/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com                 *
* Copyright (c) 2010-2016 Daniel Chappuis                                       *
*********************************************************************************
*                                                                               *
* This software is provided 'as-is', without any express or implied warranty.   *
* In no event will the authors be held liable for any damages arising from the  *
* use of this software.                                                         *
*                                                                               *
* Permission is granted to anyone to use this software for any purpose,         *
* including commercial applications, and to alter it and redistribute it        *
* freely, subject to the following restrictions:                                *
*                                                                               *
* 1. The origin of this software must not be misrepresented; you must not claim *
*    that you wrote the original software. If you use this software in a        *
*    product, an acknowledgment in the product documentation would be           *
*    appreciated but is not required.                                           *
*                                                                               *
* 2. Altered source versions must be plainly marked as such, and must not be    *
*    misrepresented as being the original software.                             *
*                                                                               *
* 3. This notice may not be removed or altered from any source distribution.    *
*                                                                               *
********************************************************************************/

#ifndef CUBES_SCENE_H
#define CUBES_SCENE_H

// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "Box.h"
#include "SceneDemo.h"

namespace cubesscene {

// Constants
const float SCENE_RADIUS = 30.0f;                           // Radius of the scene in meters
const int NB_CUBES = 30;                                    // Number of boxes in the scene
const openglframework::Vector3 BOX_SIZE(2, 2, 2);          // Box dimensions in meters
const openglframework::Vector3 FLOOR_SIZE(50, 0.5f, 50);   // Floor dimensions in meters
const float BOX_MASS = 1.0f;                               // Box mass in kilograms
const float FLOOR_MASS = 100.0f;                           // Floor mass in kilograms

// Class CubesScene
class CubesScene : public SceneDemo {

    protected :

        // -------------------- Attributes -------------------- //

        /// All the boxes of the scene
        std::vector<Box*> mBoxes;

        /// Box for the floor
        Box* mFloor;

        /// Dynamics world used for the physics simulation
        rp3d::DynamicsWorld* mDynamicsWorld;

    public:

        // -------------------- Methods -------------------- //

        /// Constructor
        CubesScene(const std::string& name);

        /// Destructor
        virtual ~CubesScene() override;

        /// Update the physics world (take a simulation step)
        /// Can be called several times per frame
        virtual void updatePhysics() override;

        /// Update the scene (take a simulation step)
        virtual void update() override;

        /// Render the scene in a single pass
        virtual void renderSinglePass(openglframework::Shader& shader,
                                      const openglframework::Matrix4& worldToCameraMatrix) override;

        /// Reset the scene
        virtual void reset() override;

        /// Return all the contact points of the scene
        virtual std::vector<ContactPoint> getContactPoints() const override;
};

// Return all the contact points of the scene
inline std::vector<ContactPoint> CubesScene::getContactPoints() const {
    return computeContactPointsOfWorld(mDynamicsWorld);
}

}

#endif