#ifndef MESH_DATA_REOURCE_H
#define MESH_DATA_REOURCE_H

/*************************************************************************/
/*  mesh_data_resource.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/pool_vector.h"
#include "core/object/resource.h"
#include "core/variant/array.h"
#include "core/variant/variant.h"

#include "scene/resources/mesh/mesh.h"

#include "scene/resources/shapes/shape.h"

class MeshDataResource : public Resource {
	GDCLASS(MeshDataResource, Resource);
	RES_BASE_EXTENSION("mdres");

public:
	static const String BINDING_STRING_COLLIDER_TYPE;

	enum ColliderType {
		COLLIDER_TYPE_NONE = 0,
		COLLIDER_TYPE_TRIMESH_COLLISION_SHAPE,
		COLLIDER_TYPE_SINGLE_CONVEX_COLLISION_SHAPE,
		COLLIDER_TYPE_MULTIPLE_CONVEX_COLLISION_SHAPES,
		COLLIDER_TYPE_APPROXIMATED_BOX,
		COLLIDER_TYPE_APPROXIMATED_CAPSULE,
		COLLIDER_TYPE_APPROXIMATED_CYLINDER,
		COLLIDER_TYPE_APPROXIMATED_SPHERE,
	};

public:
	Array get_array();
	void set_array(const Array &p_arrays);
	Array get_array_const() const;

	AABB get_aabb() const;
	void set_aabb(const AABB &aabb);

	void add_collision_shape(const Transform &transform, const Ref<Shape> &shape);
	Ref<Shape> get_collision_shape(const int index);
	Transform get_collision_shape_offset(const int index);
	int get_collision_shape_count() const;

	Vector<Variant> get_collision_shapes();
	void set_collision_shapes(const Vector<Variant> &p_arrays);

	PoolIntArray get_seams();
	void set_seams(const PoolIntArray &array);

	void append_arrays(const Array &p_arrays);

	void recompute_aabb();

	MeshDataResource();
	~MeshDataResource();

protected:
	struct MDRData {
		Ref<Shape> shape;
		Transform transform;
	};

protected:
	static void _bind_methods();

private:
	Array _arrays;
	AABB _aabb;
	Vector<MDRData> _collision_shapes;
	PoolIntArray _seams;
};

VARIANT_ENUM_CAST(MeshDataResource::ColliderType);

#endif