/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/

#include "dgPhysicsStdafx.h"
#include "dgBody.h"
#include "dgWorld.h"
#include "dgContact.h"
#include "dgCollision.h"
#include "dgCollisionCompound.h"
#include "dgWorldDynamicUpdate.h"
#include "dgCollisionCompoundBreakable.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

#define DG_AABB_ERROR		dgFloat32 (1.0e-4f)
#define DG_MAX_ANGLE_STEP   dgFloat32 (45.0f * dgDEG2RAD)



dgBody::dgBody()
{
//	int xx = sizeof (dgBody);
	_ASSERTE ((sizeof (dgBody) & 0x0f) == 0);
}

dgBody::~dgBody()
{
//	_ASSERTE (m_collisionCell.GetCount() == 0);
}


void dgBody::SetAparentMassMatrix (const dgVector& massMatrix)
{
	m_aparentMass = massMatrix;
	if (m_collision->IsType(dgCollision::dgCollisionMesh_RTTI)) {
		m_aparentMass.m_w = DG_INFINITE_MASS * 2.0f;
	}

	if (m_aparentMass.m_w >= DG_INFINITE_MASS) {
		m_aparentMass.m_x = DG_INFINITE_MASS;
		m_aparentMass.m_y = DG_INFINITE_MASS;
		m_aparentMass.m_z = DG_INFINITE_MASS;
		m_aparentMass.m_w = DG_INFINITE_MASS;
	}
}

void dgBody::SetMassMatrix(dgFloat32 mass, dgFloat32 Ix, dgFloat32 Iy, dgFloat32 Iz)
{
//	_ASSERTE (mass > dgFloat32 (0.0f));
	if (m_collision->IsType(dgCollision::dgCollisionMesh_RTTI)) {
		mass = DG_INFINITE_MASS * 2.0f;
	}

	if (mass >= DG_INFINITE_MASS) {
		m_mass.m_x = DG_INFINITE_MASS;
		m_mass.m_y = DG_INFINITE_MASS;
		m_mass.m_z = DG_INFINITE_MASS;
		m_mass.m_w = DG_INFINITE_MASS;
		m_invMass.m_x = dgFloat32 (0.0f);
		m_invMass.m_y = dgFloat32 (0.0f);
		m_invMass.m_z = dgFloat32 (0.0f);
		m_invMass.m_w = dgFloat32 (0.0f);

		dgBodyMasterList& masterList (*m_world);
		if (masterList.GetFirst() != m_masterNode) {
			masterList.InsertAfter (masterList.GetFirst(), m_masterNode);
		}

	} else {
		_ASSERTE (Ix > dgFloat32 (0.0f));
		_ASSERTE (Iy > dgFloat32 (0.0f));
		_ASSERTE (Iz > dgFloat32 (0.0f));

//		dgVector omega (m_mass.CompProduct(m_matrix.UnrotateVector(m_omega)));

		m_mass.m_x = Ix;
		m_mass.m_y = Iy;
		m_mass.m_z = Iz;
		m_mass.m_w = mass;

		m_invMass.m_x = dgFloat32 (1.0f) / Ix;
		m_invMass.m_y = dgFloat32 (1.0f) / Iy;
		m_invMass.m_z = dgFloat32 (1.0f) / Iz;
		m_invMass.m_w = dgFloat32 (1.0f) / mass;
//		if (m_applyGyroscopic) {
//			m_omega = m_matrix.UnrotateVector (omega.CompProduct(m_invMass));
//		}

		dgBodyMasterList& masterList (*m_world);
		masterList.RotateToEnd (m_masterNode);
	}

#ifdef _DEBUG
	dgBodyMasterList& me = *m_world;
	dgBodyMasterList::dgListNode* refNode;
	for (refNode = me.GetFirst(); refNode; refNode = refNode->GetNext()) {
		if (refNode->GetInfo().GetBody()->m_invMass.m_w != 0.0f) {
			for (; refNode; refNode = refNode->GetNext()) {
				dgBody* body = refNode->GetInfo().GetBody();
				_ASSERTE (body->m_invMass.m_w != 0.0f);
			}
			break;
		}
	}

#endif



	SetAparentMassMatrix (m_mass);
}



void dgBody::AttachCollision (dgCollision* collision)
{
	_ASSERTE (collision);
	if (collision->IsType (dgCollision::dgCollisionCompound_RTTI)) {

		if (collision->IsType (dgCollision::dgCollisionCompoundBreakable_RTTI)) {
			dgCollisionCompoundBreakable* const compound = (dgCollisionCompoundBreakable*) collision;
			collision = new (m_world->GetAllocator()) dgCollisionCompoundBreakable (*compound);

		} else {
			dgCollisionCompound *const compound = (dgCollisionCompound*) collision;
			collision = new (m_world->GetAllocator()) dgCollisionCompound (*compound);
		}

