/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program 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 General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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 or by snail mail at:
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*==LICENSE==*/
#ifndef plParticleSystem_inc
#define plParticleSystem_inc

#include "hsTemplates.h"
#include "hsGeometry3.h"
#include "pnModifier/plModifier.h"
#include "pnNetCommon/plSynchedValue.h"
#include "hsColorRGBA.h"
#include "hsMatrix44.h"
#include "plEffectTargetInfo.h"

class plPipeline;
class plParticle;
class plParticleGenerator;
class plSimpleParticleGenerator;
class plParticleEmitter;
class plParticleEffect;
class plParticleSDLMod;
class plController;
class hsGMaterial;
class plDrawableSpans;
class plDrawInterface;
class Mtl;

// This is responsible for creating and maintaining (allocation and update cycle) a related set of particles. 
// Automatic particle generation is handled by the plParticleEmitters (one for each spawning location).

class plParticleSystem : public plModifier
{
    friend class plParticleEmitter;
    friend class plSimpleParticleGenerator;

protected:
    static const float GRAVITY_ACCEL_FEET_PER_SEC2;
    plSceneObject *fTarget;

    hsGMaterial *fTexture;          // One texture per system (Tiling is your friend!)  
    uint32_t fXTiles, fYTiles;        // Width/height of the texture (in tiles) for determining a particle's UVs

    double fCurrTime;
    double fLastTime;
    hsVector3 fAccel;
    float fPreSim;
    float fDrag;
    float fWindMult;
    bool    fAttachedToAvatar;

    uint32_t fMaxTotalParticles;
    uint32_t fMaxTotalParticlesLeft;
    uint32_t fNumValidEmitters;
    uint32_t fMaxEmitters;
    uint32_t fNextEmitterToGo;

    plParticleEmitter **fEmitters;  // Various locations we're emitting particles from (the first one is
                                    // reserved for particles added explicitly (to keep all the bookkeeping
                                    // in the hands of plParticleEmitter).
    
    hsTArray<plParticleEffect *> fForces;       // Global forces (wind/gravity/etc) that affect accelleration.
    hsTArray<plParticleEffect *> fEffects;      // Any other non-constraint effects.
    hsTArray<plParticleEffect *> fConstraints;  // Rigid body, collision, connectivity, etc.
    plParticleContext   fContext; // Rendering context passed to forces/effects/constraints.

    hsTArray<plKey>     fPermaLights; // Runtime lights assigned to this system. Currently don't support projected lights on particles.

    // Material related animations, mapped over the course of a particle's life
    plController *fAmbientCtl;
    plController *fDiffuseCtl;
    plController *fOpacityCtl;  
    plController *fWidthCtl;
    plController *fHeightCtl;

    plParticleSDLMod *fParticleSDLMod;

    hsBool IShouldUpdate(plPipeline* pipe) const;
    virtual hsBool IEval(double secs, float del, uint32_t dirty); // required by plModifier
    void IHandleRenderMsg(plPipeline* pipe);
    plDrawInterface* ICheckDrawInterface();
    void IAddEffect(plParticleEffect *effect, uint32_t type);
    void IReadEffectsArray(hsTArray<plParticleEffect *> &effects, uint32_t type, hsStream *s, hsResMgr *mgr);
    void IPreSim();

public:
    plParticleSystem();
    virtual ~plParticleSystem();
    void Init(uint32_t xTiles, uint32_t yTiles, uint32_t maxTotalParticles, uint32_t numEmitters, 
              plController *ambientCtl, plController *diffuseCtl, plController *opacityCtl, 
              plController *widthCtl, plController *heightCtl);

    enum effectType
    {
        kEffectForce = 0x1,
        kEffectMisc = 0x2,
        kEffectConstraint = 0x4,
    };
    
    enum miscFlags
    {
        kParticleSystemAlwaysUpdate = 0x1
    };
    uint8_t fMiscFlags; // Not read/written (could be, but it's not needed yet.)
    
    // There might not be enough particles available. this function returns the number of maxParticles that
    // the emitter actually received.
    uint32_t AddEmitter(uint32_t maxParticles, plParticleGenerator *gen, uint32_t emitterFlags);

    plParticleEmitter* GetAvailEmitter();
    
    CLASSNAME_REGISTER( plParticleSystem );
    GETINTERFACE_ANY( plParticleSystem, plModifier);
    
    // These are just public wrappers to the equivalent plParticleEmitter functions, provided for the purpose
    // of adding particles to a system explicitly.
    void AddParticle(hsPoint3 &pos, hsVector3 &velocity, uint32_t tileIndex, 
        float hSize, float vSize, float scale, float invMass, float life, 
        hsPoint3 &orientation, uint32_t miscFlags, float radsPerSec=0.f);
    void GenerateParticles(uint32_t num, float dt = 0.f);
    void WipeExistingParticles(); // Instant nuke
    void KillParticles(float num, float timeToDie, uint8_t flags); // Sets a death timer. They'll get removed on the next update (if time has run out)
    uint16_t StealParticlesFrom(plParticleSystem *victim, uint16_t num); // Returns the number of particles actually stolen     
    void TranslateAllParticles(hsPoint3 &amount); // Used to recenter the system when linking between ages. 
    
    void DisableGenerators();
    uint32_t GetNumTiles() const { return fXTiles * fYTiles; }
    void SetTileIndex(plParticle &particle, uint32_t index); // Sets the UV coordinates appropriate for the current texture
    uint32_t GetNumValidParticles(hsBool immortalOnly = false) const; // Takes a bit longer if we want a count of immortal particles...
    uint32_t GetMaxTotalParticles() const { return fMaxTotalParticles; }
    
    const hsMatrix44 &GetLocalToWorld() const;
    void SetAccel(const hsVector3& a) { fAccel = GRAVITY_ACCEL_FEET_PER_SEC2 * a; }
    void SetGravity(float pct) { fAccel.Set(0, 0, -GRAVITY_ACCEL_FEET_PER_SEC2 * pct); }
    void SetDrag(float d) { fDrag = -d; }
    void SetWindMult(float m) { fWindMult = m; }
    void SetPreSim(float time) { fPreSim = time; }
    void UpdateGenerator(uint32_t paramID, float value);
    plParticleGenerator *GetExportedGenerator() const;
    
    const hsVector3& GetAccel() const { return fAccel; }
    float GetDrag() const { return fDrag; }
    float GetWindMult() const { return fWindMult; }
    plParticleEffect *GetEffect(uint16_t type) const;
    
    plParticleSDLMod* GetSDLMod() {return fParticleSDLMod;}
    // Functions related to/required by plModifier
    virtual int GetNumTargets() const { return fTarget ? 1 : 0; }
    virtual plSceneObject* GetTarget(int w) const { hsAssert(w < 1, "Bad target"); return fTarget; }
    virtual void AddTarget(plSceneObject* so);
    virtual void RemoveTarget(plSceneObject* so);
    
    virtual void Read(hsStream* s, hsResMgr* mgr); 
    virtual void Write(hsStream* s, hsResMgr* mgr);
    virtual hsBool MsgReceive(plMessage* msg);
    
    void SetAttachedToAvatar(bool attached);
    
    // Export only functions for building the system. Not supported at runtime.
    // AddLight allows the particle system to remain in ignorant bliss about runtime lights
    void AddLight(plKey liKey);
};

#endif
