#pragma once

#include <vector>

#include "Runtime/CFactoryMgr.hpp"
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Character/CSkinBank.hpp"

#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
#include <zeus/CVector3f.hpp>

namespace metaforce {
class CPoseAsTransforms;
class CModel;

struct SSkinWeighting {
  CSegId m_id;
  float m_weight;
  explicit SSkinWeighting(CInputStream& in) : m_id(in), m_weight(in.readFloatBig()) {}
};

class CVirtualBone {
  std::vector<SSkinWeighting> m_weights;

public:
  explicit CVirtualBone(CInputStream& in) {
    u32 weightCount = in.readUint32Big();
    m_weights.reserve(weightCount);
    for (u32 i = 0; i < weightCount; ++i)
      m_weights.emplace_back(in);
  }

  const std::vector<SSkinWeighting>& GetWeights() const { return m_weights; }
};

class CSkinRules {
  std::vector<CSkinBank> x0_skinBanks;
  // u32 x10_vertexCount;
  // u32 x14_normalCount;
  std::vector<CVirtualBone> m_virtualBones;
  std::vector<u32> m_poolToSkinIdx;

public:
  explicit CSkinRules(CInputStream& in);

  void GetBankTransforms(std::vector<const zeus::CTransform*>& out, const CPoseAsTransforms& pose,
                         int skinBankIdx) const {
    // FIXME: This is definitely not proper behavior, this is here to fix the phazon suit crashing
    if (x0_skinBanks.size() <= skinBankIdx) {
      return;
    }
    x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose);
  }

  void TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
                            const CPoseAsTransforms& pose, const CModel& model) const;
};

CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,
                                   CObjectReference* selfRef);

} // namespace metaforce