }
#endif  // NDEBUG
  return has_any_collider();
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelStateBase::apply_transform
//       Access: Public
//  Description: Applies the inverse transform from the current node,
//               if any, onto all the colliders in the level state.
////////////////////////////////////////////////////////////////////
template<class MaskType>
void CollisionLevelState<MaskType>::
apply_transform() {
  // The "parent" bounds list remembers the bounds list of the
  // previous node.
  _parent_bounds = _local_bounds;

  if (node()->is_final()) {
    // If this node has a "final" bounds, we blank out all of the from
    // bounding volumes, since we've already tested against this
    // node's into bounds, and there's no need to test any further
    // bounding volumes at this node level or below.
    BoundingVolumes new_bounds;

    int num_colliders = get_num_colliders();
    new_bounds.reserve(num_colliders);
    for (int c = 0; c < num_colliders; c++) {
      new_bounds.push_back((GeometricBoundingVolume *)NULL);
    }
    
    _local_bounds = new_bounds;

  } else {
    // Otherwise, in the usual case, the bounds tests will continue.
    // Recompute the bounds list of this node (if we have a
    // transform).
    const TransformState *node_transform = node()->get_transform();
    if (!node_transform->is_identity()) {
      CPT(TransformState) inv_transform = 
        node_transform->invert_compose(TransformState::make_identity());
      const LMatrix4f &mat = inv_transform->get_mat();
      
      // Now build the new bounding volumes list.
      BoundingVolumes new_bounds;
      
      int num_colliders = get_num_colliders();
      new_bounds.reserve(num_colliders);
      for (int c = 0; c < num_colliders; c++) {
        if (!has_collider(c) ||
            get_local_bound(c) == (GeometricBoundingVolume *)NULL) {
          new_bounds.push_back((GeometricBoundingVolume *)NULL);
        } else {
          const GeometricBoundingVolume *old_bound = get_local_bound(c);
          GeometricBoundingVolume *new_bound = 
            DCAST(GeometricBoundingVolume, old_bound->make_copy());
          new_bound->xform(mat);
          new_bounds.push_back(new_bound);
        }
      }
      
      _local_bounds = new_bounds;
    }    
  }
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::has_max_colliders
//       Access: Public, Static
//  Description: Returns true if there is any the maximum number of
//               colliders that may be added to the
//               CollisionLevelStateBase at any one time.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE bool CollisionLevelState<MaskType>::
has_max_colliders() {
  return CurrentMask::has_max_num_bits();
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::get_max_colliders
//       Access: Public, Static
//  Description: Returns the maximum number of colliders that may be
//               added to the CollisionLevelStateBase at any one time.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE int CollisionLevelState<MaskType>::
get_max_colliders() {
  return CurrentMask::get_max_num_bits();
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::has_collider
//       Access: Public
//  Description: Returns true if the nth collider in the LevelState is
//               still part of the level.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE bool CollisionLevelState<MaskType>::
has_collider(int n) const {
  nassertr(n >= 0 && n < (int)_colliders.size(), false);
  return (_current.get_bit(n));
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::has_any_collider
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE bool CollisionLevelState<MaskType>::
has_any_collider() const {
  return !_current.is_zero();
}
#endif  // CPPPARSER

#ifndef CPPPARSER
////////////////////////////////////////////////////////////////////
//     Function: CollisionLevelState::omit_collider
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
omit_collider(int n) {
  nassertv(n >= 0 && n < (int)_colliders.size());
  nassertv(has_collider(n));

  _current.clear_bit(n);
}
#endif  // CPPPARSER
