//! Aircraft-level components: geometry and the core spawn bundle.

use crate::_bevy::*;
use avian3d::math::Scalar;
use avian3d::prelude::{AngularVelocity, ConstantForce, ConstantTorque, LinearVelocity, RigidBody};
use serde::{Deserialize, Serialize};

/// Core bundle. Spawn on the aircraft root entity.
///
/// # Mass properties (auto-compute by design)
///
/// Mass, centre of gravity, and the full angular-inertia tensor are computed
/// automatically by Avian from child zone colliders' shapes and
/// [`avian3d::prelude::ColliderDensity`] values. The results are readable
/// through [`avian3d::prelude::ComputedMass`],
/// [`avian3d::prelude::ComputedCenterOfMass`], and
/// [`avian3d::prelude::ComputedAngularInertia`] on the root entity.
///
/// **Do not add [`avian3d::prelude::NoAutoMass`],
/// [`avian3d::prelude::NoAutoAngularInertia`], or
/// [`avian3d::prelude::NoAutoCenterOfMass`]** to an aircraft root unless you
/// also supply explicit [`avian3d::prelude::Mass`],
/// [`avian3d::prelude::AngularInertia`], and/or
/// [`avian3d::prelude::CenterOfMass`] components. These markers zero out the
/// child-collider contribution, and the recommended preset workflow
/// (e.g. `avian_fdm_j3cub_jsbsim::presets::j3cub`) relies on tuning
/// per-zone `ColliderDensity` to hit target inertia values. Adding a `NoAuto*`
/// marker without a matching explicit override will silently leave the
/// aircraft with the default unit mass and identity inertia.
///
/// ## Runtime mutation
///
/// Avian computes mass properties once when the rigid body + colliders are
/// first spawned together. If you mutate a child [`avian3d::prelude::ColliderDensity`],
/// swap a [`avian3d::prelude::Collider`], or attach new zone children to an
/// existing aircraft after the first frame, insert
/// [`avian3d::dynamics::rigid_body::mass_properties::components::RecomputeMassProperties`]
/// on the root so the
/// `Computed*` outputs refresh on the next physics step.
///
/// # Forces
///
/// Aerodynamic forces are accumulated each frame into the included
/// [`ConstantForce`] and [`ConstantTorque`] components, which Avian then
/// applies natively via `ForceSystems::ApplyConstantForces`.
///
/// [`LinearVelocity`] and [`AngularVelocity`] are present on a RigidBody::Dynamic
/// and included with zero defaults. Override them after spawning to set an
/// initial velocity.
///
/// # Collision filtering
///
/// Zone colliders are real physics colliders and will interact with terrain or
/// other objects in the scene by default. For aerodynamics-only simulation
/// (no collision response), use [`avian3d::prelude::CollisionLayers`] on each
/// zone child entity to prevent contact with world geometry. Do not use
/// [`avian3d::prelude::Sensor`] - it excludes the collider from mass computation.
///
/// # Optional components (add to the same entity after spawning)
///
/// - [`InducedDrag`], add for conventional lifting aircraft (most fixed-wing).
///   Omit for gliders with polar-based CDs, missiles, or LOD AI.
/// - [`LodDamping`], add only for sparse-zone aircraft where zone geometry
///   cannot produce realistic roll/pitch/yaw damping.
///
/// # Example
/// ```rust,no_run
/// # use avian_fdm::components::*;
/// # use bevy::prelude::*;
/// // Full-fidelity aircraft with induced drag, zone-based damping:
/// // commands.spawn((
/// //     AircraftCoreBundle { geometry: AircraftGeometry { wing_area_m2: 16.2, wing_span_m: 10.6, chord_m: 1.53 }, ..default() },
/// //     InducedDrag { oswald_factor: 0.85 },
/// // ));
/// ```
#[derive(Bundle, Default)]
pub struct AircraftCoreBundle {
    /// Wing/tail geometry constants.
    pub geometry: AircraftGeometry,
    /// Control surface inputs, write each frame from your input system.
    pub controls: crate::components::ControlInputs,
    /// Derived flight-state quantities (written by the library).
    pub flight_state: crate::components::FlightState,
    /// ISA atmosphere at this entity's altitude (written by the library).
    pub atmosphere: crate::components::AtmosphereState,
    /// Avian rigid body type. Must be `RigidBody::Dynamic`.
    pub rigid_body: RigidBody,
    /// Accumulated aerodynamic + propulsive force (written by the library each
    /// frame). Avian applies this natively via `ForceSystems::ApplyConstantForces`.
    pub constant_force: ConstantForce,
    /// Accumulated aerodynamic + propulsive torque (written by the library each
    /// frame). Avian applies this natively via `ForceSystems::ApplyConstantForces`.
    pub constant_torque: ConstantTorque,
    /// Linear velocity in world space. Required by `update_flight_state`.
    /// Set a non-zero value after spawning to start with an initial airspeed.
    pub linear_velocity: LinearVelocity,
    /// Angular velocity in world space. Required by `update_flight_state`.
    pub angular_velocity: AngularVelocity,
    /// World-space transform.
    pub transform: Transform,
    /// Required by Bevy for transform propagation.
    pub global_transform: GlobalTransform,
}

