/*
    Crystal Space Entity Layer
    Copyright (C) 2006 by Jorrit Tyberghein

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/

#ifndef __CEL_PF_WHEELED__
#define __CEL_PF_WHEELED__

#include "cstypes.h"
#include "csutil/scf.h"
#include "csgeom/matrix3.h"

/**
 * This is a property class to make and control wheeled vehicles, eg bikes,
 * cars, tanks.
 *
 * This property class can send out the following messages
 * to the behaviour (add prefix 'cel.parameter.' to get the ID for parameters):
 * - pcvehicle_print: a message has been printed (message)
 *
 * This property class supports the following actions (add prefix
 * 'cel.action.' to get the ID of the action and add prefix 'cel.parameter.'
 * to get the ID of the parameter):
 * - Print: parameters 'message' (string).
 *
 * This property class supports the following properties (add prefix
 * 'cel.property.' to get the ID of the property:
 * - counter (long, read/write): how many times something has been printed.
 * - max (long, read/write): maximum length of what was printed.
 */

struct iCelEntity;
struct iBodyGroup;
struct iMeshFactoryWrapper;
struct iODEHinge2Joint;
struct iRigidBody;

struct iPcWheeled : public virtual iBase
{
  SCF_INTERFACE (iPcWheeled, 0, 0, 1);

  /**
   *  Set the mesh to use for the wheels when not specified. It is expected
   *  to be a left wheel. For right wheels it is flipped around.
   *  \param wheelfact The name of the factory to use for wheel meshes.
   *  \param wheelfile VFS path to the file which contains the wheel's factory.
   *    If 0, it is assumed the factory has already been loaded.
   */
  virtual void SetWheelMesh(const char* wheelfact, const char* wheelfile) = 0;

  /**
   *  Set the mesh to use for a wheel.
   *  \param wheelnum Index of the wheel to set.
   *  \param wheelfact The name of the factory to use for wheel meshes.
   *  \param wheelfile VFS path to the file which contains the wheel's factory.
   *    If 0, it is assumed the factory has already been loaded.
   */
  virtual void SetWheelMesh(int wheelnum, const char* wheelfact,
      const char* wheelfile) = 0;

  /**
   * Set if tank steering is enabled vehicle.
   *  \param tankmode Whether tank steering is enabled or not.
   */
  virtual void SetTankMode(bool tankmode) = 0;

  /**
   * Get if tank mode is enabled
   */
  virtual bool GetTankMode() = 0;

  /**
   * Add a wheel to the vehicle's wheel layout. This method uses the
   * vehicle's wheel presets for steering, power and suspension, and
   * automatically applies handbrake and invert steering
   *  to rear wheels.
   *  \param wheelfact The name of the factory to use for wheel meshes.
   *  \param wheelfile VFS path to the file which contains the wheel's factory.
   *    If 0, it is assumed the factory has already been loaded.
   *  \param rotation A rotation matrix to set on the wheel's mesh.
   */
  virtual int AddWheelAuto(csVector3 position, const char* wheelfact = 0,
     const char* wheelfile = 0,
     csMatrix3 rotation = csMatrix3(0.0f,0.0f,0.0f,0.0f)) = 0;

  /**
   * Add a wheel to the vehicle's wheel layout.
   * This method allows for total control over the wheel, overriding the
   * vehicle's presets.
   * \param position Where the wheel will be placed.
   * \param turnspeed How fast the wheel should steer away from centre.
   * \param returnspeed How fast the wheel should return to the centre.
   * \param suspensionsoftness How soft the suspension on the wheel should be.
   * \param suspensiondamping How dampened the suspension on the wheel should
   * be.
   * \param brakepower Fraction of vehicle's brake force this wheel recieves.
   * \param leftsteersensitivity How sensitive wheel is when steering left.
   * \param rightsteersensitivity How sensitive wheel is when steering right.
   * \param handbrakeaffect Wether the handbrake applies to this wheel.
   * \param steerinvert Wether this wheel steers back-to-front.
   *  \param wheelfact The name of the factory to use for wheel meshes.
   *  \param wheelfile VFS path to the file which contains the wheel's factory.
   *    If 0, it is assumed the factory has already been loaded.
   *  \param rotation A rotation matrix to set on the wheel's mesh.
   */
  virtual int AddWheel(csVector3 position,
                       float turnspeed, float returnspeed,
                       float suspensionsoftness, float suspensiondamping,
                       float brakepower, float enginepower,
		       float leftsteersensitivity,
                       float rightsteersensitivity, bool handbrakeaffect,
                       bool steerinvert, const char* wheelfact = 0, 
                       const char* wheelfile = 0,
                       csMatrix3 rotation = csMatrix3(0.0f,0.0f,0.0f,0.0f)) = 0;

