#ifndef Magnum_Shapes_Cylinder_h
#define Magnum_Shapes_Cylinder_h
/*
    This file is part of Magnum.

    Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016
              Vladimír Vondruš <mosra@centrum.cz>

    Permission is hereby granted, free of charge, to any person obtaining a
    copy of this software and associated documentation files (the "Software"),
    to deal in the Software without restriction, including without limitation
    the rights to use, copy, modify, merge, publish, distribute, sublicense,
    and/or sell copies of the Software, and to permit persons to whom the
    Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included
    in all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
    THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
    FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
    DEALINGS IN THE SOFTWARE.
*/

/** @file
 * @brief Class @ref Magnum::Shapes::Cylinder, typedef @ref Magnum::Shapes::Cylinder2D, @ref Magnum::Shapes::Cylinder3D
 */

#include "Magnum/DimensionTraits.h"
#include "Magnum/Math/Vector3.h"
#include "Magnum/Shapes/Shapes.h"
#include "Magnum/Shapes/visibility.h"

namespace Magnum { namespace Shapes {

/**
@brief Infinite cylinder defined by line and radius

Unlike other elements the cylinder expects uniform scaling. See @ref shapes for
brief introduction.
@see @ref Cylinder2D, @ref Cylinder3D, @ref Capsule
@todo Store the radius as squared value to avoid sqrt/pow? Will complicate
    collision detection with sphere.
*/
template<UnsignedInt dimensions> class MAGNUM_SHAPES_EXPORT Cylinder {
    public:
        enum: UnsignedInt {
            Dimensions = dimensions /**< Dimension count */
        };

        /**
         * @brief Constructor
         *
         * Creates zero-sized cylinder at origin.
         */
        constexpr /*implicit*/ Cylinder(): _radius(0.0f) {}

        /** @brief Constructor */
        constexpr /*implicit*/ Cylinder(const VectorTypeFor<dimensions, Float>& a, const VectorTypeFor<dimensions, Float>& b, Float radius): _a(a), _b(b), _radius(radius) {}

        /** @brief Transformed shape */
        Cylinder<dimensions> transformed(const MatrixTypeFor<dimensions, Float>& matrix) const;

        /** @brief First point */
        constexpr VectorTypeFor<dimensions, Float> a() const {
            return _a;
        }

        /** @brief Set first point */
        void setA(const VectorTypeFor<dimensions, Float>& a) {
            _a = a;
        }

        /** @brief Second point */
        constexpr VectorTypeFor<dimensions, Float> b() const {
            return _b;
        }

        /** @brief Set second point */
        void setB(const VectorTypeFor<dimensions, Float>& b) {
            _b = b;
        }

        /** @brief Radius */
        constexpr Float radius() const { return _radius; }

        /** @brief Set radius */
        void setRadius(Float radius) { _radius = radius; }

        /** @brief Collision occurence with point */
        bool operator%(const Point<dimensions>& other) const;

        /** @brief Collision occurence with sphere */
        bool operator%(const Sphere<dimensions>& other) const;

    private:
        VectorTypeFor<dimensions, Float> _a, _b;
        Float _radius;
};

/** @brief Infinite two-dimensional cylinder */
typedef Cylinder<2> Cylinder2D;

/** @brief Infinite three-dimensional cylinder */
typedef Cylinder<3> Cylinder3D;

/** @collisionoccurenceoperator{Point,Cylinder} */
template<UnsignedInt dimensions> inline bool operator%(const Point<dimensions>& a, const Cylinder<dimensions>& b) { return b % a; }

/** @collisionoccurenceoperator{Sphere,Cylinder} */
template<UnsignedInt dimensions> inline bool operator%(const Sphere<dimensions>& a, const Cylinder<dimensions>& b) { return b % a; }

}}

#endif
