
ENT.Type = "point"

DIR_BACKWARD 	= -1
DIR_NONE 	= 0
DIR_FORWARD 	= 1

TYPE_NORMAL	= 0
TYPE_MUSCLE	= 1

/*---------------------------------------------------------
   Name: Initialize
   Desc: First function called. Use to set up your entity
---------------------------------------------------------*/
function ENT:Initialize()
	self.last_time = CurTime()
	self.init_time = CurTime()
	self.min_length = self.min_length or 1
	self.type = self.type or TYPE_NORMAL
	self.ctime = self.ctime or 0
end

/*---------------------------------------------------------
   Name: KeyValue
   Desc: Called when a keyvalue is added to us
---------------------------------------------------------*/
function ENT:KeyValue( key, value )
	if (key == "minlength") then		self.min_length = tonumber(value)
	elseif (key == "maxlength") then	self.max_length = tonumber(value)
	elseif (key == "type") then			self.type = tonumber(value)
	end
end

/*---------------------------------------------------------
   Name: Think
   Desc: Entity's think function. 
---------------------------------------------------------*/
function ENT:Think()

	self.Entity:NextThink( CurTime() + 0.01 )
	local TimeDiff = CurTime() - self.last_time
	self.last_time = CurTime()

	if (!self.constraint) then return end
	if (!self.direction) then return end
	if (self.direction == DIR_NONE) then return end
	
	local old_length = self.current_length
	local current_length = self.current_length

	if (self.type == TYPE_NORMAL) then

		local speed = 0
		local dist = 0

		if (self.direction == DIR_FORWARD) then
			local speed = self.constraint:GetTable().fwd_speed
			dist = speed * TimeDiff
		elseif (self.direction == DIR_BACKWARD) then
			local speed = self.constraint:GetTable().bwd_speed
			dist = -speed * TimeDiff
		end

		if (dist == 0) then return end

		current_length = current_length + dist
	
		if ( self.min_length && current_length < self.min_length ) then

			current_length = self.min_length
			if (self.toggle) then self.direction = DIR_NONE end

		end

		if (self.max_length) then

			if (current_length > self.max_length) then

				current_length = self.max_length
				self.isexpanded = true
				if (self.toggle) then self.direction = DIR_NONE	end

			else

				self.isexpanded = false

			end

		end

	elseif (self.type == TYPE_MUSCLE) then
	
		local amp = self.constraint:GetTable().amplitude
		local per = self.constraint:GetTable().period

		local spos = ( math.sin( (self.ctime * math.pi * per )) + 1 ) * (amp / 2)

		if (spos > amp) then spos = amp end
		if (spos < 0) then spos = 0 end
		
		current_length = self.min_length + spos
		
		self.ctime = self.ctime + TimeDiff
	end
		
	self.current_length = current_length
	
	self.constraint:Fire("SetSpringLength", current_length, 0)
	if (self.rope) then	self.rope:Fire("SetLength", current_length, 0)	end
	
end


function ENT:GetPos( ent, phys, lpos )

	if (ent:EntIndex() == 0) then
		return lpos
	end
	
	if (phys ~= nil && phys:IsValid()) then	
		return phys:LocalToWorld( lpos )
	else 
		return ent:LocalToWorld( lpos ) 
	end

	
end


function ENT:SetConstraint( c )

	self.constraint = c
	self.direction = DIR_NONE
	self.toggle = c:GetTable().toggle

	local p1 = self:GetPos(c:GetTable().Ent1, c:GetTable().Phys1, c:GetTable().LPos1)
	local p2 = self:GetPos(c:GetTable().Ent2, c:GetTable().Phys2, c:GetTable().LPos2)
	local dist = (p1 - p2)
	
	self.current_length = dist:Length()
	
	if (self.max_length) then
		self.isexpanded = (self.current_length >= self.max_length)
	end
	
	if (self.type == TYPE_MUSCLE) then
		local amp = self.constraint:GetTable().amplitude
		local per = self.constraint:GetTable().period
		local spos = self.current_length - self.min_length
		spos = spos / (amp*2)
		spos = spos - 1
		spos = math.Clamp(spos, -1, 1) // just in case!
		spos = math.asin(spos)
		spos = spos / (per * math.pi)
		self.ctime = spos
	end
		
end

function ENT:SetRope( r )
	self.rope = r
end

function ENT:SetDirection( n )
	self.direction = n
end

function ENT:GetDirection()
	return self.direction
end

function ENT:IsExpanded()
	return self.isexpanded
end

/*----------------------------------------------------------------------
	HydraulicToggle - Toggle hydraulic on off
----------------------------------------------------------------------*/
local function HydraulicToggle( pl, hyd )
	
	if ( !hyd || !hyd:IsValid() ) then return false end
	
	// I hate this, shouldn't we just be calling hyd:GetTable():Toggle()
	
	tab = hyd:GetTable()
	
	if ( tab:GetDirection() == 0 ) then

		if ( tab:IsExpanded() ) then
			tab:SetDirection( -1 )
		else
			tab:SetDirection( 1 )
		end

	elseif ( tab:GetDirection() == -1 ) then

		tab:SetDirection( 1 )

	elseif ( tab:GetDirection() == 1 ) then

		tab:SetDirection( - 1)

	end

end

numpad.Register( "HydraulicToggle", HydraulicToggle )


/*----------------------------------------------------------------------
	WinchOn - Called to switch the winch on
----------------------------------------------------------------------*/
local function WinchOn( pl, winch, dir )
	if ( !winch || !winch:IsValid() ) then return false end
	winch:GetTable():SetDirection(dir)
end
numpad.Register( "WinchOn", WinchOn )

/*----------------------------------------------------------------------
	WinchOn - Called to switch the winch off
----------------------------------------------------------------------*/
local function WinchOff( pl, winch )
	if ( !winch || !winch:IsValid() ) then return false end
	winch:GetTable():SetDirection(0)
end
numpad.Register( "WinchOff", WinchOff )

/*----------------------------------------------------------------------
	WinchToggle - Called to toggle the winch
----------------------------------------------------------------------*/
local function WinchToggle( pl, winch, dir )
	if ( !winch || !winch:IsValid() ) then return false end
	if (winch:GetTable():GetDirection() == dir) then winch:GetTable():SetDirection(0)
	else winch:GetTable():SetDirection(dir)	end
end
numpad.Register( "WinchToggle", WinchToggle )


local function MuscleToggle( pl, hyd )
	
	if ( !hyd || !hyd:IsValid() ) then return false end
	
	if (hyd:GetTable():GetDirection() == 0) then
		hyd:GetTable():SetDirection(1)
	else
		hyd:GetTable():SetDirection(0)
	end

end

numpad.Register( "MuscleToggle", MuscleToggle )