/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code 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.

Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#pragma hdrstop
#include "precompiled.h"


#include "../Game_local.h"

CLASS_DECLARATION( idPhysics, idPhysics_StaticMulti )
END_CLASS

staticPState_t defaultState;
staticInterpolatePState_t defaultInterpolateState;

/*
================
idPhysics_StaticMulti::idPhysics_StaticMulti
================
*/
idPhysics_StaticMulti::idPhysics_StaticMulti()
{
	self = NULL;
	hasMaster = false;
	isOrientated = false;
	
	defaultState.origin.Zero();
	defaultState.axis.Identity();
	defaultState.localOrigin.Zero();
	defaultState.localAxis.Identity();
	
	defaultInterpolateState.origin.Zero();
	defaultInterpolateState.axis = defaultState.axis.ToQuat();
	defaultInterpolateState.localAxis = defaultInterpolateState.axis;
	defaultInterpolateState.localOrigin.Zero();
	
	current.SetNum( 1 );
	current[0] = defaultState;
	previous.SetNum( 1 );
	previous[0] = defaultInterpolateState;
	next.SetNum( 1 );
	next[0] = defaultInterpolateState;
	clipModels.SetNum( 1 );
	clipModels[0] = NULL;
}

/*
================
idPhysics_StaticMulti::~idPhysics_StaticMulti
================
*/
idPhysics_StaticMulti::~idPhysics_StaticMulti()
{
	if( self && self->GetPhysics() == this )
	{
		self->SetPhysics( NULL );
	}
	idForce::DeletePhysics( this );
	for( int i = 0; i < clipModels.Num(); i++ )
	{
		delete clipModels[i];
	}
}

/*
================
idPhysics_StaticMulti::Save
================
*/
void idPhysics_StaticMulti::Save( idSaveGame* savefile ) const
{
	int i;
	
	savefile->WriteObject( self );
	
	savefile->WriteInt( current.Num() );
	for( i = 0; i < current.Num(); i++ )
	{
		savefile->WriteVec3( current[i].origin );
		savefile->WriteMat3( current[i].axis );
		savefile->WriteVec3( current[i].localOrigin );
		savefile->WriteMat3( current[i].localAxis );
	}
	
	savefile->WriteInt( clipModels.Num() );
	for( i = 0; i < clipModels.Num(); i++ )
	{
		savefile->WriteClipModel( clipModels[i] );
	}
	
	savefile->WriteBool( hasMaster );
	savefile->WriteBool( isOrientated );
}

/*
================
idPhysics_StaticMulti::Restore
================
*/
void idPhysics_StaticMulti::Restore( idRestoreGame* savefile )
{
	int i, num;
	
	savefile->ReadObject( reinterpret_cast<idClass*&>( self ) );
	
	savefile->ReadInt( num );
	current.AssureSize( num );
	for( i = 0; i < num; i++ )
	{
		savefile->ReadVec3( current[i].origin );
		savefile->ReadMat3( current[i].axis );
		savefile->ReadVec3( current[i].localOrigin );
		savefile->ReadMat3( current[i].localAxis );
	}
	
	savefile->ReadInt( num );
	clipModels.SetNum( num );
	for( i = 0; i < num; i++ )
	{
		savefile->ReadClipModel( clipModels[i] );
	}
	
	savefile->ReadBool( hasMaster );
	savefile->ReadBool( isOrientated );
}

/*
================
idPhysics_StaticMulti::SetSelf
================
*/
void idPhysics_StaticMulti::SetSelf( idEntity* e )
{
	assert( e );
	self = e;
}

/*
================
idPhysics_StaticMulti::RemoveIndex
================
*/
void idPhysics_StaticMulti::RemoveIndex( int id, bool freeClipModel )
{
	if( id < 0 || id >= clipModels.Num() )
	{
		return;
	}
	if( clipModels[id] && freeClipModel )
	{
		delete clipModels[id];
		clipModels[id] = NULL;
	}
	clipModels.RemoveIndex( id );
	current.RemoveIndex( id );
}

/*
================
idPhysics_StaticMulti::SetClipModel
================
*/
void idPhysics_StaticMulti::SetClipModel( idClipModel* model, float density, int id, bool freeOld )
{
	int i;
	
	assert( self );
	
	if( id >= clipModels.Num() )
	{
		current.AssureSize( id + 1, defaultState );
		clipModels.AssureSize( id + 1, NULL );
	}
	
	if( clipModels[id] && clipModels[id] != model && freeOld )
	{
		delete clipModels[id];
	}
	clipModels[id] = model;
	if( clipModels[id] )
	{
		clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
		
