// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __C_ANIMATED_MESH_MD2_H_INCLUDED__
#define __C_ANIMATED_MESH_MD2_H_INCLUDED__

#include "IAnimatedMeshMD2.h"
#include "IMesh.h"
#include "CMeshBuffer.h"
#include "IReadFile.h"
#include "S3DVertex.h"
#include "irrArray.h"
#include "irrString.h"

namespace irr
{
namespace scene
{

	class CAnimatedMeshMD2 : public IAnimatedMeshMD2
	{
	public:

		//! constructor
		CAnimatedMeshMD2();

		//! destructor
		virtual ~CAnimatedMeshMD2();

		//! loads an md2 file
		virtual bool loadFile(io::IReadFile* file);

		//! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
		virtual u32 getFrameCount() const;

		//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
		virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);

		//! returns amount of mesh buffers.
		virtual u32 getMeshBufferCount() const;

		//! returns pointer to a mesh buffer
		virtual IMeshBuffer* getMeshBuffer(u32 nr) const;

		//! Returns pointer to a mesh buffer which fits a material
 		/** \param material: material to search for
		\return Returns the pointer to the mesh buffer or
		NULL if there is no such mesh buffer. */
		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;

		//! returns an axis aligned bounding box
		virtual const core::aabbox3d<f32>& getBoundingBox() const;

		//! set user axis aligned bounding box
		virtual void setBoundingBox( const core::aabbox3df& box);

		//! sets a flag of all contained materials to a new value
		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);

		//! set the hardware mapping hint, for driver
		virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);

		//! flags the meshbuffer as changed, reloads hardware buffers
		virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);

		//! Returns the type of the animated mesh.
		virtual E_ANIMATED_MESH_TYPE getMeshType() const;

		//! Returns frame loop data for a special MD2 animation type.
		virtual void getFrameLoop(EMD2_ANIMATION_TYPE,
			s32& outBegin, s32& outEnd, s32& outFps) const;

		//! Returns frame loop data for a special MD2 animation type.
		virtual bool getFrameLoop(const c8* name,
			s32& outBegin, s32& outEnd, s32& outFps) const;

		//! Returns amount of md2 animations in this file.
		virtual s32 getAnimationCount() const;

		//! Returns name of md2 animation.
		//! \param nr: Zero based index of animation.
		virtual const c8* getAnimationName(s32 nr) const;

	private:

		//! updates the interpolation buffer
		void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame);

		//! calculates the bounding box
		virtual void calculateBoundingBox();

		SMeshBuffer* InterpolationBuffer;
		core::array<video::S3DVertex> *FrameList;
		core::array<core::aabbox3d<f32> > BoxList;

		struct SFrameData
		{
			core::stringc name;
			s32 begin;
			s32 end;
			s32 fps;
		};

		core::array< SFrameData > FrameData;

		u32 FrameCount;
		s32 TriangleCount;
	};

} // end namespace scene
} // end namespace irr

#endif

