/*
-----------------------------------------------------------------------------
This source file is part of the OGRE Reference Application, a layer built
on top of OGRE(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright © 2000-2002 The OGRE Team
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/

#include "OgreRefAppApplicationObject.h"
#include "OgreRefAppWorld.h"
#include "ode/collision.h"
#include "OgreControllerManager.h"
#include "OgreStringConverter.h"
#include "OgreRoot.h"

namespace OgreRefApp
{
    //-------------------------------------------------------------------------
    ApplicationObject::ApplicationObject(const String& name)
    {
        mSceneNode = 0;
        mEntity = 0;
        mOdeBody = 0;
        mDynamicsEnabled = false;
        mReenableIfInteractedWith = false;
        mCollisionEnabled = true;
		mSoftness = 0.0;
		mBounceCoeffRestitution = 0;
		mBounceVelocityThreshold = 0.1;
        setFriction(Math::POS_INFINITY);
        dMassSetZero(&mMass);

        mDisableTimeEnd = 0;
        mDisableTime = 3000.0f; // millisenconds
        mAngularVelDisableThreshold = 1.0f;
        mLinearVelDisableThreshold = 1.0f;



    }
    //-------------------------------------------------------------------------
    ApplicationObject::~ApplicationObject()
    {
        SceneManager* sm = World::getSingleton().getSceneManager();
        if (mSceneNode)
        {
            sm->destroySceneNode(mSceneNode->getName());
            mSceneNode = 0;
        }

        // TODO destroy entity

        // Destroy mass
        if (mOdeBody)
        {
            delete mOdeBody;
            mOdeBody = 0;
        }

        // Destroy collision proxies
        CollisionProxyList::iterator i, iend;
        iend = mCollisionProxies.end();
        for (i = mCollisionProxies.begin(); i != iend; ++i)
        {
            delete (*i);
        }



    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setPosition(const Vector3& vec)
    {
        setPosition(vec.x, vec.y, vec.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setPosition(Real x, Real y, Real z)
    {
        mSceneNode->setPosition(x, y, z);
        if (isDynamicsEnabled() && mOdeBody)
            mOdeBody->setPosition(x, y, z);
        updateCollisionProxies();
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setOrientation(const Quaternion& orientation)
    {
        mSceneNode->setOrientation(orientation);
        if (isDynamicsEnabled() && mOdeBody)
        {
            dReal dquat[4] = {orientation.w, orientation.x, orientation.y, orientation.z };
            mOdeBody->setQuaternion(dquat);
        }
        updateCollisionProxies();
    }
    //-------------------------------------------------------------------------
    const Vector3& ApplicationObject::getPosition(void)
    {
        return mSceneNode->getPosition();
    }
    //-------------------------------------------------------------------------
    const Quaternion& ApplicationObject::getOrientation(void)
    {
        return mSceneNode->getOrientation();
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setDynamicsDisableThreshold(Real linearSq, 
        Real angularSq, Real overTime)
    {
        mLinearVelDisableThreshold = linearSq;
        mAngularVelDisableThreshold = angularSq;
        mDisableTime = overTime * 1000;
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::_updateFromDynamics()
    {
        if (!mOdeBody)
        {
            return;
        }
        // Update dynamics enabled flag from dynamics (may have been reenabled)
        if (mReenableIfInteractedWith)
        {
            mDynamicsEnabled = mOdeBody->isEnabled() == 0 ? false : true;
        }

        if (mDynamicsEnabled)
        {
            // Get position & rotation from ODE
            const dReal* pos = mOdeBody->getPosition();
            const dReal* quat = mOdeBody->getQuaternion();

            mSceneNode->setPosition((Real)pos[0], (Real)pos[1], (Real)pos[2]);
            mSceneNode->setOrientation((Real)quat[0], (Real)quat[1], 
                (Real)quat[2], (Real)quat[3]);

            updateCollisionProxies();