	}
	
	for( i = clipModels.Num() - 1; i >= 1; i-- )
	{
		if( clipModels[i] )
		{
			break;
		}
	}
	current.SetNum( i + 1 );
	clipModels.SetNum( i + 1 );
	
	// Assure that on first setup, our next/previous is the same as current.
	previous.SetNum( current.Num() );
	next.SetNum( previous.Num() );
	for( int curIdx = 0; curIdx < current.Num(); curIdx++ )
	{
		previous[curIdx] = ConvertPStateToInterpolateState( current[curIdx] );
		previous[curIdx] = next[curIdx];
	}
}

/*
================
idPhysics_StaticMulti::GetClipModel
================
*/
idClipModel* idPhysics_StaticMulti::GetClipModel( int id ) const
{
	if( id >= 0 && id < clipModels.Num() && clipModels[id] )
	{
		return clipModels[id];
	}
	return gameLocal.clip.DefaultClipModel();
}

/*
================
idPhysics_StaticMulti::GetNumClipModels
================
*/
int idPhysics_StaticMulti::GetNumClipModels() const
{
	return clipModels.Num();
}

/*
================
idPhysics_StaticMulti::SetMass
================
*/
void idPhysics_StaticMulti::SetMass( float mass, int id )
{
}

/*
================
idPhysics_StaticMulti::GetMass
================
*/
float idPhysics_StaticMulti::GetMass( int id ) const
{
	return 0.0f;
}

/*
================
idPhysics_StaticMulti::SetContents
================
*/
void idPhysics_StaticMulti::SetContents( int contents, int id )
{
	int i;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		if( clipModels[id] )
		{
			clipModels[id]->SetContents( contents );
		}
	}
	else if( id == -1 )
	{
		for( i = 0; i < clipModels.Num(); i++ )
		{
			if( clipModels[i] )
			{
				clipModels[i]->SetContents( contents );
			}
		}
	}
}

/*
================
idPhysics_StaticMulti::GetContents
================
*/
int idPhysics_StaticMulti::GetContents( int id ) const
{
	int i, contents = 0;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		if( clipModels[id] )
		{
			contents = clipModels[id]->GetContents();
		}
	}
	else if( id == -1 )
	{
		for( i = 0; i < clipModels.Num(); i++ )
		{
			if( clipModels[i] )
			{
				contents |= clipModels[i]->GetContents();
			}
		}
	}
	return contents;
}

/*
================
idPhysics_StaticMulti::SetClipMask
================
*/
void idPhysics_StaticMulti::SetClipMask( int mask, int id )
{
}

/*
================
idPhysics_StaticMulti::GetClipMask
================
*/
int idPhysics_StaticMulti::GetClipMask( int id ) const
{
	return 0;
}

/*
================
idPhysics_StaticMulti::GetBounds
================
*/
const idBounds& idPhysics_StaticMulti::GetBounds( int id ) const
{
	int i;
	static idBounds bounds;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		if( clipModels[id] )
		{
			return clipModels[id]->GetBounds();
		}
	}
	if( id == -1 )
	{
		bounds.Clear();
		for( i = 0; i < clipModels.Num(); i++ )
		{
			if( clipModels[i] )
			{
				bounds.AddBounds( clipModels[i]->GetAbsBounds() );
			}
		}
		for( i = 0; i < clipModels.Num(); i++ )
		{
			if( clipModels[i] )
			{
				bounds[0] -= clipModels[i]->GetOrigin();
				bounds[1] -= clipModels[i]->GetOrigin();
				break;
			}
		}
		return bounds;
	}
	return bounds_zero;
}

/*
================
idPhysics_StaticMulti::GetAbsBounds
================
*/
const idBounds& idPhysics_StaticMulti::GetAbsBounds( int id ) const
{
	int i;
	static idBounds absBounds;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		if( clipModels[id] )
		{
			return clipModels[id]->GetAbsBounds();
		}
	}
	if( id == -1 )
	{
		absBounds.Clear();
		for( i = 0; i < clipModels.Num(); i++ )
		{
			if( clipModels[i] )
			{
				absBounds.AddBounds( clipModels[i]->GetAbsBounds() );
			}
		}
		return absBounds;
	}
	return bounds_zero;
}

