#ifndef PROP_MESH_DATA_INSTANCE_H
#define PROP_MESH_DATA_INSTANCE_H

/*************************************************************************/
/*  mesh_data_instance.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"

#include "../mesh_data_resource.h"

class PropInstance;

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

public:
	bool get_snap_to_mesh() const;
	void set_snap_to_mesh(const bool value);

	Vector3 get_snap_axis() const;
	void set_snap_axis(const Vector3 &value);

	Ref<MeshDataResource> get_mesh_data();
	void set_mesh_data(const Ref<MeshDataResource> &mesh);

	Ref<Texture> get_texture();
	void set_texture(const Ref<Texture> &texture);

	Ref<Material> get_material();
	void set_material(const Ref<Material> &mat);

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

	void refresh();
	void setup_material_texture();
	void free_meshes();

	MeshDataInstance();
	~MeshDataInstance();

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

private:
	bool _dirty;
	bool _snap_to_mesh;
	Vector3 _snap_axis;
	Ref<MeshDataResource> _mesh;
	Ref<Texture> _texture;
	Ref<Material> _material;

	RID _mesh_rid;
};

#endif