            // Check to see if object has stabilised, if so turn off dynamics
            // to save processor time
            // NB will be reenabled if interacted with
            
            if (this->getLinearVelocity().squaredLength() <= mLinearVelDisableThreshold
                && this->getAngularVelocity().squaredLength() <= mAngularVelDisableThreshold)
            {
                if (mDisableTimeEnd > 0.0f)
                {
                    // We're counting, check disable time
                    if (Root::getSingleton().getTimer()->getMilliseconds() > mDisableTimeEnd)
                    {
                        this->setDynamicsEnabled(false, true);
                        //LogManager::getSingleton().logMessage(mEntity->getName() + " disabled");
                        mDisableTimeEnd = 0.0f;
                    }

                }
                else 
                {
                    // We're not counting down yet, so start the count
                    // NB is mDisableTime = 0 we never disable
                    if (mDisableTime > 0)
                    {
                        mDisableTimeEnd = Root::getSingleton().getTimer()->getMilliseconds() + mDisableTime;
                        //LogManager::getSingleton().logMessage("Starting countdown...");
                    }
                }
            }
            else
            {
                // We're still moving
                mDisableTimeEnd = 0.0f;
            }

        }
    }
    //-------------------------------------------------------------------------
    bool ApplicationObject::isCollisionEnabled(void)
    {
        return mCollisionEnabled;
    }
    //-------------------------------------------------------------------------
    bool ApplicationObject::isDynamicsEnabled(void)
    {
        return (mDynamicsEnabled || mReenableIfInteractedWith);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setCollisionEnabled(bool enabled)
    {
        mCollisionEnabled = enabled;
        setEntityQueryFlags();
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setDynamicsEnabled(bool enabled, bool reEnableOnInteraction)
    {
        
        mDynamicsEnabled = enabled;
        mReenableIfInteractedWith = reEnableOnInteraction;

        // World must keep an eye on enabled or potentially reenabled objects
        World::getSingleton()._notifyDynamicsStateForObject(this, 
            mDynamicsEnabled || mReenableIfInteractedWith);
        
        if (mDynamicsEnabled)
        {
            // Ensure body is synced
            mOdeBody->enable();
        }
        else if (mOdeBody)
        {
            mOdeBody->disable();
        }
        // Set properties
        if (mDynamicsEnabled || mReenableIfInteractedWith)
        {
            const Vector3& pos = getPosition();
            mOdeBody->setPosition(pos.x, pos.y, pos.z);
            const Quaternion& q = getOrientation();
            dReal dquat[4] = {q.w, q.x, q.y, q.z };
            mOdeBody->setQuaternion(dquat);
        }
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addForce(const Vector3& direction, const Vector3& atPosition)
    {
        addForce(direction.x, direction.y, direction.z, 
            atPosition.x, atPosition.y, atPosition.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addForce(Real dir_x, Real dir_y, Real dir_z, 
        Real pos_x, Real pos_y, Real pos_z)
    {
        assert (mOdeBody && "No dynamics body set up for this object");
        mOdeBody->addRelForceAtRelPos(dir_x, dir_y, dir_z, 
            pos_x, pos_y, pos_z);

