/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSGPARTICLE_PARTICLEEFFECT
#define OSGPARTICLE_PARTICLEEFFECT

#include <osgParticle/Emitter>
#include <osgParticle/Program>

namespace osgParticle
{

    class OSGPARTICLE_EXPORT ParticleEffect : public osg::Group
    {
    public:

        explicit ParticleEffect(bool automaticSetup=true):
            _automaticSetup(automaticSetup),
            _useLocalParticleSystem(true),
            _scale(1.0f),
            _intensity(1.0f),
            _startTime(0.0),
            _emitterDuration(1.0),
            _wind(0.0f,0.0f,0.0f)
            {}

        ParticleEffect(const ParticleEffect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);


        virtual const char* libraryName() const { return "osgParticle"; }
        virtual const char* className() const { return "ParticleEffect"; }
        virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ParticleEffect*>(obj) != 0; }
        virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }

        void setAutomaticSetup(bool flag) { _automaticSetup = flag; }
        bool getAutomaticSetup() const { return _automaticSetup; }

        void setUseLocalParticleSystem(bool local);
        bool getUseLocalParticleSystem() const { return _useLocalParticleSystem; }

        void setTextureFileName(const std::string& filename);
        const std::string& getTextureFileName() const { return _textureFileName; }

        void setDefaultParticleTemplate(const Particle& p);
        const Particle& getDefaultParticleTemplate() const { return _defaultParticleTemplate; }

        void setPosition(const osg::Vec3& position);
        const osg::Vec3& getPosition() const { return _position; }

        void setScale(float scale);
        float getScale() const { return _scale; }

        void setIntensity(float intensity);
        float getIntensity() const { return _intensity; }

        void setStartTime(double startTime);
        double getStartTime() const { return _startTime; }

        void setEmitterDuration(double duration);
        double getEmitterDuration() const { return _emitterDuration; }

        void setParticleDuration(double duration);
        double getParticleDuration() const { return _defaultParticleTemplate.getLifeTime(); }

        void setWind(const osg::Vec3& wind);
        const osg::Vec3& getWind() const { return _wind; }

        /// Get whether all particles are dead
        bool areAllParticlesDead() const { return _particleSystem.valid()?_particleSystem->areAllParticlesDead():true; }

        virtual Emitter* getEmitter() = 0;
        virtual const Emitter* getEmitter() const  = 0;

        virtual Program* getProgram()  = 0;
        virtual const Program* getProgram() const  = 0;

        void setParticleSystem(ParticleSystem* ps);
        inline ParticleSystem* getParticleSystem() { return _particleSystem.get(); }
        inline const ParticleSystem* getParticleSystem() const { return _particleSystem.get(); }

        virtual void setDefaults();

        virtual void setUpEmitterAndProgram() = 0;

        virtual void buildEffect();

    protected:

        virtual ~ParticleEffect() {}

        bool                            _automaticSetup;

        osg::ref_ptr<ParticleSystem>    _particleSystem;

        bool                            _useLocalParticleSystem;
        std::string                     _textureFileName;
        Particle                        _defaultParticleTemplate;
        osg::Vec3                       _position;
        float                           _scale;
        float                           _intensity;
        double                          _startTime;
        double                          _emitterDuration;
        osg::Vec3                       _wind;
    };

}

#endif