	} else {
		collision->AddRef();
	}


	if (m_collision) {
		m_world->ReleaseCollision(m_collision);
		m_collision	= collision;
		if (m_collision->IsType(dgCollision::dgCollisionMesh_RTTI)) {
			SetMassMatrix (m_mass.m_w, m_mass.m_x, m_mass.m_y, m_mass.m_z);
		}
		SetMatrix(m_matrix);
	} else {
		m_collision	= collision;
		if (m_collision->IsType(dgCollision::dgCollisionMesh_RTTI)) {
			SetMassMatrix (m_mass.m_w, m_mass.m_x, m_mass.m_y, m_mass.m_z);
		}
	}
}

void dgBody::SetMatrix(const dgMatrix& matrix)
{
	SetMatrixOriginAndRotation(matrix);

	if (!m_inCallback) {
		if (m_world->m_cpu == dgSimdPresent) {
			UpdateCollisionMatrixSimd (dgFloat32 (0.0f), 0);
		} else {
			UpdateCollisionMatrix (dgFloat32 (0.0f), 0);
		}
	}
}

void dgBody::SetMatrixIgnoreSleep(const dgMatrix& matrix)
{
	dgBroadPhaseCollision& collisionSystem = *m_world;
	if (m_collisionCell.m_cell == &collisionSystem.m_inactiveList) {
		if (!m_spawnnedFromCallback) {
			m_world->dgGetUserLock();
			collisionSystem.Remove(this);
			collisionSystem.Add(this);
			m_world->dgReleasedUserLock();
		} else {
			collisionSystem.Remove(this);
			collisionSystem.Add(this);
		}
	}

	m_sleeping = false;
	SetMatrix(matrix);
}


void dgBody::UpdateCollisionMatrixSimd (dgFloat32 timestep, dgInt32 threadIndex)
{
#ifdef DG_BUILD_SIMD_CODE


	m_collisionWorldMatrix = m_collision->m_offset.MultiplySimd(m_matrix);

	dgVector oldP0 (m_minAABB);
	dgVector oldP1 (m_maxAABB);
	m_collision->CalcAABBSimd(m_collisionWorldMatrix, m_minAABB, m_maxAABB);

	if (m_continueCollisionMode) {
		dgFloat32 padding = m_collision->GetBoxMaxRadius() - m_collision->GetBoxMinRadius();
		dgFloat32 maxOmega = (m_omega % m_omega) * timestep * timestep;
		padding = (maxOmega > 1.0f) ? padding : padding * dgSqrt (maxOmega);
		dgVector step (m_veloc.Scale (timestep) + m_accel.Scale (m_invMass.m_w * timestep * timestep));
		step.m_x += (step.m_x > 0.0f) ? padding : -padding;
		step.m_y += (step.m_y > 0.0f) ? padding : -padding;
		step.m_z += (step.m_z > 0.0f) ? padding : -padding;

		dgVector boxSize ((m_maxAABB - m_minAABB).Scale (dgFloat32 (0.25f)));
		for (dgInt32 j = 0; j < 3; j ++) {
			if (dgAbsf (step[j]) > boxSize[j]) {
				if (step[j] > dgFloat32 (0.0f)) {
					m_maxAABB[j] += step[j];
				} else {
					m_minAABB[j] += step[j];
				}
			}
		}

		if (m_collision->IsType (dgCollision::dgCollisionCompound_RTTI)) {
			dgCollisionCompound *const compoundCollision = (dgCollisionCompound *)m_collision;
//			dgInt32 count = compoundCollision->m_count;
//			for (dgInt32 i = 0 ; i < count; i ++) {
//				dgVector& box1Min = compoundCollision->m_aabb[i].m_p0;
//				dgVector& box1Max = compoundCollision->m_aabb[i].m_p1;
				dgVector& box1Min = compoundCollision->m_root->m_p0;
				dgVector& box1Max = compoundCollision->m_root->m_p1;

				dgVector boxSize ((box1Max - box1Min).Scale (dgFloat32 (0.25f)));
				for (dgInt32 j = 0; j < 3; j ++) {
					if (dgAbsf (step[j]) > boxSize[j]) {
						if (step[j] > dgFloat32 (0.0f)) {
							box1Max[j] += step[j];
						} else {
							box1Min[j] += step[j];
						}
					}
				}
//			}
		}
	}

	if (m_collisionCell.m_cell) {
		_ASSERTE (m_world);
		if (!m_sleeping) {
			if ((dgAbsf (oldP0.m_x - m_minAABB.m_x) > DG_AABB_ERROR) || (dgAbsf (oldP0.m_y - m_minAABB.m_y) > DG_AABB_ERROR) ||
				(dgAbsf (oldP0.m_z - m_minAABB.m_z) > DG_AABB_ERROR) || (dgAbsf (oldP1.m_x - m_maxAABB.m_x) > DG_AABB_ERROR) ||
				(dgAbsf (oldP1.m_y - m_maxAABB.m_y) > DG_AABB_ERROR) || (dgAbsf (oldP1.m_z - m_maxAABB.m_z) > DG_AABB_ERROR)) {
				m_world->UpdateBodyBroadphase (this, threadIndex);
			} else {
				m_collisionCell.m_cell->m_active = 1;
			}
		}
	}
#endif
}


