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#pragma once

#include "scene_types.h"
#include "core/camera.h"

#include <string>
#include <vector>

namespace Donut
{
    // The document: everything the app edits and renders, independent of any
    // backend or UI. Workspaces (tabs) read and mutate this; the RenderPath reads
    // it to draw. It owns the two viewpoints (cameras) as scene state, plus small
    // camera-framing helpers, since a viewpoint is part of the document.
    class Scene
    {
    public:
        Scene();

        // world-builder content. The default object orbits clear of the hole at the
        // origin (positions are in Schwarzschild radii; see BH_SCENE_RADIUS).
        std::vector<SceneObject> objects{ SceneObject{ { 18.0f, 6.0f, 0.0f }, 2.0f, { 0.85f, 0.35f, 0.2f } } };
        int selected_object = 0;

        // black hole / accretion disk
        BlackHoleParams black_hole;

        // environment
        std::string hdri_path = "assets/hdri/hdr_blue_nebulae_1.hdr";

        // viewpoints
        Camera sim_camera{ 60.0f, 16.0f / 9.0f, 0.1f, 100.0f };     // black-hole view
        Camera scene_camera{ 45.0f, 16.0f / 9.0f, 0.1f, 1000.0f };  // world-builder view

        // Camera framing helpers (the sim view supports orbital + free-fly).
        auto reset_sim_camera() -> void;
        auto set_free_fly(bool enabled) -> void;
        auto is_free_fly() const -> bool { return sim_camera.get_camera_mode() == CameraMode::FPS; }
    };
}