    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addForceWorldSpace(const Vector3& direction, const Vector3& atPosition)
    {
        addForceWorldSpace(direction.x, direction.y, direction.z, 
            atPosition.x, atPosition.y, atPosition.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addForceWorldSpace(Real dir_x, Real dir_y, Real dir_z, 
        Real pos_x, Real pos_y, Real pos_z)
    {
        assert (mOdeBody && "No dynamics body set up for this object");
        mOdeBody->addForceAtPos(dir_x, dir_y, dir_z, 
            pos_x, pos_y, pos_z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addTorque(const Vector3& direction)
    {
        addTorque(direction.x, direction.y, direction.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addTorque(Real x, Real y, Real z)
    {
        assert (mOdeBody && "No dynamics body set up for this object");
        mOdeBody->addRelTorque(x, y, z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addTorqueWorldSpace(const Vector3& direction)
    {
        addTorqueWorldSpace(direction.x, direction.y, direction.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::addTorqueWorldSpace(Real x, Real y, Real z)
    {
        assert (mOdeBody && "No dynamics body set up for this object");
        mOdeBody->addTorque(x, y, z);
    }
    //-------------------------------------------------------------------------
    SceneNode* ApplicationObject::getSceneNode(void)
    {
        return mSceneNode;
    }
    //-------------------------------------------------------------------------
    Entity* ApplicationObject::getEntity(void)
    {
        return mEntity;
    }
    //-------------------------------------------------------------------------
    dBody* ApplicationObject::getOdeBody(void)
    {
        if (isDynamicsEnabled())
        {
            return mOdeBody;
        }
        else
        {
            // dynamics are disabled
            return 0;
        }
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::updateCollisionProxies(void)
    {
        CollisionProxyList::iterator i, iend;
        iend = mCollisionProxies.end();
        for (i = mCollisionProxies.begin(); i != iend; ++i)
        {
            // set from node
            const Vector3& pos = mSceneNode->getPosition();
            dGeom* pProxy = *i;
            pProxy->setPosition(pos.x, pos.y, pos.z);
            const Quaternion& orientation = mSceneNode->getOrientation();
            // Hmm, no setQuaternion on proxy
            // Do a conversion
            dReal dquat[4] = {orientation.w, orientation.x, orientation.y, orientation.z };
            dMatrix3 dm3;
            memset(dm3, 0, sizeof(dMatrix3));
            dQtoR(dquat, dm3);
            pProxy->setRotation(dm3); 
            
        }

    }
    //-------------------------------------------------------------------------
    bool ApplicationObject::testCollide(ApplicationObject* otherObj)
    {
        bool collided = false;
        dContactGeom contactGeom;
        dGeom *o1, *o2;
        CollisionProxyList::const_iterator proxy1, proxy2, proxy1end, proxy2end;
        proxy1end = mCollisionProxies.end();
        proxy2end = otherObj->mCollisionProxies.end();

        CollisionInfo collInfo;

        for (proxy1 = mCollisionProxies.begin(); proxy1 != proxy1end; ++proxy1)
        {
            for (proxy2 = otherObj->mCollisionProxies.begin(); proxy2 != proxy2end; ++proxy2)
            {
                o1 = *proxy1;
                o2 = *proxy2;
                int numc = dCollide(o1->id(), o2->id(), 0, &contactGeom, sizeof(dContactGeom));
                if (numc)
                {
                    // Create contact joints if either object is dynamics simulated
                    // If one is not, then sim will not affect it anyway, it will be fixed
                    // However if one is enabled, we need the contact joint
                    if (this->isDynamicsEnabled() || otherObj->isDynamicsEnabled())
                    {
						// We use the most agressive parameters from both objects for the contact
                        dContact contact;
						Real bounce, velThresh, softness;
						// Use the highest coeff of restitution from both objects
						bounce = std::max(this->getBounceRestitutionValue(), 
								otherObj->getBounceRestitutionValue());
						// Use the lowest velocity threshold from both objects
						velThresh = std::min(this->getBounceVelocityThreshold(),
								otherObj->getBounceVelocityThreshold());
						// Set flags
						contact.surface.mode = dContactBounce | dContactApprox1;
						contact.surface.bounce = bounce;
						contact.surface.bounce_vel = velThresh;

						softness = this->getSoftness() + otherObj->getSoftness();
						if (softness > 0)
						{
                        	contact.surface.mode |= dContactSoftCFM;
							contact.surface.soft_cfm = softness;
						}
						
