#ifndef GEOMETRY
#define GEOMETRY

#include <QPolygonF>

namespace Geometry {

qreal distance(const QPointF &p, const QPointF &q);
};

qreal getAngle(const QPointF &);

int nearestPoint(QList <QPointF> &points, const QPointF &rp);

class Vector : public QPointF {
  public:
    Vector();
    Vector(const QPointF &p);
    Vector(qreal x, qreal y);
    virtual ~Vector();

    friend inline bool operator==(const Vector &v1, const Vector &v2)
    {
        return v1.x() == v2.x() && v1.y() == v2.y();
    }

    bool isNull();
    virtual void normalize();
    virtual qreal dotProduct(const QPointF &b);
    virtual void scale(const qreal &f);
    virtual void invert();
    virtual QPointF toQPointF();
};

class ConvexPolygon : public QPolygonF {
  public:
    ConvexPolygon();
    ConvexPolygon(QPolygonF p);
    virtual ~ConvexPolygon();
    void calcCentroid();
    QPointF centroid() const;
    qreal weight() const;
    std::string toStdString();
    Vector at(const int &i) const;
    virtual void translate(const Vector &offset);
    virtual void translate(qreal dx, qreal dy);

  private:
    Vector _centroid;
    qreal _area;
};

class PolygonCollisionResult {
  public:
    // Are the polygons going to intersect forward in time?
    bool willIntersect;

    // Are the polygons currently intersecting?
    bool intersect;

    // The translation to apply to the first polygon to push the polygons apart.
    QPointF minTranslation;
};

void projectPolygon(Vector axis, ConvexPolygon polygon, qreal &min, qreal &max);

qreal intervalDistance(qreal minA, qreal maxA, qreal minB, qreal maxB);
PolygonCollisionResult polygonCollision(ConvexPolygon polygonA,
                                        ConvexPolygon polygonB,
                                        Vector velocity);

#endif