/*
 * Copyright (c) 2016-2017, Adam <Adam@sigterm.info>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package net.runelite.api;

import net.runelite.api.coords.WorldPoint;

/**
 * Represents the entire 3D scene
 */
public interface Scene
{
	/**
	 * Gets the tiles in the scene
	 *
	 * @return the tiles in [plane][x][y]
	 */
	Tile[][][] getTiles();

	/**
	 * Adds an item to the scene
	 */
	void addItem(int id, int quantity, WorldPoint point);

	/**
	 * Removes an item from the scene
	 */
	void removeItem(int id, int quantity, WorldPoint point);

	int getDrawDistance();
	void setDrawDistance(int drawDistance);

	/**
	 * Get the minimum scene level which will be rendered
	 *
	 * @return the plane of the minimum level
	 */
	int getMinLevel();

	/**
	 * Set the minimum scene level which will be rendered
	 *
	 * @param minLevel the plane of the minimum level
	 */
	void setMinLevel(int minLevel);

	/**
	 * Remove a game object from the scene
	 * @param gameObject
	 */
	void removeGameObject(GameObject gameObject);

	/**
	 * Remove a game object from the scene
	 * @param plane
	 * @param x
	 * @param y
	 */
	void removeGameObject(int plane, int x, int y);

	/**
	 * Remove a game object from the scene
	 * @param wallObject
	 */
	void removeWallObject(WallObject wallObject);

	/**
	 * Remove a wall object from the scene
	 * @param plane
	 * @param x
	 * @param y
	 */
	void removeWallObject(int plane, int x, int y);

	/**
	 * Remove a decorative object from the scene
	 * @param decorativeObject
	 */
	void removeDecorativeObject(DecorativeObject decorativeObject);

	/**
	 * Remove a decorative object from the scene
	 * @param plane
	 * @param x
	 * @param y
	 */
	void removeDecorativeObject(int plane, int x, int y);

	/**
	 * Remove a ground object from the scene
	 * @param groundObject
	 */
	void removeGroundObject(GroundObject groundObject);

	/**
	 * Remove a ground object from the scene
	 * @param plane
	 * @param x
	 * @param y
	 */
	void removeGroundObject(int plane, int x, int y);

	void generateHouses();

	void setRoofRemovalMode(int flags);

	/**
	 * Get the underlay ids for the scene. The value stored is id + 1, with 0 for no underlay.
	 * @return
	 */
	byte[][][] getUnderlayIds();

	/**
	 * Get the overlay ids for the scene. The value stored is id + 1, with 0 for no overlay.
	 * @return
	 */
	byte[][][] getOverlayIds();

	/**
	 * Get the shapes of the tiles for the scene.
	 * @return
	 */
	byte[][][] getTileShapes();
}
