/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 *
 * Copyright (c) 2021 Silverlan
 */

#include "stdafx_client.h"
#include "pragma/entities/func/c_func_physics.h"
#include "pragma/entities/c_entityfactories.h"
#include "pragma/rendering/c_rendermode.h"
#include "pragma/entities/components/c_render_component.hpp"
#include "pragma/physics/movetypes.h"
#include <pragma/physics/physobj.h>
#include <pragma/networking/nwm_util.h>
#include "pragma/lua/c_lentity_handles.hpp"
#include <pragma/lua/converters/game_type_converters_t.hpp>
#include <pragma/entities/entity_component_system_t.hpp>

using namespace pragma;

LINK_ENTITY_TO_CLASS(func_physics, CFuncPhysics);

void CFuncPhysicsComponent::Initialize()
{
	BaseFuncPhysicsComponent::Initialize();
	auto pRenderComponent = static_cast<CBaseEntity &>(GetEntity()).GetRenderComponent();
	if(pRenderComponent)
		pRenderComponent->SetSceneRenderPass(pragma::rendering::SceneRenderPass::World);
}

void CFuncPhysicsComponent::ReceiveData(NetPacket &packet)
{
	m_kvMass = packet->Read<float>();
	m_kvSurfaceMaterial = packet->ReadString();
}

void CFuncPhysicsComponent::OnEntitySpawn() { BaseFuncPhysicsComponent::OnEntitySpawn(); }
void CFuncPhysicsComponent::InitializeLuaObject(lua_State *l) { return BaseEntityComponent::InitializeLuaObject<std::remove_reference_t<decltype(*this)>>(l); }

/////////////

void CFuncPhysics::Initialize()
{
	CBaseEntity::Initialize();
	AddComponent<CFuncPhysicsComponent>();
}
