/*
 * Darkflame Universe
 * Copyright 2018
 */

#ifndef SIMPLEPHYSICSCOMPONENT_H
#define SIMPLEPHYSICSCOMPONENT_H

#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "Component.h"

class Entity;

/**
 * Component that serializes locations of entities to the client
 */
class SimplePhysicsComponent : public Component {
public:
    static const uint32_t ComponentType = COMPONENT_TYPE_SIMPLE_PHYSICS;
	
	SimplePhysicsComponent(uint32_t componentID, Entity* parent);
    ~SimplePhysicsComponent() override;
    
    void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);

    /**
     * Returns the position of this entity
     * @return the position of this entity
     */
    NiPoint3& GetPosition() { return m_Position; }

    /**
     * Sets the position of this entity
     * @param pos the position to set
     */
    void SetPosition(const NiPoint3& pos) { m_Position = pos; m_IsDirty = true; }

    /**
     * Returns the rotation of this entity
     * @return the rotation of this entity
     */
    NiQuaternion& GetRotation() { return m_Rotation; }

    /**
     * Sets the rotation of this entity
     * @param rot
     */
    void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }

    /**
     * Returns the velocity of this entity
     * @return the velocity of this entity
     */
    const NiPoint3& GetVelocity() { return m_Velocity; }

    /**
     * Sets the velocity of this entity
     * @param value the velocity to set
     */
    void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }

    /**
     * Returns the angular velocity of this entity
     * @return the angular velocity of this entity
     */
    const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }

    /**
     * Sets the angular velocity of this entity
     * @param value the angular velocity to set
     */
    void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }

    /**
     * Returns the physics motion state
     * @return the physics motion state
     */
    uint32_t GetPhysicsMotionState() const;

    /**
     * Sets the physics motion state
     * @param value the motion state to set
     */
    void SetPhysicsMotionState(uint32_t value);

private:

    /**
     * The current position of the entity
     */
    NiPoint3 m_Position = NiPoint3::ZERO;

    /**
     * The current rotation of the entity
     */
    NiQuaternion m_Rotation = NiQuaternion::IDENTITY;

    /**
     * The current velocity of the entity
     */
    NiPoint3 m_Velocity = NiPoint3::ZERO;

    /**
     * The current angular velocity of the entity
     */
    NiPoint3 m_AngularVelocity = NiPoint3::ZERO;

    /**
     * Whether or not the velocity has changed
     */
    bool m_DirtyVelocity = true;

    /**
     * Whether or not the position has changed
     */
    bool m_IsDirty = true;

    /**
     * The current physics motion state
     */
    uint32_t m_PhysicsMotionState = 0;
};

#endif // SIMPLEPHYSICSCOMPONENT_H