  /**
   * Destroy a wheel on the car, and delete it from the layout. It
   *  \param wheelnum Index of the wheel to delete.
   */
  virtual void DeleteWheel(int wheelnum) = 0;

  /**
   * Destroy and delete all wheels in the layout
   */
  virtual void DeleteAllWheels() = 0;

  /**
   * Destroy a wheel on the car. It will remain in the layout, so it can be
   * restored along with all its settings with RestoreWheel(wheelnum).
   */
  virtual void DestroyWheel(int wheelnum) = 0;

  /**
   * Destroy all wheels on the car. The layout is still retained,
   * so the wheels can be restored with RestoreWheelLayout().
   */
  virtual void DestroyAllWheels() = 0;

  /**
   * Restore a wheel, along with its settings, from the layout.
   */
  virtual void RestoreWheel(int wheelnum) = 0;

  /**
   * Restore all of the vehicle's wheels from the layout.
   */
  virtual void RestoreAllWheels() = 0;

  /**
   * A wheel grouping preset which lowers by the sensitivity of outer wheels,
   * to improve handling.
   * Note that changing this will overwrite per-wheel steer and power
   * settings! You will have to set per-wheel
   * settings after you set all the presets.
   * \param sensitivity factor of sensitivity for outer wheels
   */
  virtual void SetOuterWheelSteerPreset(float sensitivity) = 0;

  /**
   * A wheel grouping preset which sets steering amount and drive power to
   * front wheels. Note that changing this will overwrite per-wheel steer
   * and power settings! You will have to set per-wheel settings after you
   * set all the presets.
   * \param sensitivity sensitivity for front wheels when steering
   * \param power power which front wheels recieve when accelerating (0-1)
   * \param suspensionsoftness How soft the suspension on the wheel should be.
   * \param suspensiondamping How dampened the suspension on the wheel should
   * be.
   */
  virtual void SetFrontWheelPreset(float sensitivity,float power,
     float suspensionsoftness, float suspensiondamping) = 0;

  /**
   * A wheel grouping preset which sets steering amount and drive power to
   * rear wheels. Note that changing this will overwrite per-wheel steer and
   * power settings! You will have to set per-wheel settings after you set
   * all the presets.
   * \param sensitivity sensitivity for rear wheels when steering
   * \param power power which rear wheels recieve when accelerating (0-1)
   * \param suspensionsoftness How soft the suspension on the wheel should be.
   * \param suspensiondamping How dampened the suspension on the wheel
   * should be.
   */
  virtual void SetRearWheelPreset(float sensitivity,float power,
     float suspensionsoftness, float suspensiondamping) = 0;

  /**
   * Set wether the vehicle will accelerate.
   * \param applied Whether the accelerator is applied.
   */
  virtual void Accelerate(bool applied) = 0;

  /**
   * Get whether the vehicle is accelerating.
   */
  virtual bool IsAccelerating() = 0;

  /**
   * Set wether the vehicle will brake.
   * \param applied Wether the brake is applied
   */
  virtual void Brake(bool applied) = 0;

  /**
   * Get whether the vehicle is brakeing
   */
  virtual bool IsBraking() = 0;

  /**
   * Set wether the vehicle will handbrake. (rear wheel lock)
   * \param applied Wether the handbrake is applied
   */
  virtual void Handbrake(bool applied) = 0;

  /**
   * Get whether the vehicle is handbrakeing.
   */
  virtual bool IsHandbraking() = 0;


