#ifndef TILED_WALL_H
#define TILED_WALL_H

/*************************************************************************/
/*  tiled_wall.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 "scene/resources/texture.h"

#include "scene/3d/visual_instance.h"

#include "core/math/vector3.h"

class TiledWallData;
class PropMaterialCache;
class PropMesher;

class TiledWall : public GeometryInstance {
	GDCLASS(TiledWall, GeometryInstance);

public:
	int get_width() const;
	void set_width(const int value);

	int get_heigth() const;
	void set_heigth(const int value);

	Ref<TiledWallData> get_data();
	void set_data(const Ref<TiledWallData> &data);

	bool get_collision() const;
	void set_collision(const bool value);

	uint32_t get_collision_layer() const;
	void set_collision_layer(uint32_t p_layer);

	uint32_t get_collision_mask() const;
	void set_collision_mask(uint32_t p_mask);

	AABB get_aabb() const;
	PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;

	void refresh();
	void generate_mesh();
	void clear_mesh();
	void free_mesh();

	void create_colliders();
	void free_colliders();

	TiledWall();
	~TiledWall();

protected:
	void _notification(int p_what);
	static void _bind_methods();

private:
	int _width;
	int _height;
	bool _collision;

	uint32_t _collision_layer;
	uint32_t _collision_mask;

	Ref<TiledWallData> _data;
	Ref<PropMaterialCache> _cache;
	Ref<PropMesher> _mesher;
	AABB _aabb;

	RID _mesh_rid;
	RID _physics_shape_rid;
	RID _physics_body_rid;

	Array _mesh_array;
};

#endif