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#ifndef SQ_COMPOUNDPRUNING_POOL_H
#define SQ_COMPOUNDPRUNING_POOL_H

#include "SqPrunerMergeData.h"
#include "SqIncrementalAABBTree.h"
#include "PsArray.h"

namespace physx
{
namespace Sq
{
	class PruningPool;

	///////////////////////////////////////////////////////////////////////////////////////////////

	typedef Ps::Array<IncrementalAABBTreeNode*>			UpdateMap;

	///////////////////////////////////////////////////////////////////////////////////////////////

	class CompoundTree
	{
	public:
		void	updateObjectAfterManualBoundsUpdates(PrunerHandle handle);
		void	removeObject(PrunerHandle handle);
		bool	addObject(PrunerHandle& result, const PxBounds3& bounds, const PrunerPayload userData);

	private:
		void	updateMapping(const PoolIndex poolIndex, IncrementalAABBTreeNode* node, const NodeList& changedLeaves);

	public:
		IncrementalAABBTree*	mTree;
		PruningPool*			mPruningPool;
		UpdateMap*				mUpdateMap;
		PxTransform				mGlobalPose;
		CompoundFlag::Enum		mFlags;
	};

	///////////////////////////////////////////////////////////////////////////////////////////////

	class CompoundTreePool
	{
	public:
		CompoundTreePool();
		~CompoundTreePool();

		void					preallocate(PxU32 newCapacity);

		PoolIndex				addCompound(PrunerHandle* results, const Gu::BVHStructure& bvhStructure, const PxBounds3& compoundBounds, const PxTransform& transform, CompoundFlag::Enum flags, const PrunerPayload* userData);
		PoolIndex				removeCompound(PoolIndex index);

		void					shiftOrigin(const PxVec3& shift);

		PX_FORCE_INLINE const PxBounds3*		getCurrentCompoundBounds() const { return mCompoundBounds; }
		PX_FORCE_INLINE PxBounds3*				getCurrentCompoundBounds()  { return mCompoundBounds; }

		PX_FORCE_INLINE const CompoundTree*		getCompoundTrees() const { return mCompoundTrees; }
		PX_FORCE_INLINE CompoundTree*			getCompoundTrees() { return mCompoundTrees; }

		PX_FORCE_INLINE PxU32					getNbObjects() const { return mNbObjects; }


	private:
		bool					resize(PxU32 newCapacity);

	private:
		PxU32					mNbObjects;			//!< Current number of objects
		PxU32					mMaxNbObjects;		//!< Max. number of objects (capacity for mWorldBoxes, mObjects)

		//!< these arrays are parallel
		PxBounds3*				mCompoundBounds;	//!< List of compound world boxes, stores mNbObjects, capacity=mMaxNbObjects		
		CompoundTree*			mCompoundTrees;
	};

}
}

#endif