/*
================
idPhysics_StaticMulti::Evaluate
================
*/
bool idPhysics_StaticMulti::Evaluate( int timeStepMSec, int endTimeMSec )
{
	int i;
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	if( hasMaster )
	{
		self->GetMasterPosition( masterOrigin, masterAxis );
		for( i = 0; i < clipModels.Num(); i++ )
		{
			current[i].origin = masterOrigin + current[i].localOrigin * masterAxis;
			if( isOrientated )
			{
				current[i].axis = current[i].localAxis * masterAxis;
			}
			else
			{
				current[i].axis = current[i].localAxis;
			}
			if( clipModels[i] )
			{
				clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
			}
		}
		
		// FIXME: return false if master did not move
		return true;
	}
	return false;
}

/*
================
idPhysics_StaticMulti::Interpolate
================
*/
bool idPhysics_StaticMulti::Interpolate( const float fraction )
{
	// If the sizes don't match, just use the latest version.
	// TODO: This might cause visual snapping, is there a better solution?
	if( current.Num() != previous.Num() ||
			current.Num() != next.Num() )
	{
		current.SetNum( next.Num() );
		for( int i = 0; i < next.Num(); ++i )
		{
			current[i] = InterpolateStaticPState( next[i], next[i], 1.0f );
		}
		return true;
	}
	
	for( int i = 0; i < current.Num(); ++i )
	{
		current[i] = InterpolateStaticPState( previous[i], next[i], fraction );
	}
	
	return true;
}

/*
================
idPhysics_StaticMulti::UpdateTime
================
*/
void idPhysics_StaticMulti::UpdateTime( int endTimeMSec )
{
}

/*
================
idPhysics_StaticMulti::GetTime
================
*/
int idPhysics_StaticMulti::GetTime() const
{
	return 0;
}

/*
================
idPhysics_StaticMulti::GetImpactInfo
================
*/
void idPhysics_StaticMulti::GetImpactInfo( const int id, const idVec3& point, impactInfo_t* info ) const
{
	memset( info, 0, sizeof( *info ) );
}

/*
================
idPhysics_StaticMulti::ApplyImpulse
================
*/
void idPhysics_StaticMulti::ApplyImpulse( const int id, const idVec3& point, const idVec3& impulse )
{
}

/*
================
idPhysics_StaticMulti::AddForce
================
*/
void idPhysics_StaticMulti::AddForce( const int id, const idVec3& point, const idVec3& force )
{
}

/*
================
idPhysics_StaticMulti::Activate
================
*/
void idPhysics_StaticMulti::Activate()
{
}

/*
================
idPhysics_StaticMulti::PutToRest
================
*/
void idPhysics_StaticMulti::PutToRest()
{
}

/*
================
idPhysics_StaticMulti::IsAtRest
================
*/
bool idPhysics_StaticMulti::IsAtRest() const
{
	return true;
}

/*
================
idPhysics_StaticMulti::GetRestStartTime
================
*/
int idPhysics_StaticMulti::GetRestStartTime() const
{
	return 0;
}

/*
================
idPhysics_StaticMulti::IsPushable
================
*/
bool idPhysics_StaticMulti::IsPushable() const
{
	return false;
}

/*
================
idPhysics_StaticMulti::SaveState
================
*/
void idPhysics_StaticMulti::SaveState()
{
}

/*
================
idPhysics_StaticMulti::RestoreState
================
*/
void idPhysics_StaticMulti::RestoreState()
{
}

/*
================
idPhysics_StaticMulti::SetOrigin
================
*/
void idPhysics_StaticMulti::SetOrigin( const idVec3& newOrigin, int id )
{
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		current[id].localOrigin = newOrigin;
		if( hasMaster )
		{
			self->GetMasterPosition( masterOrigin, masterAxis );
			current[id].origin = masterOrigin + newOrigin * masterAxis;
		}
		else
		{
			current[id].origin = newOrigin;
		}
		if( clipModels[id] )
		{
			clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
		}
	}
	else if( id == -1 )
	{
		if( hasMaster )
		{
			self->GetMasterPosition( masterOrigin, masterAxis );
			Translate( masterOrigin + masterAxis * newOrigin - current[0].origin );
		}
		else
		{
			Translate( newOrigin - current[0].origin );
		}
	}
}