  /**
   * Set the tightness of the vehicle's turning.
   * \param amount How tight the car will steer.
   */
  virtual void SetSteerAmount(float amount) = 0;

  /**
   * Set the force at which the vehicle brakes.
   * \param force The force with which the vehicle will brake
   */
  virtual void SetBrakeForce(float force) = 0;

  /**
   * Get the tightness of the vehicle's turning.
   */
  virtual float GetSteerAmount() = 0;

  /**
   * Steer the vehicle left.
   */
  virtual void SteerLeft() = 0;

  /**
   * Steer the vehicle right.
   */
  virtual void SteerRight() = 0;

  /**
   * Straighten the steering wheels
   */
  virtual void SteerStraight() = 0;

  /**
   * Reverse the vehicle. This is the same as setting the gear to -1.
   */
  virtual void Reverse() = 0;

  /**
   * Call this to put the car in neutral gear. This is the same as setting
   * gear to 0.
   */
  virtual void Neutral() = 0;

  /**
   * Set whether the vehicle has an automatic transmission, or gears will be
   * manually controlled.
   * \param auto Whether automatic transmission is enabled or not.
   */
  virtual void SetAutoTransmission(bool auto) = 0;

  /**
   * Change the vehicle's gear.
   * \param gear The gear to switch to. -1 is reverse, 0 is neutral, anything
   * above are forwards gears.
   */
  virtual void SetGear(int gear) = 0;

  /**
   * Get the vehicle's gear.
   */
  virtual int GetGear() = 0;

  /**
   * Set up a gear with a given velocity and force.
   */
  virtual void SetGearSettings(int gear,float velocity, float force) = 0;

  /**
   * Get the highest gear the vehicle has.
   */
  virtual int GetTopGear() = 0;

  /**
   * Set wether the vehicle will automatically begin reversing after braking
   * to a stop. This is enabled by default.
   * \param autoreverse. Whether the vehicle will automatically reverse.
   */
  virtual void SetAutoReverse(bool autoreverse) = 0;

  /**
   * Get the BodyGroup that the car belongs too.
   */
  virtual iBodyGroup* GetBodyGroup() = 0;

  /**
   * Set the position of a wheel.
   * \param wheelnum Index of the wheel to set.
   * \param position The new position of the wheel.
   */
  virtual void SetWheelPosition(int wheelnum, csVector3 position) = 0;

  /**
   * Set the rotation of a wheel.
   * \param wheelnum Index of the wheel to set.
   * \param rotation The new rotation of the wheel.
   */
  virtual void SetWheelRotation(int wheelnum, csMatrix3 rotation) = 0;

  /**
   * Set the softness of a wheel's suspension. It is initially 0.000125.
   * \param wheelnum Index of the wheel to set.
   * \param softness Softness of the suspension, from 0 to 1.
   */
  virtual void SetWheelSuspensionSoftness(int wheelnum, float softness) = 0;

  /**
   * Set the damping of a wheel's suspension. It is initially 0.125.
   * \param wheelnum Index of the wheel to set.
   * \param damping Damping of the suspension, from 0 to 1.
   */
  virtual void SetWheelSuspensionDamping(int wheelnum, float damping) = 0;

  /**
   * Set the sensitivity of a wheel when steering left.This is initially
   * automatically determined from the wheels position. If it is an outer
   * wheel when steering left, it is decreased. If it is a back wheel it
   * is decreased further.
   * \param wheelnum Index of the wheel to set.
   * \param sensitivity Sensitivity of the steering, from 0 to 1.
   */
  virtual void SetWheelLeftSteerSensitivity(int wheelnum,
      float sensitivity) = 0;

  /**
   * Set the sensitivity of a wheel when steering right. This is initially
   * automatically determined from the wheels position. If it is an outer
   * wheel when steering right, it is decreased. If it is a back wheel it
   * is decreased further.
   * \param wheelnum Index of the wheel to set.
   * \param sensitivity Sensitivity of the steering, from 0 to 1.
   */
  virtual void SetWheelRightSteerSensitivity(int wheelnum,
      float sensitivity) = 0;

