// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT

#pragma once

#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Collision/CollisionGroup.h>
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Body/MotionQuality.h>
#include <Jolt/Physics/Body/AllowedDOFs.h>
#include <Jolt/ObjectStream/SerializableObject.h>
#include <Jolt/Core/ObjectToIDMap.h>

JPH_NAMESPACE_BEGIN

class StreamIn;
class StreamOut;

/// Enum used in BodyCreationSettings to indicate how mass and inertia should be calculated
enum class EOverrideMassProperties : uint8
{
	CalculateMassAndInertia,			///< Tells the system to calculate the mass and inertia based on density
	CalculateInertia,					///< Tells the system to take the mass from mMassPropertiesOverride and to calculate the inertia based on density of the shapes and to scale it to the provided mass
	MassAndInertiaProvided				///< Tells the system to take the mass and inertia from mMassPropertiesOverride
};

/// Settings for constructing a rigid body
class JPH_EXPORT BodyCreationSettings
{
	JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, BodyCreationSettings)

public:
	/// Constructor
							BodyCreationSettings() = default;
							BodyCreationSettings(const ShapeSettings *inShape, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, ObjectLayer inObjectLayer) : mPosition(inPosition), mRotation(inRotation), mObjectLayer(inObjectLayer), mMotionType(inMotionType), mShape(inShape) { }
							BodyCreationSettings(const Shape *inShape, RVec3Arg inPosition, QuatArg inRotation, EMotionType inMotionType, ObjectLayer inObjectLayer) : mPosition(inPosition), mRotation(inRotation), mObjectLayer(inObjectLayer), mMotionType(inMotionType), mShapePtr(inShape) { }

	/// Access to the shape settings object. This contains serializable (non-runtime optimized) information about the Shape.
	const ShapeSettings *	GetShapeSettings() const										{ return mShape; }
	void					SetShapeSettings(const ShapeSettings *inShape)					{ mShape = inShape; mShapePtr = nullptr; }

	/// Convert ShapeSettings object into a Shape object. This will free the ShapeSettings object and make the object ready for runtime. Serialization is no longer possible after this.
	Shape::ShapeResult		ConvertShapeSettings();

	/// Access to the run-time shape object. Will convert from ShapeSettings object if needed.
	const Shape *			GetShape() const;
	void					SetShape(const Shape *inShape)									{ mShapePtr = inShape; mShape = nullptr; }

	/// Check if the mass properties of this body will be calculated (only relevant for kinematic or dynamic objects that need a MotionProperties object)
	bool					HasMassProperties() const										{ return mAllowDynamicOrKinematic || mMotionType != EMotionType::Static; }

	/// Calculate (or return when overridden) the mass and inertia for this body
	MassProperties			GetMassProperties() const;

	/// Saves the state of this object in binary form to inStream. Doesn't store the shape nor the group filter.
	void					SaveBinaryState(StreamOut &inStream) const;

	/// Restore the state of this object from inStream. Doesn't restore the shape nor the group filter.
	void					RestoreBinaryState(StreamIn &inStream);

	using GroupFilterToIDMap = StreamUtils::ObjectToIDMap<GroupFilter>;
	using IDToGroupFilterMap = StreamUtils::IDToObjectMap<GroupFilter>;
	using ShapeToIDMap = Shape::ShapeToIDMap;
	using IDToShapeMap = Shape::IDToShapeMap;
	using MaterialToIDMap = StreamUtils::ObjectToIDMap<PhysicsMaterial>;
	using IDToMaterialMap = StreamUtils::IDToObjectMap<PhysicsMaterial>;

	/// Save body creation settings, its shape, materials and group filter. Pass in an empty map in ioShapeMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while saving multiple shapes to the same stream in order to avoid writing duplicates.
	/// Pass nullptr to ioShapeMap and ioMaterial map to skip saving shapes
	/// Pass nullptr to ioGroupFilterMap to skip saving group filters
	void					SaveWithChildren(StreamOut &inStream, ShapeToIDMap *ioShapeMap, MaterialToIDMap *ioMaterialMap, GroupFilterToIDMap *ioGroupFilterMap) const;

	using BCSResult = Result<BodyCreationSettings>;