                        // Set friction to min of 2 objects
                        // Note that ODE dInfinity == Math::POS_INFINITY
                        contact.surface.mu = std::min(this->getFriction(), otherObj->getFriction());
                        contact.surface.mu2 = 0;
                        contact.geom = contactGeom;
                        dContactJoint contactJoint(
                            World::getSingleton().getOdeWorld()->id(), 
                            World::getSingleton().getOdeContactJointGroup()->id(), 
                            &contact);

                        // Get ODE bodies
                        // May be null, if so use 0 (immovable) body ids
                        dBody *b1, *b2;
                        dBodyID bid1, bid2;
                        bid1 = bid2 = 0;
                        b1 = this->getOdeBody();
                        b2 = otherObj->getOdeBody();
                        if (b1) bid1 = b1->id();
                        if (b2) bid2 = b2->id();
                        contactJoint.attach(bid1, bid2);
                    }

                    // Tell both objects about the collision
                    collInfo.position.x = contactGeom.pos[0];
                    collInfo.position.y = contactGeom.pos[1];
                    collInfo.position.z = contactGeom.pos[2];
                    collInfo.normal.x = contactGeom.normal[0];
                    collInfo.normal.y = contactGeom.normal[1];
                    collInfo.normal.z = contactGeom.normal[2];
                    collInfo.penetrationDepth = contactGeom.depth;
                    this->_notifyCollided(otherObj, collInfo);
                    otherObj->_notifyCollided(this, collInfo);


                    // set return 
                    collided = true;
                }
            }
        }
        return collided;

    }
    //-------------------------------------------------------------------------
    bool ApplicationObject::testCollide(SceneQuery::WorldFragment* wf)
    {
        switch (wf->fragmentType)
        {
        case SceneQuery::WFT_NONE:
            return false;
        case SceneQuery::WFT_PLANE_BOUNDED_REGION:
            return testCollidePlaneBounds(wf);
        default:
            break;
        };

        // not handled
        return false;
    }
    //-------------------------------------------------------------------------
    bool ApplicationObject::testCollidePlaneBounds(SceneQuery::WorldFragment* wf)
    {
        bool collided = false;
        dContactGeom contactGeom;
        dGeom *obj;
        CollisionProxyList::const_iterator proxy, proxyend;
        proxyend = mCollisionProxies.end();

        std::list<Plane>::const_iterator pi, piend;
        piend = wf->planes->end();

        CollisionInfo collInfo;

        for (proxy = mCollisionProxies.begin(); proxy != proxyend; ++proxy)
        {
            // Hack, simply collide against planes which is facing towards center
            // We can't do this properly without mesh collision
            obj = *proxy;
            Real maxdist = -1.0f;
            const Plane* bestPlane = 0;
            for (pi = wf->planes->begin(); pi != piend; ++pi)
            {
                const Plane *boundPlane = &(*pi);
                Real dist = boundPlane->getDistance(this->getPosition());
                if (dist >= 0.0f)
                {
                    dPlane odePlane(0, boundPlane->normal.x, boundPlane->normal.y, boundPlane->normal.z, 
                        -boundPlane->d);

                    int numc = dCollide(obj->id(), odePlane.id() , 0, &contactGeom, sizeof(dContactGeom));
                    if (numc)
                    {
                        // Create contact joints if object is dynamics simulated
                        if (this->isDynamicsEnabled())
                        {
                            // TODO: combine object parameters with WorldFragment physical properties
                            dContact contact;
					        // Set flags
					        contact.surface.mode = dContactBounce | dContactApprox1;
					        contact.surface.bounce = this->getBounceRestitutionValue();
					        contact.surface.bounce_vel = this->getBounceVelocityThreshold();
					        Real softness = this->getSoftness();
					        if (softness > 0)
					        {
                                contact.surface.mode |= dContactSoftCFM;
						        contact.surface.soft_cfm = softness;
					        }
            				