/// Wing and tail geometry constants used for converting forces to
/// dimensionless coefficients (non-dimensionalisation) and back.
///
/// Lives on the **aircraft root entity** as part of [`AircraftCoreBundle`].
///
/// Optional components (add separately to the root entity as needed):
/// - [`LodDamping`]: explicit damping for sparse-zone aircraft.
/// - [`InducedDrag`]: lift-induced drag for conventional aircraft.
#[derive(Component, Reflect, Serialize, Deserialize, Clone, Debug, Default)]
#[reflect(Component, Serialize, Deserialize)]
pub struct AircraftGeometry {
    /// Reference wing area S (m²).
    pub wing_area_m2: Scalar,
    /// Wing span b (m). Used to non-dimensionalise rolling/yawing moments.
    pub wing_span_m: Scalar,
    /// Mean aerodynamic chord c̄ (m). Used to non-dimensionalise pitching moment.
    pub chord_m: Scalar,
}

/// Whole-aircraft angular-rate damping derivatives (LOD = Level of Detail
/// fallback).
///
/// Damping derivatives are coefficients that control how strongly the aircraft
/// resists rotation around each axis. Add this component to the aircraft root
/// when the zone layout is too sparse to produce realistic damping from
/// geometry alone (e.g. single-zone missiles, low-fidelity aircraft).
///
/// **Mutually exclusive with per-zone local alpha/beta**, when this component is
/// present, `compute_aero_forces`
/// evaluates all zones at the global alpha/beta (no rate corrections) and uses these
/// derivatives as the sole source of angular damping.  When absent, per-zone
/// local angles run and damping emerges naturally from zone geometry.
///
/// # Non-dimensional form
///
/// **Damping moment = damping derivative × normalised angular rate × dynamic
/// pressure × wing area × reference length. The normalised rate (e.g. roll rate
/// × wingspan ÷ 2 × airspeed) is dimensionless, it compares rotational tip
/// speed to forward speed. Negative derivatives mean damping opposes motion.**
///
/// ```text
/// ΔL = Cl_p * (p * b / 2V) * q̄  * S * b     roll damping (body X)
/// ΔM = Cm_q * (q * c̄ / 2V) * q̄  * S * c̄     pitch damping (body Y)
/// ΔN = Cn_r * (r * b / 2V) * q̄  * S * b     yaw damping (body Z)
/// ```
///
/// All derivatives should be negative (damping opposes motion).
/// Typical light GA values (Nelson 1998, Table B1):
/// `Cl_p ≈ −0.45`, `Cm_q ≈ −12.0`, `Cn_r ≈ −0.12`.
#[derive(Component, Reflect, Serialize, Deserialize, Clone, Debug)]
#[reflect(Component, Serialize, Deserialize)]
pub struct LodDamping {
    /// Roll damping derivative ∂Cl/∂p̂, where p̂ = p · b/(2V).
    /// Typical range: −0.4 to −0.5 for light aircraft.
    pub cl_p: Scalar,
    /// Pitch damping derivative ∂Cm/∂q̂, where q̂ = q · c̄/(2V).
    /// Typical range: −10 to −20 for light aircraft.
    pub cm_q: Scalar,
    /// Yaw damping derivative ∂Cn/∂r̂, where r̂ = r · b/(2V).
    /// Typical range: −0.1 to −0.15 for light aircraft.
    pub cn_r: Scalar,
}

/// Lift-induced drag model.
///
/// Induced drag is the extra drag caused by generating lift, because
/// wing-tip vortices redirect airflow downward behind the wing.
///
/// Add this component to the aircraft root entity to enable whole-aircraft
/// induced drag. See: induced drag, drag polar, Oswald efficiency.
///
/// **Omit this component** for:
/// - **Gliders**, induced drag is typically already embedded in the wing zone
///   CD tables from measured polar data.
/// - **Missiles and projectiles**, no significant spanwise lift distribution;
///   the bluff-body drag dominates.
/// - **Aircraft whose zone CD tables already include induced drag**, adding
///   this component would double-count.
///
/// **Include this component** for:
/// - Any conventional lifting aircraft whose zone CD comes from a 2-D profile
///   drag polar (JSBSim-style) that separates parasite and induced drag.
///
/// Induced drag coefficient = lift coefficient squared divided by
/// (pi * Oswald efficiency * aspect ratio):
///
/// ```text
/// CD_i = CL² / (π * e * AR),   AR = b² / S
/// ```
///
/// Typical Oswald efficiency values: high-wing light aircraft 0.85-0.95,
/// low-wing monoplane 0.75-0.85, elliptical wing (ideal) 1.0,
/// delta/swept wing 0.6-0.75.
#[derive(Component, Reflect, Serialize, Deserialize, Clone, Debug)]
#[reflect(Component, Serialize, Deserialize)]
pub struct InducedDrag {
    /// Oswald span-efficiency factor *e*, range (0, 1].
    ///
    /// Measures how close the wing's lift distribution is to the ideal
    /// elliptical shape. 1.0 = perfect (no wasted energy), lower values
    /// account for real-world losses from wing shape and fuselage
    /// interference.
    pub oswald_factor: Scalar,
}