	/// Restore body creation settings, its shape, materials and group filter. Pass in an empty map in ioShapeMap / ioMaterialMap / ioGroupFilterMap or reuse the same map while reading multiple shapes from the same stream in order to restore duplicates.
	static BCSResult		sRestoreWithChildren(StreamIn &inStream, IDToShapeMap &ioShapeMap, IDToMaterialMap &ioMaterialMap, IDToGroupFilterMap &ioGroupFilterMap);

	RVec3					mPosition = RVec3::sZero();										///< Position of the body (not of the center of mass)
	Quat					mRotation = Quat::sIdentity();									///< Rotation of the body
	Vec3					mLinearVelocity = Vec3::sZero();								///< World space linear velocity of the center of mass (m/s)
	Vec3					mAngularVelocity = Vec3::sZero();								///< World space angular velocity (rad/s)

	/// User data value (can be used by application)
	uint64					mUserData = 0;

	///@name Collision settings
	ObjectLayer				mObjectLayer = 0;												///< The collision layer this body belongs to (determines if two objects can collide)
	CollisionGroup			mCollisionGroup;												///< The collision group this body belongs to (determines if two objects can collide)

	///@name Simulation properties
	EMotionType				mMotionType = EMotionType::Dynamic;								///< Motion type, determines if the object is static, dynamic or kinematic
	EAllowedDOFs			mAllowedDOFs = EAllowedDOFs::All;								///< Which degrees of freedom this body has (can be used to limit simulation to 2D)
	bool					mAllowDynamicOrKinematic = false;								///< When this body is created as static, this setting tells the system to create a MotionProperties object so that the object can be switched to kinematic or dynamic
	bool					mIsSensor = false;												///< If this body is a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume. See description at Body::SetIsSensor.
	bool					mCollideKinematicVsNonDynamic = false;							///< If kinematic objects can generate contact points against other kinematic or static objects. See description at Body::SetCollideKinematicVsNonDynamic.
	bool					mUseManifoldReduction = true;									///< If this body should use manifold reduction (see description at Body::SetUseManifoldReduction)
	bool					mApplyGyroscopicForce = false;									///< Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
	EMotionQuality			mMotionQuality = EMotionQuality::Discrete;						///< Motion quality, or how well it detects collisions when it has a high velocity
	bool					mEnhancedInternalEdgeRemoval = false;							///< Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges.
	bool					mAllowSleeping = true;											///< If this body can go to sleep or not
	float					mFriction = 0.2f;												///< Friction of the body (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero.
	float					mRestitution = 0.0f;											///< Restitution of body (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero.
	float					mLinearDamping = 0.05f;											///< Linear damping: dv/dt = -c * v. c. Value should be zero or positive and is usually close to 0.
	float					mAngularDamping = 0.05f;										///< Angular damping: dw/dt = -c * w. c. Value should be zero or positive and is usually close to 0.
	float					mMaxLinearVelocity = 500.0f;									///< Maximum linear velocity that this body can reach (m/s)
	float					mMaxAngularVelocity = 0.25f * JPH_PI * 60.0f;					///< Maximum angular velocity that this body can reach (rad/s)
	float					mGravityFactor = 1.0f;											///< Value to multiply gravity with for this body
	uint					mNumVelocityStepsOverride = 0;									///< Used only when this body is dynamic and colliding. Override for the number of solver velocity iterations to run, 0 means use the default in PhysicsSettings::mNumVelocitySteps. The number of iterations to use is the max of all contacts and constraints in the island.
	uint					mNumPositionStepsOverride = 0;									///< Used only when this body is dynamic and colliding. Override for the number of solver position iterations to run, 0 means use the default in PhysicsSettings::mNumPositionSteps. The number of iterations to use is the max of all contacts and constraints in the island.

	///@name Mass properties of the body (by default calculated by the shape)
	EOverrideMassProperties	mOverrideMassProperties = EOverrideMassProperties::CalculateMassAndInertia; ///< Determines how mMassPropertiesOverride will be used
	float					mInertiaMultiplier = 1.0f;										///< When calculating the inertia (not when it is provided) the calculated inertia will be multiplied by this value
	MassProperties			mMassPropertiesOverride;										///< Contains replacement mass settings which override the automatically calculated values

private:
	/// Collision volume for the body
	RefConst<ShapeSettings>	mShape;															///< Shape settings, can be serialized. Mutually exclusive with mShapePtr
	RefConst<Shape>			mShapePtr;														///< Actual shape, cannot be serialized. Mutually exclusive with mShape
};

JPH_NAMESPACE_END
