// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.

#pragma once

#include "Collider.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"

/// <summary>
/// A box-shaped primitive collider.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Box Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API BoxCollider : public Collider
{
    API_AUTO_SERIALIZATION();
    DECLARE_SCENE_OBJECT(BoxCollider);
private:
    Float3 _size;
    OrientedBoundingBox _bounds;

public:
    /// <summary>
    /// Gets the size of the box, measured in the object's local space.
    /// </summary>
    /// <remarks>The box size will be scaled by the actor's world scale. </remarks>
    API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(typeof(Float3), \"100,100,100\"), EditorDisplay(\"Collider\"), ValueCategory(Utils.ValueCategory.Distance)")
    FORCE_INLINE Float3 GetSize() const
    {
        return _size;
    }

    /// <summary>
    /// Sets the size of the box, measured in the object's local space.
    /// </summary>
    /// <remarks>The box size will be scaled by the actor's world scale. </remarks>
    API_PROPERTY() void SetSize(const Float3& value);

    /// <summary>
    /// Gets the volume bounding box (oriented).
    /// </summary>
    API_PROPERTY() FORCE_INLINE OrientedBoundingBox GetOrientedBox() const
    {
        return _bounds;
    }

    /// <summary>
    /// Resizes the collider based on the bounds of it's parent to contain it whole (including any siblings).
    /// </summary>
    API_FUNCTION() void AutoResize(bool globalOrientation);

public:
    // [Collider]
#if USE_EDITOR
    void OnDebugDraw() override;
    void OnDebugDrawSelected() override;
#endif
    bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;

protected:
    // [Collider]
    void UpdateBounds() override;
    void GetGeometry(CollisionShape& collision) override;
#if USE_EDITOR
    void DrawPhysicsDebug(RenderView& view) override;
#endif
};