void dgBody::UpdateCollisionMatrix (dgFloat32 timestep, dgInt32 threadIndex)
{
	m_collisionWorldMatrix = m_collision->m_offset * m_matrix;

	dgVector oldP0 (m_minAABB);
	dgVector oldP1 (m_maxAABB);
	m_collision->CalcAABB (m_collisionWorldMatrix, m_minAABB, m_maxAABB);

	if (m_continueCollisionMode) {
		dgFloat32 padding = m_collision->GetBoxMaxRadius() - m_collision->GetBoxMinRadius();
		dgFloat32 maxOmega = (m_omega % m_omega) * timestep * timestep;
		padding = (maxOmega > 1.0f) ? padding : padding * dgSqrt (maxOmega);
		dgVector step (m_veloc.Scale (timestep) + m_accel.Scale (m_invMass.m_w * timestep * timestep));
		step.m_x += (step.m_x > 0.0f) ? padding : -padding;
		step.m_y += (step.m_y > 0.0f) ? padding : -padding;
		step.m_z += (step.m_z > 0.0f) ? padding : -padding;

		dgVector boxSize ((m_maxAABB - m_minAABB).Scale (dgFloat32 (0.25f)));
		for (dgInt32 j = 0; j < 3; j ++) {
			if (dgAbsf (step[j]) > boxSize[j]) {
				if (step[j] > dgFloat32 (0.0f)) {
					m_maxAABB[j] += step[j];
				} else {
					m_minAABB[j] += step[j];
				}
			}
		}


		if (m_collision->IsType (dgCollision::dgCollisionCompound_RTTI)) {
//_ASSERTE (0);

			dgCollisionCompound *const compoundCollision = (dgCollisionCompound *)m_collision;
//			dgInt32 count = compoundCollision->m_count;
//			for (dgInt32 i = 0 ; i < count; i ++) {
//				dgVector& box1Min = compoundCollision->m_aabb[i].m_p0;
//				dgVector& box1Max = compoundCollision->m_aabb[i].m_p1;
				dgVector& box1Min = compoundCollision->m_root->m_p0;
				dgVector& box1Max = compoundCollision->m_root->m_p1;

				dgVector boxSize ((box1Max - box1Min).Scale (dgFloat32 (0.25f)));
				for (dgInt32 j = 0; j < 3; j ++) {
					if (dgAbsf (step[j]) > boxSize[j]) {
						if (step[j] > dgFloat32 (0.0f)) {
							box1Max[j] += step[j];
						} else {
							box1Min[j] += step[j];
						}
					}
				}
//			}
		}
	}

	if (m_collisionCell.m_cell) {
		_ASSERTE (m_world);

		if (!m_sleeping) {
			if ((dgAbsf (oldP0.m_x - m_minAABB.m_x) > DG_AABB_ERROR) || (dgAbsf (oldP0.m_y - m_minAABB.m_y) > DG_AABB_ERROR) ||
				(dgAbsf (oldP0.m_z - m_minAABB.m_z) > DG_AABB_ERROR) || (dgAbsf (oldP1.m_x - m_maxAABB.m_x) > DG_AABB_ERROR) ||
				(dgAbsf (oldP1.m_y - m_maxAABB.m_y) > DG_AABB_ERROR) || (dgAbsf (oldP1.m_z - m_maxAABB.m_z) > DG_AABB_ERROR)) {
					m_world->UpdateBodyBroadphase (this, threadIndex);
			} else {
				m_collisionCell.m_cell->m_active = 1;
			}
		}
	}
}


dgFloat32 dgBody::RayCast (
	const dgLineBox& line,
	OnRayCastAction filter,
	OnRayPrecastAction preFilter,
	void* const userData,
	dgFloat32 minT) const
{
	dgContactPoint contactOut;

	_ASSERTE (filter);
	if (m_world->m_cpu == dgSimdPresent) {
		if (dgOverlapTestSimd (line.m_boxL0, line.m_boxL1, m_minAABB, m_maxAABB)) {
			dgVector localP0 (m_collisionWorldMatrix.UntransformVector (line.m_l0));
			dgVector localP1 (m_collisionWorldMatrix.UntransformVector (line.m_l1));
			dgFloat32 t = m_collision->RayCastSimd (localP0, localP1, contactOut, preFilter, this, userData);
			if (t < minT) {
				_ASSERTE (t >= 0.0f);
				_ASSERTE (t <= 1.0f);

