
/** \file PHY_IVehicle.h
 *  \ingroup phys
 */

#ifndef __PHY_IVEHICLE_H__
#define __PHY_IVEHICLE_H__

//PHY_IVehicle provides a generic interface for (raycast based) vehicles. Mostly targetting 4 wheel cars and 2 wheel motorbikes.

class PHY_IMotionState;
#include "PHY_DynamicTypes.h"

#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif

class PHY_IVehicle
{
public:
	virtual ~PHY_IVehicle() {};
	
	virtual void	AddWheel(
			PHY_IMotionState* motionState,
			MT_Vector3	connectionPoint,
			MT_Vector3	downDirection,
			MT_Vector3	axleDirection,
			float	suspensionRestLength,
			float wheelRadius,
			bool hasSteering
		) = 0;


	virtual	int		GetNumWheels() const = 0;
	
	virtual void	GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const = 0;
	virtual void	GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const = 0;
	virtual float	GetWheelRotation(int wheelIndex) const = 0;

	virtual int	GetUserConstraintId() const =0;
	virtual int	GetUserConstraintType() const =0;

	//some basic steering/braking/tuning/balancing (bikes)

	virtual	void	SetSteeringValue(float steering,int wheelIndex) = 0;

	virtual	void	ApplyEngineForce(float force,int wheelIndex) = 0;

	virtual	void	ApplyBraking(float braking,int wheelIndex) = 0;

	virtual	void	SetWheelFriction(float friction,int wheelIndex) = 0;
	
	virtual	void	SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) = 0;
	
	virtual	void	SetSuspensionDamping(float suspensionStiffness,int wheelIndex) = 0;
	
	virtual	void	SetSuspensionCompression(float suspensionStiffness,int wheelIndex) = 0;
	
	virtual	void	SetRollInfluence(float rollInfluence,int wheelIndex) = 0;

	virtual void	SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) =0;


#ifdef WITH_CXX_GUARDEDALLOC
	MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IVehicle")
#endif
};

#endif  /* __PHY_IVEHICLE_H__ */
