////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License along
//    with this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_ExplosionNukeRenderer_hpp_INCLUDE__
#define __INCLUDE_ExplosionNukeRenderer_hpp_INCLUDE__

#include <actions/Action.hpp>
#include <graph/ParticleEmitter.hpp>
#include <common/Vector.hpp>
#include <list>

#define ExplosionNukeRenderer_STEPS 100

class ExplosionNukeRendererEntry : public ParticleUserData
{
public:
	ExplosionNukeRendererEntry( Vector& position, float size );
	virtual ~ExplosionNukeRendererEntry();

	void simulate( Particle* particle, float time );

	// clang-format off
	// uncrustify off
	float   getCloudRotation() { return cloudRotation_; }
	Vector& getRotation()      { return rotation_; }
	// uncrustify on
	// clang-format on

protected:
	Vector startPosition_;
	Vector rotation_;
	float  size_;
	float  totalTime_;
	float  cloudRotation_;
};

class ExplosionNukeRenderer : public ActionRenderer
{
public:
	ExplosionNukeRenderer( Vector& position, float size, GLTextureSet* set, bool animate );
	virtual ~ExplosionNukeRenderer();

	virtual void draw( Action* action );
	virtual void simulate( Action* action, float frameTime, bool& remove );

	static Vector* positions_;

protected:
	Vector          position_;
	float           size_;
	float           time_;
	float           totalTime_;
	GLTextureSet*   set_;
	ParticleEmitter emitter_;
	bool            animate_;
};

#endif  // __INCLUDE_ExplosionNukeRenderer_hpp_INCLUDE__