  /**
   * Set the speed at which a wheel turns away from the middle. This is
   * initially 2.
   * \param wheelnum Index of the wheel to set.
   * \param speed Speed at which the wheel turns.
   */
  virtual void SetWheelTurnSpeed(int wheelnum, float speed) = 0;

  /**
   * Set the speed at which a wheel returns to the middle. This is initially 2.
   * \param wheelnum Index of the wheel to set.
   * \param speed Speed at which the wheel returns.
   */
  virtual void SetWheelReturnSpeed(int wheelnum, float speed) = 0;

  /**
   * Set amount of power from the engine which goes to a wheel when
   * accelerating. This is initially 1.
   * \param wheelnum Index of the wheel to set.
   * \param power Amount of power going to the wheel, from 0 to 1.
   */
  virtual void SetWheelEnginePower(int wheelnum, float power) = 0;

  /**
   * Set amount of power from the brakes which goes to a wheel. This is
   * initially 1.
   * \param wheelnum Index of the wheel to set.
   * \param power Amount of brake power going to the wheel, from 0 to 1.
   */
  virtual void SetWheelBrakePower(int wheelnum, float power) = 0;

  /**
   * Set whether a wheel steers in the opposite direction. This is initially
   * automatically determined from it's position, where rear wheels are
   * inverted.
   * \param wheelnum Index of the wheel to set.
   * \param inverted Wether the wheel is inverted.
   */
  virtual void SetWheelSteerInverted(int wheelnum, bool inverted) = 0;

  /**
   * Set whether the handbrake applies to a wheel. This is initially
   * automatically determined from it's position, where rear wheels are
   * affected by the handbrake
   * \param wheelnum Index of the wheel to set.
   * \param handbrakeaffected Whether the handbrake affects the wheel.
   */
  virtual void SetWheelHandbrakeAffected(int wheelnum,
      bool handbrakeaffected) = 0;

  /**
   * Get the position of a wheel.
   * \param wheelnum Index of the wheel to get.
   */
  virtual csVector3 GetWheelPosition(int wheelnum) = 0;

  /**
   * Get the rotation of a wheel.
   * \param wheelnum Index of the wheel to get.
   */
  virtual csMatrix3 GetWheelRotation(int wheelnum) = 0;

  /**
   * Get the softness of a wheel's suspension.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelSuspensionSoftness(int wheelnum) = 0;

  /**
   * Get the damping of a wheel's suspension.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelSuspensionDamping(int wheelnum) = 0;

  /**
   * Get the sensitivity of a wheel when steering left.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelLeftSteerSensitivity(int wheelnum) = 0;

  /**
   * Get the sensitivity of a wheel when steering right.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelRightSteerSensitivity(int wheelnum) = 0;

  /**
   * Get the speed at which a wheel turns away from the middle.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelTurnSpeed(int wheelnum) = 0;

  /**
   * Get the speed at which a wheel returns to the middle.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelReturnSpeed(int wheelnum) = 0;

  /**
   * Get the amount of power from the engine which goes to a wheel when
   * accelerating.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelEnginePower(int wheelnum) = 0;

  /**
   * Get the amount of power from the brakes which goes to a wheel.
   * \param wheelnum Index of the wheel to get.
   */
  virtual float GetWheelBrakePower(int wheelnum) = 0;

  /**
   * Get whether a wheel steers in the opposite direction.
   * \param wheelnum Index of the wheel to get.
   */
  virtual bool GetWheelSteerInverted(int wheelnum) = 0;

  /**
   * Get whether the handbrake applies to a wheel.
   * \param wheelnum Index of the wheel to get.
   */
  virtual bool GetWheelHandbrakeAffected(int wheelnum) = 0;

  /**
   * Get the number of wheels on this vehicle
   */
  virtual int GetWheelCount() = 0;

  /**
   * Get whether the rigid body of this wheel
   * \param wheelnum Index of the wheel to get.
   */
  virtual iRigidBody* GetWheelBody(int wheelnum) = 0;

  /**
   * Get whether the joint connecting this wheel
   * \param wheelnum Index of the wheel to get.
   */
  virtual iODEHinge2Joint* GetWheelJoint(int wheelnum) = 0;
};

#endif // __CEL_PF_WHEELED__

