/*
 * Copyright 2009-2010 NVIDIA Corporation.  All rights reserved.
 *
 * NOTICE TO USER:
 *
 * This source code is subject to NVIDIA ownership rights under U.S. and
 * international Copyright laws.  Users and possessors of this source code
 * are hereby granted a nonexclusive, royalty-free license to use this code
 * in individual and commercial software.
 *
 * NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE
 * CODE FOR ANY PURPOSE.  IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR
 * IMPLIED WARRANTY OF ANY KIND.  NVIDIA DISCLAIMS ALL WARRANTIES WITH
 * REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS,  WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
 * OR OTHER TORTIOUS ACTION,  ARISING OUT OF OR IN CONNECTION WITH THE USE
 * OR PERFORMANCE OF THIS SOURCE CODE.
 *
 * U.S. Government End Users.   This source code is a "commercial item" as
 * that term is defined at  48 C.F.R. 2.101 (OCT 1995), consisting  of
 * "commercial computer  software"  and "commercial computer software
 * documentation" as such terms are  used in 48 C.F.R. 12.212 (SEPT 1995)
 * and is provided to the U.S. Government only as a commercial end item.
 * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
 * 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the
 * source code with only those rights set forth herein.
 *
 * Any use of this source code in individual and commercial software must
 * include, in the user documentation and internal comments to the code,
 * the above Disclaimer and U.S. Government End Users Notice.
 */
#ifndef NX_MIRROR_SCENE_H

#define NX_MIRROR_SCENE_H

namespace physx
{
	class PxActor;
	class PxShape;
	class PxVec3;
	class PxScene;

	class NxMirrorScene
	{
	public:
		class MirrorFilter
		{
		public:
			// The application returns true if this actor should be reflected in the mirrored scene.
			virtual bool shouldMirror(const physx::PxActor &actor) = 0;

			// Not necessarily all shapes are mirrored from a mirrored actor; so the application gets a chance to accept/reject individual shapes.
			virtual bool shouldMirror(const physx::PxShape &shape) = 0;

			virtual void reviseMirrorShape(physx::PxShape &shape) = 0; // give the app a chance to tweak shape proprerties of the shape that is going to be mirrored in the secondary scene.
			virtual void reviseMirrorActor(physx::PxActor &actor) = 0; // give the app a chance to tweak the actor properties of the shape that is going to be mirrored in the secondary scene.
		};

		// SynchronizePrimaryScene updates the positions of the objects
		// around the camera relative to the static and dynamic distances specified
		// These objects are then put in a thread safe queue to be processed when the
		// mirror scene synchronize is called
		virtual void synchronizePrimaryScene(const physx::PxVec3 &cameraPos) = 0;

		// Processes the updates to get this mirrored scene to reflect the subset of the
		// primary scene that is being mirrored.  Completely thread safe, assumes that
		// the primary scene and mirrored scene are most likely being run be completely
		// separate threads.
		virtual void synchronizeMirrorScene(void) = 0;

		// Release the NxMirrorScene class
		virtual void release(void) = 0;

	};

	// Create the mirror scene helper class.
	NxMirrorScene *createMirrorScene(physx::PxScene &primaryScene,	// The primary scene that is being mirrored
									physx::PxScene &mirrorScene,	// The scene to mirror objects into
									NxMirrorScene::MirrorFilter &mirrorFilter,	// The application interface to determine which objects should be mirrored
									physx::PxF32 mirrorStaticDistance,		// The distance to mirror static objects
									physx::PxF32 mirrorDynamicDistance,		// The distance to mirror dynamic objects
									physx::PxF32 mirrorRefreshDistance);	// The camera movement distance before a refresh of the trigger spheres takes place

}; // end of physx namespace

#endif