                            // Set friction 
                            contact.surface.mu = this->getFriction();
                            contact.surface.mu2 = 0;
                            contact.geom = contactGeom;
                            dContactJoint contactJoint(
                                World::getSingleton().getOdeWorld()->id(), 
                                World::getSingleton().getOdeContactJointGroup()->id(), 
                                &contact);

                            // Get ODE body,world fragment body is 0 clearly (immovable)
                            dBody* body = this->getOdeBody();
                            dBodyID bid;
                            bid = 0;
                            if (body) bid = body->id();
                            contactJoint.attach(bid, 0);
                        }

                        // Tell object about the collision
                        collInfo.position.x = contactGeom.pos[0];
                        collInfo.position.y = contactGeom.pos[1];
                        collInfo.position.z = contactGeom.pos[2];
                        collInfo.normal.x = contactGeom.normal[0];
                        collInfo.normal.y = contactGeom.normal[1];
                        collInfo.normal.z = contactGeom.normal[2];

                        // NB clamp the depth to compensate for crazy results
                        collInfo.penetrationDepth = contactGeom.depth;
                        //collInfo.penetrationDepth = std::max(collInfo.penetrationDepth,
                        //    this->getLinearVelocity().length());
                        this->_notifyCollided(wf, collInfo);


                        // set return 
                        collided = true;
                    }
                }
            } 
            
        }
        return collided;
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::_notifyCollided(ApplicationObject* otherObj, 
        const ApplicationObject::CollisionInfo& info)
    {
        // NB contacts for physics are not created here but in testCollide
        // Application subclasses should do their own respose here if required
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::_notifyCollided(SceneQuery::WorldFragment* wf, 
        const CollisionInfo& info)
    {
        // NB contacts for physics are not created here but in testCollide
        // Application subclasses should do their own respose here if required
    }
    //-------------------------------------------------------------------------
	void ApplicationObject::setBounceParameters(Real restitutionValue, 
			Real velocityThreshold)
	{
		mBounceCoeffRestitution = restitutionValue;
		mBounceVelocityThreshold = velocityThreshold;
	}
    //-------------------------------------------------------------------------
	Real ApplicationObject::getBounceRestitutionValue(void)
	{
		return mBounceCoeffRestitution;
	}
    //-------------------------------------------------------------------------
	Real ApplicationObject::getBounceVelocityThreshold(void)
	{
		return mBounceVelocityThreshold;
	}
    //-------------------------------------------------------------------------
	void ApplicationObject::setSoftness(Real softness)
	{
		mSoftness = softness;
	}
    //-------------------------------------------------------------------------
	Real ApplicationObject::getSoftness(void)
	{
		return mSoftness;
	}
    //-------------------------------------------------------------------------
    void ApplicationObject::setFriction(Real friction)
    {
        if (friction == Math::POS_INFINITY)
        {
            mFriction = dInfinity;
        }
        else
        {
            mFriction = friction;
        }
    }
    //-------------------------------------------------------------------------
    Real ApplicationObject::getFriction(void)
    {
        return mFriction;
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setMassSphere(Real density, Real radius)
    {
        dMassSetSphere(&mMass, density, radius);
        mOdeBody->setMass(&mMass);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setMassBox(Real density, const Vector3& dimensions, 
        const Quaternion& orientation)
    {
        dMassSetBox(&mMass, density, dimensions.x, dimensions.y, dimensions.z);

        Matrix3 m3;
        orientation.ToRotationMatrix(m3);
        dMatrix3 dm3;
        OgreToOde(m3, dm3);
        dMassRotate(&mMass, dm3);

        mOdeBody->setMass(&mMass);


    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setMassCappedCylinder(Real density, Real length, Real width, 
        const Quaternion& orientation)
    {
        dMassSetCappedCylinder(&mMass, density, 3, width, length);

