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#pragma once
#include "ParticleSystemModule.h"
#include "Runtime/BaseClasses/BitField.h"
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/Geometry/Plane.h"
#include "Runtime/Utilities/SpatialHash.h"
struct ParticleSystemParticles;
class Transform;
class CollisionModule : public ParticleSystemModule
{
public:
DECLARE_MODULE (CollisionModule)
CollisionModule ();
void AllocateAndCache(const ParticleSystemReadOnlyState& roState, ParticleSystemState& state);
static void FreeCache(ParticleSystemState& state);
#if UNITY_EDITOR
float GetEnergyLoss() const { return m_EnergyLossOnCollision; }
void SetEnergyLoss(float value) { m_EnergyLossOnCollision = value; };
float GetMinKillSpeed() const { return m_MinKillSpeed; }
void SetMinKillSpeed(float value) { m_MinKillSpeed = value; };
#endif
bool GetUsesCollisionMessages () const {return m_CollisionMessages;}
bool IsWorldCollision() const {return m_Type==kWorldCollision;}
bool IsApproximate() const {return m_Quality>0;}
int GetQuality() const {return m_Quality;}
void Update (const ParticleSystemReadOnlyState& roState, ParticleSystemState& state, ParticleSystemParticles& ps, size_t fromIndex, float dt);
void CheckConsistency ();
template<class TransferFunction>
void Transfer (TransferFunction& transfer);
private:
void ClearPrimitives();
enum { kPlaneCollision, kWorldCollision };
enum { kMaxNumPrimitives = 6 };
PlaneColliderCache m_ColliderCache;
// Serialized
int m_Type;
float m_Dampen;
float m_Bounce;
float m_EnergyLossOnCollision;
float m_MinKillSpeed;
float m_ParticleRadius;
/// Collides the particles with every collider whose layerMask & m_CollidesWith != 0
BitField m_CollidesWith;
/// Perform approximate world particle collisions
int m_Quality; // selected quality, 0 is high (no approximations), 1 is medium (approximate), 2 is low (approximate)
float m_VoxelSize;
bool m_CollisionMessages;
PPtr<Transform> m_Primitives [kMaxNumPrimitives];
};
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