#ifndef PROP_UTILS_H
#define PROP_UTILS_H

/*************************************************************************/
/*  prop_utils.h                                                         */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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.                */
/*************************************************************************/

#include "core/containers/vector.h"
#include "core/object/object.h"
#include "core/object/reference.h"
#include "scene/main/spatial.h"

#include "scene/main/node.h"

class PropData;
class PropDataEntry;

class Room;

class PropUtils : public Object {
	GDCLASS(PropUtils, Object);

public:
	static PropUtils *get_singleton();

	Ref<PropData> convert_tree(Node *root);
	void _convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform);

	bool generate_room_points_node(Node *node);
	void generate_room_points(Room *room);
	void get_mesh_arrays(Node *node, Vector<PoolVector<Vector3>> *arrs);
	bool is_plane_unique(const PoolVector<Plane> &planes, const Plane &p);

	static int add_processor(const Ref<PropDataEntry> &processor);
	static Ref<PropDataEntry> get_processor(const int index);
	static void swap_processors(const int index1, const int index2);
	static void remove_processor(const int index);
	static int get_processor_count();

	PropUtils();
	~PropUtils();

protected:
	static void _bind_methods();

private:
	int _add_processor_bind(const Ref<PropDataEntry> &processor);
	Ref<PropDataEntry> _get_processor_bind(const int index);
	void _swap_processors_bind(const int index1, const int index2);
	void _remove_processor_bind(const int index);
	int _get_processor_count_bind();

	static Vector<Ref<PropDataEntry>> _processors;
	static PropUtils *_instance;
};

#endif