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 * 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 copyrightD
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       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
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using OpenSim.Region.PhysicsModules.SharedBase;

using OMV = OpenMetaverse;

namespace OpenSim.Region.PhysicsModule.BulletS
{
    public class BSActorSetTorque : BSActor
    {
        BSFMotor m_torqueMotor;

        public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
            : base(physicsScene, pObj, actorName)
        {
            m_torqueMotor = null;
            m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
        }

        // BSActor.isActive
        public override bool isActive
        {
            get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
        }

        // Release any connections and resources used by the actor.
        // BSActor.Dispose()
        public override void Dispose()
        {
            Enabled = false;
            DeactivateSetTorque();
        }

        // Called when physical parameters (properties set in Bullet) need to be re-applied.
        // Called at taint-time.
        // BSActor.Refresh()
        public override void Refresh()
        {
            m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);

            // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
            if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
            {
                m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName);
                Enabled = false;
            }

            // If the object is physically active, add the hoverer prestep action
            if (isActive)
            {
                ActivateSetTorque();
            }
            else
            {
                DeactivateSetTorque();
            }
        }

        // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
        //     Register a prestep action to restore physical requirements before the next simulation step.
        // Called at taint-time.
        // BSActor.RemoveDependencies()
        public override void RemoveDependencies()
        {
            // Nothing to do for the hoverer since it is all software at pre-step action time.
        }

        // If a hover motor has not been created, create one and start the hovering.
        private void ActivateSetTorque()
        {
            if (m_torqueMotor == null)
            {
                // A fake motor that might be used someday
                m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f);

                m_physicsScene.BeforeStep += Mover;
            }
        }

        private void DeactivateSetTorque()
        {
            if (m_torqueMotor != null)
            {
                m_physicsScene.BeforeStep -= Mover;
                m_torqueMotor = null;
            }
        }

        // Called just before the simulation step. Update the vertical position for hoverness.
        private void Mover(float timeStep)
        {
            // Don't do force while the object is selected.
            if (!isActive)
                return;

            m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
            if (m_controllingPrim.PhysBody.HasPhysicalBody)
            {
                m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
                m_controllingPrim.ActivateIfPhysical(false);
            }

            // TODO:
        }
    }
}