        Matrix3 m3;
        orientation.ToRotationMatrix(m3);
        dMatrix3 dm3;
        OgreToOde(m3, dm3);
        dMassRotate(&mMass, dm3);

        mOdeBody->setMass(&mMass);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setMassExpert(Real mass, const Vector3 center, const Matrix3 inertia)
    {

        mMass.mass = mass;
        mMass.c[0] = center.x;
        mMass.c[1] = center.y;
        mMass.c[2] = center.z;
        OgreToOde(inertia, mMass.I);
        
        mOdeBody->setMass(&mMass);

    }
    //-------------------------------------------------------------------------
    const dMass* ApplicationObject::getOdeMass(void)
    {
        return &mMass;
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setLinearVelocity(const Vector3& vel)
    {
        setLinearVelocity(vel.x, vel.y, vel.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setLinearVelocity(Real x, Real y, Real z)
    {
        assert(mOdeBody && isDynamicsEnabled() &&
            "Cannot set velocity on an object unless dynamics are enabled and"
            " an ODE body exists");
        mOdeBody->setLinearVel(x, y, z);
        // Reenable if on trigger
        setDynamicsEnabled(true, true);
    }
    //-------------------------------------------------------------------------
    const Vector3& ApplicationObject::getLinearVelocity(void)
    {
        assert(mOdeBody && isDynamicsEnabled() &&
            "Cannot get velocity on an object unless dynamics are enabled and"
            " an ODE body exists");
        static Vector3 vel;
        const dReal* odeVel = mOdeBody->getLinearVel();
        vel.x = odeVel[0];
        vel.y = odeVel[1];
        vel.z = odeVel[2];
        return vel;
        
    }
    //-------------------------------------------------------------------------
    const Vector3& ApplicationObject::getAngularVelocity(void)
    {
        assert(mOdeBody && isDynamicsEnabled() &&
            "Cannot get velocity on an object unless dynamics are enabled and"
            " an ODE body exists");
        static Vector3 vel;
        const dReal* odeVel = mOdeBody->getAngularVel();
        vel.x = odeVel[0];
        vel.y = odeVel[1];
        vel.z = odeVel[2];
        return vel;
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setAngularVelocity(const Vector3& vel)
    {
        setAngularVelocity(vel.x, vel.y, vel.z);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setAngularVelocity(Real x, Real y, Real z)
    {
        assert(mOdeBody && isDynamicsEnabled() &&
            "Cannot set velocity on an object unless dynamics are enabled and"
            " an ODE body exists");
        mOdeBody->setAngularVel(x, y, z);
        // Reenable if on trigger
        setDynamicsEnabled(true, true);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::translate(const Vector3& d)
    {
        // Adjust position by rotation
        Vector3 newTrans = mSceneNode->getOrientation() * d;
        translateWorldSpace(newTrans);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::translate(Real x, Real y, Real z)
    {
        translate(Vector3(x, y, z));
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::translateWorldSpace(const Vector3& d)
    {
        setPosition(getPosition() + d);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::translateWorldSpace(Real x, Real y, Real z)
    {
        translateWorldSpace(Vector3(x, y, z));
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::roll(const Radian& angle)
    {
        rotate(Vector3::UNIT_Z, angle);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::pitch(const Radian& angle)
    {
        rotate(Vector3::UNIT_X, angle);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::yaw(const Radian& angle)
    {
        rotate(Vector3::UNIT_Y, angle);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::rotate(const Vector3& axis, const Radian& angle)
    {
        Quaternion q;
        q.FromAngleAxis(angle,axis);
        rotate(q);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::rotate(const Quaternion& q)
    {
        setOrientation(getOrientation() * q);
    }
    //-------------------------------------------------------------------------
    void ApplicationObject::setEntityQueryFlags(void)
    {
        // Real basic query mask usage for now
        // collision enabled = 0xFFFFFFFF
        // collision disabled = 0x0
        if (mEntity)
        {
            mEntity->setQueryFlags( mCollisionEnabled ? 0xFFFFFFFF : 0 );
        }
    }



}