				contactOut.m_normal = m_collisionWorldMatrix.RotateVectorSimd (contactOut.m_normal);
				minT = filter (this, contactOut.m_normal, dgInt32 (contactOut.m_userId), userData, t);
			}
		}
	} else {
		if (dgOverlapTest (line.m_boxL0, line.m_boxL1, m_minAABB, m_maxAABB)) {
			dgVector localP0 (m_collisionWorldMatrix.UntransformVector (line.m_l0));
			dgVector localP1 (m_collisionWorldMatrix.UntransformVector (line.m_l1));
			dgFloat32 t = m_collision->RayCast (localP0, localP1, contactOut, preFilter, this, userData);
			if (t < minT) {
				_ASSERTE (t >= 0.0f);
				_ASSERTE (t <= 1.0f);
				contactOut.m_normal = m_collisionWorldMatrix.RotateVector (contactOut.m_normal);
				minT = filter (this, contactOut.m_normal, dgInt32 (contactOut.m_userId), userData, t);
			}
		}
	}
	return minT;
}


void dgBody::AddBuoyancyForce (
	dgFloat32 fluidDensity,
	dgFloat32 fluidLinearViscousity,
	dgFloat32 fluidAngularViscousity,
	const dgVector& gravityVector,
	GetBuoyancyPlane buoyancuPlane,
	void* const context)
{
	if (m_mass.m_w > dgFloat32 (1.0e-2f)) {
		dgVector volumeIntegral (m_collision->CalculateVolumeIntegral (m_collisionWorldMatrix, buoyancuPlane, context));
		if (volumeIntegral.m_w > dgFloat32 (1.0e-4f)) {

//			dgVector buoyanceCenter (volumeIntegral - m_matrix.m_posit);
			dgVector buoyanceCenter (volumeIntegral - m_globalCentreOfMass);

			dgVector force (gravityVector.Scale (-fluidDensity * volumeIntegral.m_w));
			dgVector torque (buoyanceCenter * force);

			dgFloat32 damp = GetMax (GetMin ((m_veloc % m_veloc) * dgFloat32 (100.0f) * fluidLinearViscousity, dgFloat32(dgFloat32 (1.0f))), dgFloat32(dgFloat32 (10.0f)));
			force -= m_veloc.Scale (damp);

			damp = (m_omega % m_omega) * dgFloat32 (10.0f) * fluidAngularViscousity;
			damp = GetMax (GetMin ((m_omega % m_omega) * dgFloat32 (1000.0f) * fluidAngularViscousity, dgFloat32(0.25f)), dgFloat32(2.0f));
			torque -= m_omega.Scale (damp);

//			_ASSERTE (dgSqrt (force % force) < (dgSqrt (gravityVector % gravityVector) * m_mass.m_w * dgFloat32 (100.0f)));
//			_ASSERTE (dgSqrt (torque % torque) < (dgSqrt (gravityVector % gravityVector) * m_mass.m_w * dgFloat32 (100.0f) * dgFloat32 (10.0f)));

			m_world->dgGetUserLock();
			m_accel += force;
			m_alpha += torque;
			m_world->dgReleasedUserLock();
 		}
	}
}



//void dgBody::CalcInvInertiaMatrix (dgMatrix& matrix) const
void dgBody::CalcInvInertiaMatrix ()
{
	_ASSERTE (m_invWorldInertiaMatrix[0][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[1][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[2][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[3][3] == dgFloat32 (1.0f));

	m_invWorldInertiaMatrix[0][0] = m_invMass[0] * m_matrix[0][0];
	m_invWorldInertiaMatrix[0][1] = m_invMass[1] * m_matrix[1][0];
	m_invWorldInertiaMatrix[0][2] = m_invMass[2] * m_matrix[2][0];

	m_invWorldInertiaMatrix[1][0] = m_invMass[0] * m_matrix[0][1];
	m_invWorldInertiaMatrix[1][1] = m_invMass[1] * m_matrix[1][1];
	m_invWorldInertiaMatrix[1][2] = m_invMass[2] * m_matrix[2][1];

	m_invWorldInertiaMatrix[2][0] = m_invMass[0] * m_matrix[0][2];
	m_invWorldInertiaMatrix[2][1] = m_invMass[1] * m_matrix[1][2];
	m_invWorldInertiaMatrix[2][2] = m_invMass[2] * m_matrix[2][2];
	m_invWorldInertiaMatrix = m_invWorldInertiaMatrix * m_matrix;

	m_invWorldInertiaMatrix[3][0] = dgFloat32 (0.0f);
	m_invWorldInertiaMatrix[3][1] = dgFloat32 (0.0f);
	m_invWorldInertiaMatrix[3][2] = dgFloat32 (0.0f);

	_ASSERTE (m_invWorldInertiaMatrix[0][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[1][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[2][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[3][3] == dgFloat32 (1.0f));

