#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
#define GAME_MWWORLD_PHYSICSSYSTEM_H

#include <vector>
#include <openengine/ogre/renderer.hpp>
#include <openengine/bullet/physic.hpp>

namespace MWWorld
{

    class PhysicsSystem
    {
        public:
            PhysicsSystem (OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng);
            ~PhysicsSystem ();
            
            std::vector< std::pair<std::string, Ogre::Vector3> > doPhysics (float duration,
                const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
            
            void addObject (const std::string& handle, const std::string& mesh,
                const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
            
            void addActor (const std::string& handle, const std::string& mesh,
                const Ogre::Vector3& position);
            
            void removeObject (const std::string& handle);
            
            void moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics);
            
            void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
            
            void scaleObject (const std::string& handle, float scale);
            
            bool toggleCollisionMode();
            
        private:
            OEngine::Render::OgreRenderer &mRender;
            OEngine::Physic::PhysicEngine* mEngine;
            bool mFreeFly;
            
    };

}

#endif