/*
================
idPhysics_StaticMulti::SetAxis
================
*/
void idPhysics_StaticMulti::SetAxis( const idMat3& newAxis, int id )
{
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		current[id].localAxis = newAxis;
		if( hasMaster && isOrientated )
		{
			self->GetMasterPosition( masterOrigin, masterAxis );
			current[id].axis = newAxis * masterAxis;
		}
		else
		{
			current[id].axis = newAxis;
		}
		if( clipModels[id] )
		{
			clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
		}
	}
	else if( id == -1 )
	{
		idMat3 axis;
		idRotation rotation;
		
		if( hasMaster )
		{
			self->GetMasterPosition( masterOrigin, masterAxis );
			axis = current[0].axis.Transpose() * ( newAxis * masterAxis );
		}
		else
		{
			axis = current[0].axis.Transpose() * newAxis;
		}
		rotation = axis.ToRotation();
		rotation.SetOrigin( current[0].origin );
		
		Rotate( rotation );
	}
}

/*
================
idPhysics_StaticMulti::Translate
================
*/
void idPhysics_StaticMulti::Translate( const idVec3& translation, int id )
{
	int i;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		current[id].localOrigin += translation;
		current[id].origin += translation;
		
		if( clipModels[id] )
		{
			clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
		}
	}
	else if( id == -1 )
	{
		for( i = 0; i < clipModels.Num(); i++ )
		{
			current[i].localOrigin += translation;
			current[i].origin += translation;
			
			if( clipModels[i] )
			{
				clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
			}
		}
	}
}

/*
================
idPhysics_StaticMulti::Rotate
================
*/
void idPhysics_StaticMulti::Rotate( const idRotation& rotation, int id )
{
	int i;
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	if( id >= 0 && id < clipModels.Num() )
	{
		current[id].origin *= rotation;
		current[id].axis *= rotation.ToMat3();
		
		if( hasMaster )
		{
			self->GetMasterPosition( masterOrigin, masterAxis );
			current[id].localAxis *= rotation.ToMat3();
			current[id].localOrigin = ( current[id].origin - masterOrigin ) * masterAxis.Transpose();
		}
		else
		{
			current[id].localAxis = current[id].axis;
			current[id].localOrigin = current[id].origin;
		}
		
		if( clipModels[id] )
		{
			clipModels[id]->Link( gameLocal.clip, self, id, current[id].origin, current[id].axis );
		}
	}
	else if( id == -1 )
	{
		for( i = 0; i < clipModels.Num(); i++ )
		{
			current[i].origin *= rotation;
			current[i].axis *= rotation.ToMat3();
			
			if( hasMaster )
			{
				self->GetMasterPosition( masterOrigin, masterAxis );
				current[i].localAxis *= rotation.ToMat3();
				current[i].localOrigin = ( current[i].origin - masterOrigin ) * masterAxis.Transpose();
			}
			else
			{
				current[i].localAxis = current[i].axis;
				current[i].localOrigin = current[i].origin;
			}
			
			if( clipModels[i] )
			{
				clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
			}
		}
	}
}

/*
================
idPhysics_StaticMulti::GetOrigin
================
*/
const idVec3& idPhysics_StaticMulti::GetOrigin( int id ) const
{
	if( id >= 0 && id < clipModels.Num() )
	{
		return current[id].origin;
	}
	if( clipModels.Num() )
	{
		return current[0].origin;
	}
	else
	{
		return vec3_origin;
	}
}

/*
================
idPhysics_StaticMulti::GetAxis
================
*/
const idMat3& idPhysics_StaticMulti::GetAxis( int id ) const
{
	if( id >= 0 && id < clipModels.Num() )
	{
		return current[id].axis;
	}
	if( clipModels.Num() )
	{
		return current[0].axis;
	}
	else
	{
		return mat3_identity;
	}
}

/*
================
idPhysics_StaticMulti::SetLinearVelocity
================
*/
void idPhysics_StaticMulti::SetLinearVelocity( const idVec3& newLinearVelocity, int id )
{
}

/*
================
idPhysics_StaticMulti::SetAngularVelocity
================
*/
void idPhysics_StaticMulti::SetAngularVelocity( const idVec3& newAngularVelocity, int id )
{
}

/*
================
idPhysics_StaticMulti::GetLinearVelocity
================
*/
const idVec3& idPhysics_StaticMulti::GetLinearVelocity( int id ) const
{
	return vec3_origin;
}

/*
================
idPhysics_StaticMulti::GetAngularVelocity
================
*/
const idVec3& idPhysics_StaticMulti::GetAngularVelocity( int id ) const
{
	return vec3_origin;
}

/*
================
idPhysics_StaticMulti::SetGravity
================
*/
void idPhysics_StaticMulti::SetGravity( const idVec3& newGravity )
{
}