}

void dgBody::CalcInvInertiaMatrixSimd ()
{
#ifdef DG_BUILD_SIMD_CODE
//	simd_type m0;
//	simd_type m1;
//	simd_type m2;
//	simd_type r0;
//	simd_type r1;
//	simd_type r2;

	simd_type r0 = simd_pack_lo_v ((simd_type&) m_matrix[0], (simd_type&) m_matrix[1]);
	simd_type r1 = simd_pack_lo_v ((simd_type&) m_matrix[2], (simd_type&) m_matrix[3]);
	simd_type m0 = simd_move_lh_v (r0, r1);
	simd_type m1 = simd_move_hl_v (r1, r0);
	r0 = simd_pack_hi_v ((simd_type&) m_matrix[0], (simd_type&) m_matrix[1]);
	r1 = simd_pack_hi_v ((simd_type&) m_matrix[2], (simd_type&) m_matrix[3]);
	simd_type m2 = simd_move_lh_v (r0, r1);

	r0 = simd_mul_v ((simd_type&) m_matrix[0], simd_set1 (m_invMass[0]));
	r1 = simd_mul_v ((simd_type&) m_matrix[1], simd_set1 (m_invMass[1]));
	simd_type r2 = simd_mul_v ((simd_type&) m_matrix[2], simd_set1 (m_invMass[2]));

	(simd_type&)m_invWorldInertiaMatrix[0] = simd_mul_add_v (
		simd_mul_add_v (simd_mul_v (r0, simd_permut_v (m0, m0, PURMUT_MASK(0, 0, 0, 0))),
						            r1, simd_permut_v (m0, m0, PURMUT_MASK(1, 1, 1, 1))),
									r2, simd_permut_v (m0, m0, PURMUT_MASK(2, 2, 2, 2)));

	(simd_type&)m_invWorldInertiaMatrix[1] = simd_mul_add_v (
		simd_mul_add_v (simd_mul_v (r0, simd_permut_v (m1, m1, PURMUT_MASK(0, 0, 0, 0))),
									r1, simd_permut_v (m1, m1, PURMUT_MASK(1, 1, 1, 1))),
									r2, simd_permut_v (m1, m1, PURMUT_MASK(2, 2, 2, 2)));

	(simd_type&)m_invWorldInertiaMatrix[2] = simd_mul_add_v (
		simd_mul_add_v (simd_mul_v (r0, simd_permut_v (m2, m2, PURMUT_MASK(0, 0, 0, 0))),
									r1, simd_permut_v (m2, m2, PURMUT_MASK(1, 1, 1, 1))),
									r2, simd_permut_v (m2, m2, PURMUT_MASK(2, 2, 2, 2)));

#ifdef _DEBUG
//	dgMatrix aaa (m_invWorldInertiaMatrix);
//	CalcInvInertiaMatrix ();
//	for (int i = 0; i < 4; i ++) {
//		for (int j = 0; j < 4; j ++) {
//			_ASSERTE (dgAbsf (aaa[i][j] - m_invWorldInertiaMatrix[i][j]) <= dgAbsf (aaa[i][j] * dgFloat32 (1.0e-3f)));
//		}
//	}
#endif

	_ASSERTE (m_invWorldInertiaMatrix[0][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[1][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[2][3] == dgFloat32 (0.0f));
	_ASSERTE (m_invWorldInertiaMatrix[3][3] == dgFloat32 (1.0f));

#else


#endif


}

/*
void dgBody::IntegrateVelocity (dgFloat32 timestep, bool update)
{
	dgFloat32 omegaMag2;
	dgFloat32 omegaAngle;
	dgFloat32 invOmegaMag;

//	IntegrateNotUpdate (timestep);

	m_globalCentreOfMass += m_veloc.Scale (timestep);
	while (((m_omega % m_omega) * timestep * timestep) > (DG_MAX_ANGLE_STEP * DG_MAX_ANGLE_STEP)) {
		m_omega = m_omega.Scale (dgFloat32 (0.8f));
	}

	// this is correct
	omegaMag2 = m_omega % m_omega;
	if (omegaMag2 > ((dgFloat32 (0.0125f) * dgDEG2RAD) * (dgFloat32 (0.0125f) * dgDEG2RAD))) {
		invOmegaMag = dgRsqrt (omegaMag2);
		dgVector omegaAxis (m_omega.Scale (invOmegaMag));
		omegaAngle = invOmegaMag * omegaMag2 * timestep;
		dgQuaternion rotation (omegaAxis, omegaAngle);
		m_rotation = m_rotation * rotation;
		m_rotation.Scale(dgRsqrt (m_rotation.DotProduct (m_rotation)));
		m_matrix = dgMatrix (m_rotation, m_matrix.m_posit);
	}

	m_matrix.m_posit = m_globalCentreOfMass - m_matrix.RotateVector(m_localCentreOfMass);

	if (update) {
		if (m_matrixUpdate) {
			m_world->dgGetUserLock();
			m_matrixUpdate (*this, m_matrix);
			m_world->dgReleasedUserLock();
		}
		UpdateCollisionMatrix (timestep);
	}
}
*/

