/*************************************************************************/
/*  proximity_group_3d.cpp                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "proximity_group_3d.h"

#include "core/math/math_funcs.h"

void ProximityGroup3D::_clear_groups() {
	Map<StringName, uint32_t>::Element *E;

	{
		const int size = 16;
		StringName remove_list[size];
		E = groups.front();
		int num = 0;
		while (E && num < size) {
			if (E->get() != group_version) {
				remove_list[num++] = E->key();
			}

			E = E->next();
		}
		for (int i = 0; i < num; i++) {
			groups.erase(remove_list[i]);
		}
	}

	if (E) {
		_clear_groups(); // call until we go through the whole list
	}
}

void ProximityGroup3D::_update_groups() {
	if (grid_radius == Vector3(0, 0, 0)) {
		return;
	}

	++group_version;

	Vector3 pos = get_global_transform().get_origin();
	Vector3 vcell = pos / cell_size;
	int cell[3] = { Math::fast_ftoi(vcell.x), Math::fast_ftoi(vcell.y), Math::fast_ftoi(vcell.z) };

	_add_groups(cell, group_name, 0);

	_clear_groups();
}

void ProximityGroup3D::_add_groups(int *p_cell, String p_base, int p_depth) {
	p_base = p_base + "|";
	if (grid_radius[p_depth] == 0) {
		if (p_depth == 2) {
			_new_group(p_base);
		} else {
			_add_groups(p_cell, p_base, p_depth + 1);
		}
	}

	int start = p_cell[p_depth] - grid_radius[p_depth];
	int end = p_cell[p_depth] + grid_radius[p_depth];

	for (int i = start; i <= end; i++) {
		String gname = p_base + itos(i);
		if (p_depth == 2) {
			_new_group(gname);
		} else {
			_add_groups(p_cell, gname, p_depth + 1);
		}
	}
}

void ProximityGroup3D::_new_group(StringName p_name) {
	const Map<StringName, uint32_t>::Element *E = groups.find(p_name);
	if (!E) {
		add_to_group(p_name);
	}

	groups[p_name] = group_version;
}

void ProximityGroup3D::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_EXIT_TREE:
			++group_version;
			_clear_groups();
			break;
		case NOTIFICATION_TRANSFORM_CHANGED:
			_update_groups();
			break;
	}
}

void ProximityGroup3D::broadcast(String p_method, Variant p_parameters) {
	Map<StringName, uint32_t>::Element *E;
	E = groups.front();
	while (E) {
		get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFAULT, E->key(), "_proximity_group_broadcast", p_method, p_parameters);
		E = E->next();
	}
}

void ProximityGroup3D::_proximity_group_broadcast(String p_method, Variant p_parameters) {
	if (dispatch_mode == MODE_PROXY) {
		ERR_FAIL_COND(!is_inside_tree());
		get_parent()->call(p_method, p_parameters);
	} else {
		emit_signal(SNAME("broadcast"), p_method, p_parameters);
	}
}

void ProximityGroup3D::set_group_name(const String &p_group_name) {
	group_name = p_group_name;
}

String ProximityGroup3D::get_group_name() const {
	return group_name;
}

void ProximityGroup3D::set_dispatch_mode(DispatchMode p_mode) {
	dispatch_mode = p_mode;
}

ProximityGroup3D::DispatchMode ProximityGroup3D::get_dispatch_mode() const {
	return dispatch_mode;
}

void ProximityGroup3D::set_grid_radius(const Vector3 &p_radius) {
	grid_radius = p_radius;
}

Vector3 ProximityGroup3D::get_grid_radius() const {
	return grid_radius;
}

void ProximityGroup3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_group_name", "name"), &ProximityGroup3D::set_group_name);
	ClassDB::bind_method(D_METHOD("get_group_name"), &ProximityGroup3D::get_group_name);
	ClassDB::bind_method(D_METHOD("set_dispatch_mode", "mode"), &ProximityGroup3D::set_dispatch_mode);
	ClassDB::bind_method(D_METHOD("get_dispatch_mode"), &ProximityGroup3D::get_dispatch_mode);
	ClassDB::bind_method(D_METHOD("set_grid_radius", "radius"), &ProximityGroup3D::set_grid_radius);
	ClassDB::bind_method(D_METHOD("get_grid_radius"), &ProximityGroup3D::get_grid_radius);

	ClassDB::bind_method(D_METHOD("broadcast", "method", "parameters"), &ProximityGroup3D::broadcast);

	ClassDB::bind_method(D_METHOD("_proximity_group_broadcast", "method", "parameters"), &ProximityGroup3D::_proximity_group_broadcast);

	ADD_PROPERTY(PropertyInfo(Variant::STRING, "group_name"), "set_group_name", "get_group_name");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "dispatch_mode", PROPERTY_HINT_ENUM, "Proxy,Signal"), "set_dispatch_mode", "get_dispatch_mode");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "grid_radius"), "set_grid_radius", "get_grid_radius");

	ADD_SIGNAL(MethodInfo("broadcast", PropertyInfo(Variant::STRING, "method"), PropertyInfo(Variant::ARRAY, "parameters")));

	BIND_ENUM_CONSTANT(MODE_PROXY);
	BIND_ENUM_CONSTANT(MODE_SIGNAL);
}

ProximityGroup3D::ProximityGroup3D() {
	set_notify_transform(true);
}