/*
================
idPhysics_StaticMulti::GetGravity
================
*/
const idVec3& idPhysics_StaticMulti::GetGravity() const
{
	static idVec3 gravity( 0, 0, -g_gravity.GetFloat() );
	return gravity;
}

/*
================
idPhysics_StaticMulti::GetGravityNormal
================
*/
const idVec3& idPhysics_StaticMulti::GetGravityNormal() const
{
	static idVec3 gravity( 0, 0, -1 );
	return gravity;
}

/*
================
idPhysics_StaticMulti::ClipTranslation
================
*/
void idPhysics_StaticMulti::ClipTranslation( trace_t& results, const idVec3& translation, const idClipModel* model ) const
{
	memset( &results, 0, sizeof( trace_t ) );
	gameLocal.Warning( "idPhysics_StaticMulti::ClipTranslation called" );
}

/*
================
idPhysics_StaticMulti::ClipRotation
================
*/
void idPhysics_StaticMulti::ClipRotation( trace_t& results, const idRotation& rotation, const idClipModel* model ) const
{
	memset( &results, 0, sizeof( trace_t ) );
	gameLocal.Warning( "idPhysics_StaticMulti::ClipRotation called" );
}

/*
================
idPhysics_StaticMulti::ClipContents
================
*/
int idPhysics_StaticMulti::ClipContents( const idClipModel* model ) const
{
	int i, contents;
	
	contents = 0;
	for( i = 0; i < clipModels.Num(); i++ )
	{
		if( clipModels[i] )
		{
			if( model )
			{
				contents |= gameLocal.clip.ContentsModel( clipModels[i]->GetOrigin(), clipModels[i], clipModels[i]->GetAxis(), -1,
							model->Handle(), model->GetOrigin(), model->GetAxis() );
			}
			else
			{
				contents |= gameLocal.clip.Contents( clipModels[i]->GetOrigin(), clipModels[i], clipModels[i]->GetAxis(), -1, NULL );
			}
		}
	}
	return contents;
}

/*
================
idPhysics_StaticMulti::DisableClip
================
*/
void idPhysics_StaticMulti::DisableClip()
{
	int i;
	
	for( i = 0; i < clipModels.Num(); i++ )
	{
		if( clipModels[i] )
		{
			clipModels[i]->Disable();
		}
	}
}

/*
================
idPhysics_StaticMulti::EnableClip
================
*/
void idPhysics_StaticMulti::EnableClip()
{
	int i;
	
	for( i = 0; i < clipModels.Num(); i++ )
	{
		if( clipModels[i] )
		{
			clipModels[i]->Enable();
		}
	}
}

/*
================
idPhysics_StaticMulti::UnlinkClip
================
*/
void idPhysics_StaticMulti::UnlinkClip()
{
	int i;
	
	for( i = 0; i < clipModels.Num(); i++ )
	{
		if( clipModels[i] )
		{
			clipModels[i]->Unlink();
		}
	}
}

/*
================
idPhysics_StaticMulti::LinkClip
================
*/
void idPhysics_StaticMulti::LinkClip()
{
	int i;
	
	for( i = 0; i < clipModels.Num(); i++ )
	{
		if( clipModels[i] )
		{
			clipModels[i]->Link( gameLocal.clip, self, i, current[i].origin, current[i].axis );
		}
	}
}

/*
================
idPhysics_StaticMulti::EvaluateContacts
================
*/
bool idPhysics_StaticMulti::EvaluateContacts()
{
	return false;
}

/*
================
idPhysics_StaticMulti::GetNumContacts
================
*/
int idPhysics_StaticMulti::GetNumContacts() const
{
	return 0;
}

/*
================
idPhysics_StaticMulti::GetContact
================
*/
const contactInfo_t& idPhysics_StaticMulti::GetContact( int num ) const
{
	static contactInfo_t info;
	memset( &info, 0, sizeof( info ) );
	return info;
}

/*
================
idPhysics_StaticMulti::ClearContacts
================
*/
void idPhysics_StaticMulti::ClearContacts()
{
}

/*
================
idPhysics_StaticMulti::AddContactEntity
================
*/
void idPhysics_StaticMulti::AddContactEntity( idEntity* e )
{
}

/*
================
idPhysics_StaticMulti::RemoveContactEntity
================
*/
void idPhysics_StaticMulti::RemoveContactEntity( idEntity* e )
{
}