void dgBody::UpdateMatrix (dgFloat32 timestep, dgInt32 threadIndex)
{
	if (m_matrixUpdate) {
//		m_world->dgGetUserLock_();
		m_matrixUpdate (*this, m_matrix, threadIndex);
//		m_world->dgReleasedUserLock_();
	}
	UpdateCollisionMatrix (timestep, threadIndex);
}

void dgBody::IntegrateVelocity (dgFloat32 timestep)
{

	//	IntegrateNotUpdate (timestep);

	m_globalCentreOfMass += m_veloc.Scale (timestep);
	while (((m_omega % m_omega) * timestep * timestep) > (DG_MAX_ANGLE_STEP * DG_MAX_ANGLE_STEP)) {
		m_omega = m_omega.Scale (dgFloat32 (0.8f));
	}

	// this is correct
	dgFloat32 omegaMag2 = m_omega % m_omega;
	if (omegaMag2 > ((dgFloat32 (0.0125f) * dgDEG2RAD) * (dgFloat32 (0.0125f) * dgDEG2RAD))) {
		dgFloat32 invOmegaMag = dgRsqrt (omegaMag2);
		dgVector omegaAxis (m_omega.Scale (invOmegaMag));
		dgFloat32 omegaAngle = invOmegaMag * omegaMag2 * timestep;
		dgQuaternion rotation (omegaAxis, omegaAngle);
		m_rotation = m_rotation * rotation;
		m_rotation.Scale(dgRsqrt (m_rotation.DotProduct (m_rotation)));
		m_matrix = dgMatrix (m_rotation, m_matrix.m_posit);
	}

	m_matrix.m_posit = m_globalCentreOfMass - m_matrix.RotateVector(m_localCentreOfMass);

#ifdef _DEBUG
	for (int i = 0; i < 4; i ++) {
		for (int j = 0; j < 4; j ++) {
			_ASSERTE (dgCheckFloat(m_matrix[i][j]));
		}
	}

	int j0 = 1;
	int j1 = 2;
	for (int i = 0; i < 3; i ++) {
		dgFloat32 val;
		_ASSERTE (m_matrix[i][3] == 0.0f);
		val = m_matrix[i] % m_matrix[i];
		_ASSERTE (dgAbsf (val - 1.0f) < 1.0e-5f);
		dgVector tmp (m_matrix[j0] * m_matrix[j1]);
		val = tmp % m_matrix[i];
		_ASSERTE (dgAbsf (val - 1.0f) < 1.0e-5f);
		j0 = j1;
		j1 = i;
	}
#endif
}



void dgBody::CalculateContinueVelocity (dgFloat32 timestep, dgVector& veloc, dgVector& omega) const
{
//	timestep = m_world->m_currTimestep;
	veloc = m_veloc + m_accel.Scale (timestep * m_invMass.m_w);

	dgVector localAlpha (m_matrix.UnrotateVector (m_alpha));
	dgVector alpha (m_matrix.RotateVector (localAlpha.CompProduct (m_invMass)));
	omega = m_omega + alpha.Scale (timestep);
}

void dgBody::CalculateContinueVelocitySimd (
	dgFloat32 timestep,
	dgVector& veloc,
	dgVector& omega) const
{
#ifdef DG_BUILD_SIMD_CODE
	//	timestep = m_world->m_currTimestep;
	veloc = m_veloc + m_accel.Scale (timestep * m_invMass.m_w);

	dgVector localAlpha (m_matrix.UnrotateVectorSimd (m_alpha));
	dgVector alpha (m_matrix.RotateVectorSimd (localAlpha.CompProductSimd (m_invMass)));
	omega = m_omega + alpha.Scale (timestep);
#endif
}


dgVector dgBody::GetTrajectory (const dgVector& velocParam, const dgVector& omegaParam) const
{
_ASSERTE (0);
return dgVector (0,0,0,0);
/*
	dgFloat32 timestep;
	dgFloat32 omegaMag2;
	dgFloat32 omegaAngle;
	dgFloat32 invOmegaMag;
	dgVector rotdisp (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (1.0f));

	timestep = m_world->m_currTimestep;
	dgVector omega (m_matrix.UnrotateVector (omegaParam));
	omegaMag2 = omega % omega;
	if (omegaMag2 > ((dgFloat32 (0.0125f) * dgDEG2RAD) * (dgFloat32 (0.0125f) * dgDEG2RAD))) {
		invOmegaMag = dgRsqrt (omegaMag2);
		dgVector omegaAxis (omega.Scale (invOmegaMag));
		omegaAngle = invOmegaMag * omegaMag2 * timestep;
		dgQuaternion rotation (omegaAxis, omegaAngle);
		//m_rotation = rotation * m_rotation;
		//m_rotation.Scale(dgRsqrt (m_rotation.DotProduct (m_rotation)));
		//m_matrix = dgMatrix (m_rotation, m_matrix.m_posit);
		dgMatrix matrix (dgQuaternion (omegaAxis, omegaAngle), dgVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (1.0f)));
		rotdisp = matrix.RotateVector (m_collision->GetOffsetMatrix().m_posit);
	}

