/*
 * Darkflame Universe
 * Copyright 2019
 */

#ifndef RIGIDBODYPHANTOMPHYSICS_H
#define RIGIDBODYPHANTOMPHYSICS_H

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

/**
 * Component that handles rigid bodies that can be interacted with, mostly client-side rendered. An example is the
 * bananas that fall from trees in GF.
 */
class RigidbodyPhantomPhysicsComponent : public Component {
public:
    static const uint32_t ComponentType = COMPONENT_TYPE_PHANTOM_PHYSICS;
	
    RigidbodyPhantomPhysicsComponent(Entity* parent);
    ~RigidbodyPhantomPhysicsComponent() 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 for this entity
     * @param rot the rotation to tset
     */
    void SetRotation(const NiQuaternion& rot) { m_Rotation = rot; m_IsDirty = true; }

private:

    /**
     * The position of this entity
     */
    NiPoint3 m_Position;

    /**
     * The rotation of this entity
     */
    NiQuaternion m_Rotation;

    /**
     * Whether or not the component should be serialized
     */
    bool m_IsDirty;
};

#endif // RIGIDBODYPHANTOMPHYSICS_H