#ifndef OPENMW_COMPONENTS_RESOURCE_BULLETSHAPE_H
#define OPENMW_COMPONENTS_RESOURCE_BULLETSHAPE_H

#include <map>

#include <osg/Object>
#include <osg/ref_ptr>
#include <osg/Vec3f>

#include <BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h>

class btCollisionShape;

namespace Resource
{

    class BulletShapeInstance;
    class BulletShape : public osg::Object
    {
    public:
        BulletShape();
        BulletShape(const BulletShape& copy, const osg::CopyOp& copyop);
        virtual ~BulletShape();

        META_Object(Resource, BulletShape)

        btCollisionShape* mCollisionShape;
        btCollisionShape* mAvoidCollisionShape;

        struct CollisionBox
        {
            osg::Vec3f extents;
            osg::Vec3f center;
        };
        // Used for actors and projectiles. mCollisionShape is used for actors only when we need to autogenerate collision box for creatures.
        // For now, use one file <-> one resource for simplicity.
        CollisionBox mCollisionBox;

        // Stores animated collision shapes. If any collision nodes in the NIF are animated, then mCollisionShape
        // will be a btCompoundShape (which consists of one or more child shapes).
        // In this map, for each animated collision shape,
        // we store the node's record index mapped to the child index of the shape in the btCompoundShape.
        std::map<int, int> mAnimatedShapes;

        osg::ref_ptr<BulletShapeInstance> makeInstance() const;

        btCollisionShape* duplicateCollisionShape(const btCollisionShape* shape) const;

        btCollisionShape* getCollisionShape() const;

        btCollisionShape* getAvoidCollisionShape() const;

        void setLocalScaling(const btVector3& scale);

        bool isAnimated() const;

    private:

        void deleteShape(btCollisionShape* shape);
    };


    // An instance of a BulletShape that may have its own unique scaling set on the mCollisionShape.
    // Vertex data is shallow-copied where possible. A ref_ptr to the original shape is held to keep vertex pointers intact.
    class BulletShapeInstance : public BulletShape
    {
    public:
        BulletShapeInstance(osg::ref_ptr<const BulletShape> source);

    private:
        osg::ref_ptr<const BulletShape> mSource;
    };

    // Subclass btBhvTriangleMeshShape to auto-delete the meshInterface
    struct TriangleMeshShape : public btBvhTriangleMeshShape
    {
        TriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true)
            : btBvhTriangleMeshShape(meshInterface, useQuantizedAabbCompression, buildBvh)
        {
        }

        virtual ~TriangleMeshShape()
        {
            delete getTriangleInfoMap();
            delete m_meshInterface;
        }
    };


}

#endif