	return velocParam.Scale (timestep) + rotdisp;
*/
}



/*
void dgBody::IntegrateNotUpdate (dgFloat32 timestep)
{
	dgFloat32 omegaMag2;
	dgFloat32 omegaAngle;
	dgFloat32 invOmegaMag;

	m_accel = m_accel.Scale (m_invMass.m_w);
	dgVector localAlpha (m_matrix.UnrotateVector (m_alpha));
	m_alpha = m_matrix.RotateVector (localAlpha.CompProduct (m_invMass));

	m_veloc += m_accel.Scale (timestep);
	m_omega += m_alpha.Scale (timestep);

	m_globalCentreOfMass += m_veloc.Scale (timestep);
	while (((m_omega % m_omega) * timestep * timestep) > (DG_MAX_ANGLE_STEP * DG_MAX_ANGLE_STEP)) {
		m_omega = m_omega.Scale (dgFloat32 (0.8f));
	}

	// this is correct
	omegaMag2 = m_omega % m_omega;
	if (omegaMag2 > ((dgFloat32 (0.0125f) * dgDEG2RAD) * (dgFloat32 (0.0125f) * dgDEG2RAD))) {
		invOmegaMag = dgRsqrt (omegaMag2);
		dgVector omegaAxis (m_omega.Scale (invOmegaMag));
		omegaAngle = invOmegaMag * omegaMag2 * timestep;
		dgQuaternion rotation (omegaAxis, omegaAngle);
		m_rotation = m_rotation * rotation;
		m_rotation.Scale(dgRsqrt (m_rotation.DotProduct (m_rotation)));
		m_matrix = dgMatrix (m_rotation, m_matrix.m_posit);
	}

	m_matrix.m_posit = m_globalCentreOfMass - m_matrix.RotateVector(m_localCentreOfMass);
}
*/


dgVector dgBody::CalculateInverseDynamicForce (const dgVector& desiredVeloc, dgFloat32 timestep) const
{
	//dgWord* world;
	dgFloat32 massAccel;
	massAccel = m_mass.m_w / timestep;

	if (m_world->m_solverMode){
		if (m_masterNode->GetInfo().GetCount() >= 2){
			massAccel *= (dgFloat32 (2.0f) * dgFloat32 (LINEAR_SOLVER_SUB_STEPS) / dgFloat32 (LINEAR_SOLVER_SUB_STEPS + 1));
		}
	}
	return (desiredVeloc - m_veloc).Scale (massAccel);
}


dgConstraint* dgBody::GetFirstJoint() const
{
	dgBodyMasterListRow::dgListNode* node;

	for (node = m_masterNode->GetInfo().GetFirst(); node; node = node->GetNext()) {
		dgConstraint* joint;
		joint = node->GetInfo().m_joint;
		if (joint->GetId() >= dgUnknownConstraintId) {
			return joint;
		}
	}
	return NULL;
}

dgConstraint* dgBody::GetNextJoint(dgConstraint* joint) const
{
	dgBodyMasterListRow::dgListNode* node;

	node = joint->GetLink0();
	if (joint->GetBody0() != this) {
		node = joint->GetLink1();
	}

	if (node->GetInfo().m_joint == joint) {
		for (node = node->GetNext(); node; node = node->GetNext()) {
			dgConstraint* joint;
			joint = node->GetInfo().m_joint;
			if (joint->GetId() >= dgUnknownConstraintId) {
				return joint;
			}
		}
	}

	return NULL;
}


dgConstraint* dgBody::GetFirstContact() const
{
	dgBodyMasterListRow::dgListNode* node;

	for (node = m_masterNode->GetInfo().GetFirst(); node; node = node->GetNext()) {
		dgConstraint* joint;
		joint = node->GetInfo().m_joint;
		if (joint->GetId() == dgContactConstraintId) {
			return joint;
		}
	}
	return NULL;
}

dgConstraint* dgBody::GetNextContact(dgConstraint* joint) const
{
	dgBodyMasterListRow::dgListNode* node;

	node = joint->GetLink0();
	if (joint->GetBody0() != this) {
		node = joint->GetLink1();
	}

	if (node->GetInfo().m_joint == joint) {
		for (node = node->GetNext(); node; node = node->GetNext()) {
			dgConstraint* joint;
			joint = node->GetInfo().m_joint;
			if (joint->GetId() == dgContactConstraintId) {
				return joint;
			}
		}
	}

	return NULL;
}




void dgBody::SetFreeze (bool state)
{
	if (state){
		Freeze();
	} else {
		Unfreeze();
	}
}


void dgBody::Freeze ()
{
	if (m_invMass.m_w > dgFloat32 (0.0f)) {
		if (!m_freeze) {
			m_freeze = true;
			dgBodyMasterListRow::dgListNode* node;

