/********************************************************************************
 * 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 CAPSULE_H
#define CAPSULE_H

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

// Class Sphere
class Capsule : public PhysicsObject {

	private :

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

		/// Radius of the capsule
		float mRadius;

		/// Height of the capsule
		float mHeight;

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

        /// Collision shape
        rp3d::CapsuleShape* mCapsuleShape;
        rp3d::Collider* mCollider;

		/// 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 totalNbCapsules;

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

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

	public :

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

		/// Constructor
        Capsule(bool createRigidBody, float radius, float height, reactphysics3d::PhysicsCommon& physicsCommon, rp3d::PhysicsWorld* physicsWorld,
                const std::string& meshFolderPath);

		/// Destructor
        virtual ~Capsule() override;

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

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

        /// Return the collider
        rp3d::Collider* getCollider();
};

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

// Return the collider
inline rp3d::Collider* Capsule::getCollider() {
    return mCollider;
}

#endif