/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Function Name: CheckDynamicCollisions()
// Purpose: Check collisions with all dynamic objects
// Original Author: Ethan Pendergraft
// Creation Date: 6/13/2012
// Last Modification By: 
// Last Modification Date: 
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CComponent_CrateCollision::CheckDynamicCollisions( CComponent_Collision* pCurCollision, CCollisionVolume* pCurVolume, float fDT )
{
	Box* BoxCollisionVolume = (Box*)m_pParent->GetCollidableObject();
	vec2f Contact;
	vec2f Direction;
	vec2f contactpoints[4];
	unsigned int numPoints;

	if( pCurCollision && pCurCollision != this )
	{
		// collision checks
		// based on volume type
		switch( pCurVolume->GetVolumeType() )
		{
		case VMT_BOX:
			{

				CComponent_Item* pThisItem = (CComponent_Item*)m_pParent->GetComponent( ECOMP_ITEM );
				if( pThisItem )
				{
					if( pThisItem->GetTarget() )
						return;
				}
				CComponent_Item* pThatItem = (CComponent_Item*)pCurCollision->GetParent()->GetComponent( ECOMP_ITEM );
				if( pThatItem )
				{
					if( pThatItem->GetTarget() )
						return;
				}

				if ( BoxCollisionVolume->BoxToBox( (Box*)pCurVolume, contactpoints, numPoints, Direction ) )
				{
					// Collision reaction with other boxes in the game
					vec3f MoveDirection = vec3f( Direction.x, Direction.y, 0.0f );
					vec3f fCross;
					cross_product( fCross, MoveDirection, vec3f( 0.0f, 0.0f, 1.0f ) );
					float3 fProj = prjPoint2Line( m_pPhysicsBox->m_pPoints[0]->m_CurrPos, m_pPhysicsBox->m_pPoints[0]->m_PrevPos, m_pPhysicsBox->m_pPoints[0]->m_PrevPos + fCross );
					float3 fPrevPush = fProj - m_pPhysicsBox->m_pPoints[0]->m_PrevPos;
					fPrevPush *= -0.1f;

					
					CleanOffset( Direction * 0.5f );
					CleanForce( Direction * 0.1f );
					Direction.negate();
					pCurCollision->CleanOffset( Direction * 0.5f );
					pCurCollision->CleanForce( Direction * 0.1f );
					m_bCol = true;

					vec3f NormalizedDirection = vec3f (Direction.x, Direction.y, 0.0f).normalize();
					float fDotProductUp = dot_product( NormalizedDirection, vec3f( 0.0f, 1.0f, 0.0f ) );
					if( fDotProductUp > 0.5f )
					{
						m_bCollidingGround = true;
					}
					if( fDotProductUp < -0.5f )
					{
						pCurCollision->SetCollidingGroundAlone( true );
					}

				}
				break;
			}
		}
		if( m_pPhysicsBox )
		{
			BoxCollisionVolume->SetWorld( m_pPhysicsBox->GetCentroid() );
		}
	}
}