			for (node = m_masterNode->GetInfo().GetFirst(); node; node = node->GetNext()) {
				dgBody* body;
				body = node->GetInfo().m_bodyNode;
				body->Freeze ();
			}
		}
	}
}

void dgBody::Unfreeze ()
{
	if (m_invMass.m_w > dgFloat32 (0.0f)) {
		m_equilibrium = false;
		if (m_freeze) {
			m_freeze = false;
			dgBodyMasterListRow::dgListNode* node;

			for (node = m_masterNode->GetInfo().GetFirst(); node; node = node->GetNext()) {
				dgBody* body;
				body = node->GetInfo().m_bodyNode;
				body->Unfreeze ();
			}
		}
	}
}



void dgBody::AddImpulse (const dgVector& pointDeltaVeloc, const dgVector& pointPosit)
{
	dgInt32 i;
	dgInt32 j;
	dgMatrix tmpMatrix;

	tmpMatrix[0][0] = m_invMass[0] * m_matrix[0][0];
	tmpMatrix[0][1] = m_invMass[1] * m_matrix[1][0];
	tmpMatrix[0][2] = m_invMass[2] * m_matrix[2][0];
	tmpMatrix[0][3] = dgFloat32 (0.0f);

	tmpMatrix[1][0] = m_invMass[0] * m_matrix[0][1];
	tmpMatrix[1][1] = m_invMass[1] * m_matrix[1][1];
	tmpMatrix[1][2] = m_invMass[2] * m_matrix[2][1];
	tmpMatrix[1][3] = dgFloat32 (0.0f);

	tmpMatrix[2][0] = m_invMass[0] * m_matrix[0][2];
	tmpMatrix[2][1] = m_invMass[1] * m_matrix[1][2];
	tmpMatrix[2][2] = m_invMass[2] * m_matrix[2][2];
	tmpMatrix[2][3] = dgFloat32 (0.0f);

	tmpMatrix[3][0] = dgFloat32 (0.0f);
	tmpMatrix[3][1] = dgFloat32 (0.0f);
	tmpMatrix[3][2] = dgFloat32 (0.0f);
	tmpMatrix[3][3] = dgFloat32 (1.0f);
	dgMatrix invInertia (tmpMatrix * m_matrix);

	// get contact matrix
	dgMatrix tmp;
	//	dgVector globalContact (pointPosit - m_matrix.m_posit);
	dgVector globalContact (pointPosit - m_globalCentreOfMass);

	//globalContact[0] = dgFloat32 (0.0f);
	//globalContact[1] = dgFloat32 (0.0f);
	//globalContact[2] = dgFloat32 (0.0f);

	tmp[0][0] = dgFloat32 (0.0f);
	tmp[0][1] = + globalContact[2];
	tmp[0][2] = - globalContact[1];
	tmp[0][3] = dgFloat32 (0.0f);

	tmp[1][0] = -globalContact[2];
	tmp[1][1] = dgFloat32 (0.0f);
	tmp[1][2] = +globalContact[0];
	tmp[1][3] = dgFloat32 (0.0f);

	tmp[2][0] = +globalContact[1];
	tmp[2][1] = -globalContact[0];
	tmp[2][2] = dgFloat32 (0.0f);
	tmp[2][3] = dgFloat32 (0.0f);

	tmp[3][0] = dgFloat32 (0.0f);
	tmp[3][1] = dgFloat32 (0.0f);
	tmp[3][2] = dgFloat32 (0.0f);
	tmp[3][3] = dgFloat32 (1.0f);

	dgMatrix contactMatrix (tmp * invInertia * tmp);
	for (i = 0; i < 3; i ++) {
		for (j = 0; j < 3; j ++) {
			contactMatrix[i][j] *= -dgFloat32 (1.0f);
		}
	}
	contactMatrix[0][0] += m_invMass.m_w;
	contactMatrix[1][1] += m_invMass.m_w;
	contactMatrix[2][2] += m_invMass.m_w;

	contactMatrix = contactMatrix.Symetric3by3Inverse ();

	// change of momentum
	dgVector changeOfMomentum (contactMatrix.RotateVector (pointDeltaVeloc));


	dgVector dv (changeOfMomentum.Scale (m_invMass.m_w));
	dgVector dw (invInertia.RotateVector (globalContact * changeOfMomentum));

	m_veloc += dv;
	m_omega += dw;

	m_sleeping	= false;
	m_equilibrium = false;
	Unfreeze ();
}

void dgBody::InvalidateCache ()
{
	m_sleeping = false;
//	m_isInWorld = true;
	m_equilibrium = false;
	m_genericLRUMark = 0;
	m_sleepingCounter = 0;
	m_prevExternalForce = dgVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
	m_prevExternalTorque = dgVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));

	dgMatrix matrix (m_matrix);
	SetMatrixOriginAndRotation(matrix);
}

