/*
 * Darkflame Universe
 * Copyright 2018
 */

#include "SimplePhysicsComponent.h"
#include "BitStream.h"
#include "Game.h"
#include "dLogger.h"
#include "dpWorld.h"
#include "CDClientManager.h"
#include "CDPhysicsComponentTable.h"

#include "Entity.h"

SimplePhysicsComponent::SimplePhysicsComponent(uint32_t componentID, Entity* parent) : Component(parent) {
	m_Position = m_Parent->GetDefaultPosition();
	m_Rotation = m_Parent->GetDefaultRotation();
	m_IsDirty = true;

	const auto& climbable_type = m_Parent->GetVar<std::u16string>(u"climbable");
	if (climbable_type == u"wall") {
		SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL);
	} else if (climbable_type == u"ladder") {
		SetClimbableType(eClimbableType::CLIMBABLE_TYPE_LADDER);
	} else if (climbable_type == u"wallstick") {
		SetClimbableType(eClimbableType::CLIMBABLE_TYPE_WALL_STICK);
	} else {
		SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
	}
}

SimplePhysicsComponent::~SimplePhysicsComponent() {
}

void SimplePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
	if (bIsInitialUpdate) {
		outBitStream->Write(m_ClimbableType != eClimbableType::CLIMBABLE_TYPE_NOT);
		outBitStream->Write(m_ClimbableType);
	}

	outBitStream->Write(m_DirtyVelocity || bIsInitialUpdate);
	if (m_DirtyVelocity || bIsInitialUpdate) {
		outBitStream->Write(m_Velocity);
		outBitStream->Write(m_AngularVelocity);

		m_DirtyVelocity = false;
	}

	// Physics motion state
	if (m_PhysicsMotionState != 0) {
		outBitStream->Write1();
		outBitStream->Write<uint32_t>(m_PhysicsMotionState);
	} else {
		outBitStream->Write0();
	}

	outBitStream->Write(m_IsDirty || bIsInitialUpdate);
	if (m_IsDirty || bIsInitialUpdate) {
		outBitStream->Write(m_Position.x);
		outBitStream->Write(m_Position.y);
		outBitStream->Write(m_Position.z);
		outBitStream->Write(m_Rotation.x);
		outBitStream->Write(m_Rotation.y);
		outBitStream->Write(m_Rotation.z);
		outBitStream->Write(m_Rotation.w);

		m_IsDirty = false;
	}
}

uint32_t SimplePhysicsComponent::GetPhysicsMotionState() const {
	return m_PhysicsMotionState;
}

void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
	m_PhysicsMotionState = value;
}