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#ifndef PX_COLLISION_TRIGGERINTERACTION
#define PX_COLLISION_TRIGGERINTERACTION

#include "ScElementSimInteraction.h"
#include "ScShapeSim.h"
#include "GuOverlapTests.h"

namespace physx
{
namespace Sc
{
	class TriggerInteraction : public ElementSimInteraction
	{
	public:
		enum TriggerFlag
		{
			PAIR_FLAGS_MASK					= ((PxPairFlag::eNOTIFY_TOUCH_LOST << 1) - 1),	// Bits where the PxPairFlags eNOTIFY_TOUCH_FOUND and eNOTIFY_TOUCH_LOST get stored
			NEXT_FREE						= ((PAIR_FLAGS_MASK << 1) & ~PAIR_FLAGS_MASK),

			PROCESS_THIS_FRAME				= (NEXT_FREE << 0), // the trigger pair is new or the pose of an actor was set -> initial processing required.
																// This is important to cover cases where a static or kinematic
																// (non-moving) trigger is created and overlaps with a sleeping
																// object. Or for the case where a static/kinematic is teleported to a new
																// location. TOUCH_FOUND should still get sent in that case.
			LAST							= (NEXT_FREE << 1)
		};

											TriggerInteraction(ShapeSim& triggerShape, ShapeSim& otherShape);
											~TriggerInteraction();

		PX_FORCE_INLINE	Gu::TriggerCache&	getTriggerCache()									{ return mTriggerCache;							}
		PX_FORCE_INLINE	ShapeSim&			getTriggerShape()							const	{ return static_cast<ShapeSim&>(getElement0());	}
		PX_FORCE_INLINE	ShapeSim&			getOtherShape()								const	{ return static_cast<ShapeSim&>(getElement1());	}

		PX_FORCE_INLINE bool				lastFrameHadContacts()						const	{ return mLastFrameHadContacts;			}
		PX_FORCE_INLINE void				updateLastFrameHadContacts(bool hasContact)			{ mLastFrameHadContacts = hasContact;	}

		PX_FORCE_INLINE PxPairFlags			getTriggerFlags()							const	{ return PxPairFlags(PxU32(mFlags) & PAIR_FLAGS_MASK);		}
		PX_FORCE_INLINE void				setTriggerFlags(PxPairFlags triggerFlags);

		PX_FORCE_INLINE void				raiseFlag(TriggerFlag flag)				{ mFlags |= flag; }
		PX_FORCE_INLINE void				clearFlag(TriggerFlag flag)				{ mFlags &= ~flag; }
		PX_FORCE_INLINE	Ps::IntBool			readFlag(TriggerFlag flag)		const	{ return Ps::IntBool(mFlags & flag); }

		PX_FORCE_INLINE void				forceProcessingThisFrame(Sc::Scene& scene);

						bool				onActivate_(void*);
						bool				onDeactivate_();

	protected:
						Gu::TriggerCache	mTriggerCache;
						PxU16				mFlags;
						bool				mLastFrameHadContacts;
	};

} // namespace Sc


PX_FORCE_INLINE void Sc::TriggerInteraction::setTriggerFlags(PxPairFlags triggerFlags)
{
	PX_ASSERT(PxU32(triggerFlags) < (PxPairFlag::eDETECT_CCD_CONTACT << 1));  // to find out if a new PxPairFlag has been added in which case PAIR_FLAGS_MASK needs to get adjusted

#if PX_CHECKED
	if (triggerFlags & PxPairFlag::eNOTIFY_TOUCH_PERSISTS)
	{
		PX_WARN_ONCE("Trigger pairs do not support PxPairFlag::eNOTIFY_TOUCH_PERSISTS events any longer.");
	}
#endif

	PxU32 newFlags = mFlags;
	PxU32 fl = PxU32(triggerFlags) & PxU32(PxPairFlag::eNOTIFY_TOUCH_FOUND|PxPairFlag::eNOTIFY_TOUCH_LOST);
	newFlags &= (~PAIR_FLAGS_MASK);  // clear old flags
	newFlags |= fl;

	mFlags = PxU16(newFlags);
}


PX_FORCE_INLINE void Sc::TriggerInteraction::forceProcessingThisFrame(Sc::Scene& scene)
{
	raiseFlag(PROCESS_THIS_FRAME);

	if (!readInteractionFlag(InteractionFlag::eIS_ACTIVE))
	{
		raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
		scene.notifyInteractionActivated(this);
	}
}

}

#endif
