/**
 * Render a debug cube on the screen
 *
 * @param inLocation		World space location of the cube
 * @param inRotation		Rotation of the cube
 * @param inSize			The length, width and height of the cube
 * @param withColor			The color of the cube
 */
void RenderManager::DrawDebugCube(const Vec4f& inLocation, const Quaternion& inRotation, const Vec3f& inSize, const ColorVector& withColor)
{
	const Matrix4x4 rotMatrix = inRotation.GetRotationMatrix();
	const Vec4f xAxis = rotMatrix.GetXAxis();
	const Vec4f yAxis = rotMatrix.GetYAxis();
	const Vec4f zAxis = rotMatrix.GetZAxis();
	const Vec3f halfSize = inSize/2.f;

	// Generate the cube vertices
	Vec4f cubeVerts[8];
	cubeVerts[0] = inLocation - halfSize.x*xAxis - halfSize.y*yAxis - halfSize.z*zAxis;
	cubeVerts[1] = inLocation - halfSize.x*xAxis - halfSize.y*yAxis + halfSize.z*zAxis;
	cubeVerts[2] = inLocation + halfSize.x*xAxis - halfSize.y*yAxis + halfSize.z*zAxis;
	cubeVerts[3] = inLocation + halfSize.x*xAxis - halfSize.y*yAxis - halfSize.z*zAxis;
	cubeVerts[4] = inLocation - halfSize.x*xAxis + halfSize.y*yAxis - halfSize.z*zAxis;
	cubeVerts[5] = inLocation - halfSize.x*xAxis + halfSize.y*yAxis + halfSize.z*zAxis;
	cubeVerts[6] = inLocation + halfSize.x*xAxis + halfSize.y*yAxis + halfSize.z*zAxis;
	cubeVerts[7] = inLocation + halfSize.x*xAxis + halfSize.y*yAxis - halfSize.z*zAxis;

	// Render the cube edges
	DrawDebugLine(cubeVerts[0], cubeVerts[1], withColor); 
	DrawDebugLine(cubeVerts[1], cubeVerts[2], withColor);
	DrawDebugLine(cubeVerts[2], cubeVerts[3], withColor);
	DrawDebugLine(cubeVerts[3], cubeVerts[0], withColor);
	DrawDebugLine(cubeVerts[4], cubeVerts[5], withColor);
	DrawDebugLine(cubeVerts[5], cubeVerts[6], withColor);
	DrawDebugLine(cubeVerts[6], cubeVerts[7], withColor);
	DrawDebugLine(cubeVerts[7], cubeVerts[4], withColor);
	DrawDebugLine(cubeVerts[0], cubeVerts[4], withColor);
	DrawDebugLine(cubeVerts[1], cubeVerts[5], withColor);
	DrawDebugLine(cubeVerts[2], cubeVerts[6], withColor);
	DrawDebugLine(cubeVerts[3], cubeVerts[7], withColor);
}
/**
 * Render debug coordinated axes on the screen (Color code: x - red, y - green, z - blue)
 *
 * @param inLocation		World space location of the axes
 * @param inRotation		Rotation of the axes
 * @param inSize			The length, width and height of the axes
 */
void RenderManager::DrawDebugAxes(const Vec4f& inLocation, const Quaternion& inRotation, const Vec3f& inSize) 
{
	const Matrix4x4 rotMatrix = inRotation.GetRotationMatrix();
	const Vec4f xAxis = rotMatrix.GetXAxis();
	const Vec4f yAxis = rotMatrix.GetYAxis();
	const Vec4f zAxis = rotMatrix.GetZAxis();

	// Render the axes
	DrawDebugLine(inLocation, inLocation + inSize.x*xAxis, ColorVector::Red); 
	DrawDebugLine(inLocation, inLocation + inSize.y*yAxis, ColorVector::Green); 
	DrawDebugLine(inLocation, inLocation + inSize.z*zAxis, ColorVector::Blue); 
}
/**
 * Render a debug cylinder on the screen (The axis of the cylinder is along the Y axis)
 *
 * @param inLocation		World space location of the cylinder
 * @param inRotation		Rotation of the cylinder (The axis of the cylinder is along the Y axis)
 * @param inRadius			The radius of the cylinder
 * @param inHeight			The height of the cylinder
 * @param withColor			The color of the cylinder
 * @param inSegments		Number of segments to divide the cylinder into
 */
void RenderManager::DrawDebugCylinder(const Vec4f& inLocation, const Quaternion& inRotation, const float inRadius, const float inHeight, const ColorVector& withColor, const int inSegments) 
{
	const Matrix4x4 rotMatrix = inRotation.GetRotationMatrix();
	const Vec4f xAxis = rotMatrix.GetXAxis();
	const Vec4f yAxis = rotMatrix.GetYAxis();
	const Vec4f zAxis = rotMatrix.GetZAxis();
	const float theta = 2*PI/inSegments;

	const Vec4f topCircleCenter = inLocation + (inHeight/2.f)*yAxis;
	const Vec4f bottomCircleCenter = inLocation - (inHeight/2.f)*yAxis;

	// Generate the top circle vertices
	Vec4f* topCircleVerts = new Vec4f[inSegments];
	float currTheta = 0.f;
	for(int i=0; i<inSegments; i++, currTheta+=theta)
	{
		topCircleVerts[i] = topCircleCenter + inRadius*cos(currTheta)*xAxis + inRadius*sin(currTheta)*zAxis;
	}

	// Generate the bottom circle vertices
	Vec4f* bottomCircleVerts = new Vec4f[inSegments];
	currTheta = 0.f;
	for(int i=0; i<inSegments; i++, currTheta+=theta)
	{
		bottomCircleVerts[i] = bottomCircleCenter + inRadius*cos(currTheta)*xAxis + inRadius*sin(currTheta)*zAxis;
	}

	for(int i=0; i<inSegments; i++)
	{
		DrawDebugLine(topCircleVerts[i], topCircleVerts[(i+1)%inSegments], withColor);
		DrawDebugLine(bottomCircleVerts[i], bottomCircleVerts[(i+1)%inSegments], withColor);
		DrawDebugLine(topCircleVerts[i], bottomCircleVerts[i], withColor);
	}

	delete[] topCircleVerts;
	delete[] bottomCircleVerts;
}