/* bzflag
 * Copyright (c) 1993-2017 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/* TetraBuilding:
 *	Encapsulates a tetrahederon in the game environment.
 */

#ifndef	BZF_TETRA_BUILDING_H
#define	BZF_TETRA_BUILDING_H

#include "common.h"
#include <string>
#include "Obstacle.h"
#include "MeshObstacle.h"
#include "MeshTransform.h"
#include "BzMaterial.h"

class TetraBuilding : public Obstacle {
  public:

    TetraBuilding();
    TetraBuilding(const MeshTransform& transform,
		  const float vertices[4][3], const float normals[4][3][3],
		  const float texCoords[4][3][2], const bool useNormals[4],
		  const bool useTexCoords[4], const BzMaterial* materials[4],
		  bool drive = false, bool shoot = false, bool ricochet = false);
    ~TetraBuilding();

    Obstacle* copyWithTransform(const MeshTransform&) const;

    MeshObstacle* makeMesh();

    void		finalize();

    const char*		getType() const;
    static const char*	getClassName(); // const
    bool		isValid() const;

    float		intersect(const Ray&) const;
    void		getNormal(const float* p, float* n) const;
    void		get3DNormal(const float* p, float* n) const;

    bool		inCylinder(const float* p, float radius, float height) const;
    bool		inBox(const float* p, float angle,
			      float halfWidth, float halfBreadth, float height) const;
    bool		inMovingBox(const float* oldP, float oldAngle,
				    const float *newP, float newAngle,
				    float halfWidth, float halfBreadth, float height) const;
    bool		isCrossing(const float* p, float angle,
				   float halfWidth, float halfBreadth, float height,
				   float* plane) const;

    bool		getHitNormal(
				const float* pos1, float azimuth1,
				const float* pos2, float azimuth2,
				float halfWidth, float halfBreadth,
				float height,
				float* normal) const;

    void		getCorner(int index, float* pos) const;

    int packSize() const;
    void *pack(void*) const;
    const void *unpack(const void*);

    void print(std::ostream& out, const std::string& indent) const;

  private:
    void checkVertexOrder();

  private:
    static const char*	typeName;

    MeshTransform transform;
    float vertices[4][3];
    float normals[4][3][3];
    float texcoords[4][3][2];
    bool useNormals[4];
    bool useTexcoords[4];
    const BzMaterial* materials[4];
};


#endif // BZF_TETRA_BUILDING_H

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