/**************************************************************************/
/*  shape_3d.cpp                                                          */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/**************************************************************************/

#include "shape_3d.h"

#include "scene/main/scene_tree.h"
#include "scene/resources/mesh.h"
#include "servers/physics_server_3d.h"

void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform) {
	Vector<Vector3> toadd = get_debug_mesh_lines();

	if (toadd.size()) {
		int base = array.size();
		array.resize(base + toadd.size());
		Vector3 *w = array.ptrw();
		for (int i = 0; i < toadd.size(); i++) {
			w[i + base] = p_xform.xform(toadd[i]);
		}
	}
}

void Shape3D::set_custom_solver_bias(real_t p_bias) {
	custom_bias = p_bias;
	PhysicsServer3D::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias);
}

real_t Shape3D::get_custom_solver_bias() const {
	return custom_bias;
}

real_t Shape3D::get_margin() const {
	return margin;
}

void Shape3D::set_margin(real_t p_margin) {
	margin = p_margin;
	PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin);
}

void Shape3D::set_debug_color(const Color &p_color) {
	if (p_color == debug_color) {
		return;
	}

	debug_color = p_color;
#ifdef DEBUG_ENABLED
	debug_properties_edited = true;
#endif // DEBUG_ENABLED
	_update_shape();
}

Color Shape3D::get_debug_color() const {
	return debug_color;
}

void Shape3D::set_debug_fill(bool p_fill) {
	if (p_fill == debug_fill) {
		return;
	}

	debug_fill = p_fill;
#ifdef DEBUG_ENABLED
	debug_properties_edited = true;
#endif // DEBUG_ENABLED
	_update_shape();
}

bool Shape3D::get_debug_fill() const {
	return debug_fill;
}

Ref<ArrayMesh> Shape3D::get_debug_mesh() {
	if (debug_mesh_cache.is_valid()) {
		return debug_mesh_cache;
	}

	Vector<Vector3> lines = get_debug_mesh_lines();

	debug_mesh_cache.instantiate();

	if (!lines.is_empty()) {
		//make mesh
		Vector<Vector3> array;
		array.resize(lines.size());
		Vector3 *v = array.ptrw();

		Vector<Color> arraycol;
		arraycol.resize(lines.size());
		Color *c = arraycol.ptrw();

		for (int i = 0; i < lines.size(); i++) {
			v[i] = lines[i];
			c[i] = debug_color;
		}

		Array lines_array;
		lines_array.resize(Mesh::ARRAY_MAX);
		lines_array[Mesh::ARRAY_VERTEX] = array;
		lines_array[Mesh::ARRAY_COLOR] = arraycol;

		Ref<StandardMaterial3D> material = get_debug_collision_material();

		debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
		debug_mesh_cache->surface_set_material(0, material);

		if (debug_fill) {
			Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
			if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
				Array solid_array = array_mesh->surface_get_arrays(0);
				debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
				debug_mesh_cache->surface_set_material(1, material);
			}
		}
	}

	return debug_mesh_cache;
}

Ref<Material> Shape3D::get_debug_collision_material() {
	if (collision_material.is_valid()) {
		return collision_material;
	}

	Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
	material->set_albedo(Color(1.0, 1.0, 1.0));
	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
	material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
	material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
	material->set_cull_mode(StandardMaterial3D::CULL_BACK);
	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
	material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);

	collision_material = material;

	return collision_material;
}

void Shape3D::_update_shape() {
	emit_changed();
	debug_mesh_cache.unref();
}

void Shape3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_custom_solver_bias", "bias"), &Shape3D::set_custom_solver_bias);
	ClassDB::bind_method(D_METHOD("get_custom_solver_bias"), &Shape3D::get_custom_solver_bias);

	ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
	ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);

	ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);

	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:m"), "set_margin", "get_margin");
}

Shape3D::Shape3D() {
	ERR_PRINT("Default constructor must not be called!");
}

Shape3D::Shape3D(RID p_shape) :
		shape(p_shape) {}

Shape3D::~Shape3D() {
	ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
	PhysicsServer3D::get_singleton()->free(shape);
}