/********************************************************************************
* 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 SPHERE_H
#define SPHERE_H

// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
#include "PhysicsObject.h"

// Class Sphere
class Sphere : public PhysicsObject {

    private :

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

        /// Radius of the sphere
        float mRadius;

        /// Collision shape
        rp3d::SphereShape* mCollisionShape;
        rp3d::ProxyShape* mProxyShape;

        /// Scaling matrix (applied to a sphere to obtain the correct sphere dimensions)
        openglframework::Matrix4 mScalingMatrix;

        /// Previous transform (for interpolation)
        rp3d::Transform mPreviousTransform;

        /// Vertex Buffer Object for the vertices data
        static openglframework::VertexBufferObject mVBOVertices;

        /// Vertex Buffer Object for the normals data
        static openglframework::VertexBufferObject mVBONormals;

        /// Vertex Buffer Object for the texture coords
        static openglframework::VertexBufferObject mVBOTextureCoords;

        /// Vertex Buffer Object for the indices
        static openglframework::VertexBufferObject mVBOIndices;

        /// Vertex Array Object for the vertex data
        static openglframework::VertexArrayObject mVAO;

        // Total number of capsules created
        static int totalNbSpheres;

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

        // Create the Vertex Buffer Objects used to render with OpenGL.
        void createVBOAndVAO();

    public :

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

        /// Constructor
        Sphere(float radius, rp3d::CollisionWorld* world, const std::string& meshFolderPath);

        /// Constructor
        Sphere(float radius, float mass, rp3d::DynamicsWorld* dynamicsWorld, const std::string& meshFolderPath);

        /// Destructor
        ~Sphere();

        /// Render the sphere at the correct position and with the correct orientation
        void virtual render(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) override;

        /// Update the transform matrix of the object
        virtual void updateTransform(float interpolationFactor) override;

        /// Set the scaling of the object
        void setScaling(const openglframework::Vector3& scaling) override;
};

// Update the transform matrix of the object
inline void Sphere::updateTransform(float interpolationFactor) {
    mTransformMatrix = computeTransform(interpolationFactor, mScalingMatrix);
}

#endif