/*
================
idPhysics_StaticMulti::HasGroundContacts
================
*/
bool idPhysics_StaticMulti::HasGroundContacts() const
{
	return false;
}

/*
================
idPhysics_StaticMulti::IsGroundEntity
================
*/
bool idPhysics_StaticMulti::IsGroundEntity( int entityNum ) const
{
	return false;
}

/*
================
idPhysics_StaticMulti::IsGroundClipModel
================
*/
bool idPhysics_StaticMulti::IsGroundClipModel( int entityNum, int id ) const
{
	return false;
}

/*
================
idPhysics_StaticMulti::SetPushed
================
*/
void idPhysics_StaticMulti::SetPushed( int deltaTime )
{
}

/*
================
idPhysics_StaticMulti::GetPushedLinearVelocity
================
*/
const idVec3& idPhysics_StaticMulti::GetPushedLinearVelocity( const int id ) const
{
	return vec3_origin;
}

/*
================
idPhysics_StaticMulti::GetPushedAngularVelocity
================
*/
const idVec3& idPhysics_StaticMulti::GetPushedAngularVelocity( const int id ) const
{
	return vec3_origin;
}

/*
================
idPhysics_StaticMulti::SetMaster
================
*/
void idPhysics_StaticMulti::SetMaster( idEntity* master, const bool orientated )
{
	int i;
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	if( master )
	{
		if( !hasMaster )
		{
			// transform from world space to master space
			self->GetMasterPosition( masterOrigin, masterAxis );
			for( i = 0; i < clipModels.Num(); i++ )
			{
				current[i].localOrigin = ( current[i].origin - masterOrigin ) * masterAxis.Transpose();
				if( orientated )
				{
					current[i].localAxis = current[i].axis * masterAxis.Transpose();
				}
				else
				{
					current[i].localAxis = current[i].axis;
				}
			}
			hasMaster = true;
			isOrientated = orientated;
		}
	}
	else
	{
		if( hasMaster )
		{
			hasMaster = false;
		}
	}
}

/*
================
idPhysics_StaticMulti::GetBlockingInfo
================
*/
const trace_t* idPhysics_StaticMulti::GetBlockingInfo() const
{
	return NULL;
}

/*
================
idPhysics_StaticMulti::GetBlockingEntity
================
*/
idEntity* idPhysics_StaticMulti::GetBlockingEntity() const
{
	return NULL;
}

/*
================
idPhysics_StaticMulti::GetLinearEndTime
================
*/
int idPhysics_StaticMulti::GetLinearEndTime() const
{
	return 0;
}

/*
================
idPhysics_StaticMulti::GetAngularEndTime
================
*/
int idPhysics_StaticMulti::GetAngularEndTime() const
{
	return 0;
}

/*
================
idPhysics_StaticMulti::WriteToSnapshot
================
*/
void idPhysics_StaticMulti::WriteToSnapshot( idBitMsg& msg ) const
{
	int i;
	idCQuat quat, localQuat;
	
	msg.WriteByte( current.Num() );
	
	for( i = 0; i < current.Num(); i++ )
	{
		quat = current[i].axis.ToCQuat();
		localQuat = current[i].localAxis.ToCQuat();
		
		msg.WriteFloat( current[i].origin[0] );
		msg.WriteFloat( current[i].origin[1] );
		msg.WriteFloat( current[i].origin[2] );
		msg.WriteFloat( quat.x );
		msg.WriteFloat( quat.y );
		msg.WriteFloat( quat.z );
		msg.WriteDeltaFloat( current[i].origin[0], current[i].localOrigin[0] );
		msg.WriteDeltaFloat( current[i].origin[1], current[i].localOrigin[1] );
		msg.WriteDeltaFloat( current[i].origin[2], current[i].localOrigin[2] );
		msg.WriteDeltaFloat( quat.x, localQuat.x );
		msg.WriteDeltaFloat( quat.y, localQuat.y );
		msg.WriteDeltaFloat( quat.z, localQuat.z );
	}
}

/*
================
idPhysics_StaticMulti::ReadFromSnapshot
================
*/
void idPhysics_StaticMulti::ReadFromSnapshot( const idBitMsg& msg )
{
	int i, num;
	idCQuat quat, localQuat;
	
	num = msg.ReadByte();
	assert( num == current.Num() );
	
	previous = next;
	
	next.SetNum( num );
	
	for( i = 0; i < current.Num(); i++ )
	{
		next[i] = ReadStaticInterpolatePStateFromSnapshot( msg );
	}
}
