/***************************************************************************
*                                                                          *
*  Copyright (C) Golaem S.A.  All Rights Reserved.                         *
*                                                                          *
***************************************************************************/

#pragma once

#include "glmCoreAPI.h"
#include "glmRTTI.h"
#include "glmAssetGroup.h"
#include "glmMeshAssetV6.h"
#include "glmGeometryAssetV3.h"
#include "glmShadingGroup.h"
#include "glmRenderingType.h"
#include "glmGenericSpecificConverterMapping.h"
#include "glmCharacterUserData.h"
#include "glmShaderAsset.h"
#include "glmShaderAttribute.h"
#include "glmClothAsset.h"
#include "glmGolaemCharacterBlindDataOverride.h"
#include "glmGolaemCharacterSkeletonOverride.h"
#include "glmPhysicsOverride.h"
#include "glmGolaemCharacterInterface.h"
#include "glmBoneDisplayConfiguration.h"

#include <glmGolaemCharacterDeclarations.h> // GolaemCharacter declarations

namespace glm
{
    class HierarchicalSkeletonDescriptionV1;

    struct GolaemCharacterV20;

    struct GLM_CORE_API GolaemCharacterV21 : public GolaemCharacterInterface
    {
        GLM_VIRTUAL_RTTI("eb6907ec-d4fc-4f40-b0e5-b3d3a547111f", glm::GolaemCharacterV21, addAttributes);

    public:
        GLM_CLASS_STAT_ID( glm::MemoryStatIds::Simulation);

        /// Name of the character
        glm::GlmString _name = "Character";
        int _fileVersion = 21;

        glm::PODArray<int> _mainAssetGroups;
        glm::PODArray<int> _mainShaderAttributes;

        glm::Array<AssetGroupV2> _allAssetGroups;
        glm::Array<MeshAssetV6> _meshAssets;

        glm::GlmMap<short, glm::Array<GeometryAssetV3>> _geometryAssetsPerTags;

        glm::Array<ShadingGroupV1> _shadingGroups;

        glm::Array<ShaderAttributeV3> _shaderAttributes;

        glm::Array<ShaderAssetV2> _shaderAssets;

        glm::Array<RenderingTypeV4> _renderingTypes;

        GenericSpecificConverterMappingV8 _converterMapping; // animation data
        CharacterUserDataV0 _characterUserData;              // additional user data

        Array<SkeletonOverrideV0> _skeletonOverrides;
        Array<BlindDataOverrideV0> _blindDataOverrides;
		Array<PhysicsOverrideV0> _physicsOverrides;

        Vector3 _perceptionShapeExtents = Vector3(1.f);
        Vector3 _perceptionShapeOffset = Vector3(0.f);

        Array<BoneDisplayConfigurationV0> _skeletonDisplay;

    public:
        GolaemCharacterV21();
        ~GolaemCharacterV21();

        /**
         * \brief V20 backwards compatibility
         * \note V21 adds Mesh asset V6 (deep conf file per mesh)
         */
        void createFromV20(const GolaemCharacterV20& characterOlderVersion);

        // Accessors
        const GenericSpecificConverterMappingV8& getConverterMapping() const;
        void setConverterMapping(const GenericSpecificConverterMappingV8& mapping);
        const CharacterUserDataV0& getCharacterUserData() const;
        void setCharacterUserData(const CharacterUserDataV0& userData);

        void autoComputeSkeletonDisplay(const PODArray<int>& autoComputeBones);

    private:
        GLM_DISALLOW_COPY_AND_ASSIGN(GolaemCharacterV21);
        static void addAttributes();
    };
        
} // namespace glm
