/**********************************************************************\

 RageLib - Models
 Copyright (C) 2009  Arushan/Aru <oneforaru at gmail.com>

 This program 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 3 of the License, or
 (at your option) any later version.

 This program 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, see <http://www.gnu.org/licenses/>.

\**********************************************************************/

using System.Collections.Generic;
using RageLib.Models.Resource;

namespace RageLib.Models.Data
{
    public class Drawable
    {
        public List<Model> Models { get; private set; }
        public List<Material> Materials { get; private set; }
        public Skeleton Skeleton { get; private set; }
        public Textures.TextureFile AttachedTexture { get; private set; }

        internal Drawable(DrawableModel drawableModel)
        {
            if (drawableModel.ShaderGroup != null)
            {
                Materials = new List<Material>(drawableModel.ShaderGroup.Shaders.Count);
                foreach (var info in drawableModel.ShaderGroup.Shaders)
                {
                    Materials.Add(new Material(info));
                }
            }
            else
            {
                Materials = new List<Material>();
            }

            if (drawableModel.Skeleton != null)
            {
                Skeleton = new Skeleton(drawableModel.Skeleton);
            }

            Models = new List<Model>(drawableModel.ModelCollection.Length);
            foreach (var info in drawableModel.ModelCollection)
            {
                Models.Add(new Model(info));
            }

            AttachedTexture = drawableModel.ShaderGroup.TextureDictionary;
        }
    }
}
