/*************************************************************************/
/*  quad.cpp                                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "quad.h"
#include "servers/visual_server.h"

void Quad::_update() {

	if (!is_inside_tree())
		return;

	Vector3 normal;
	normal[axis]=1.0;

	const int axis_order_1[3]={1,2,0};
	const int axis_order_2[3]={2,0,1};
	const int a1=axis_order_1[axis];
	const int a2=axis_order_2[axis];



	DVector<Vector3> points;
	points.resize(4);
	DVector<Vector3>::Write pointsw = points.write();

	Vector2 s2 = size*0.5;
	Vector2 o = offset;
	if (!centered)
		o+=s2;

	pointsw[0][a1]=-s2.x+offset.x;
	pointsw[0][a2]=s2.y+offset.y;

	pointsw[1][a1]=s2.x+offset.x;
	pointsw[1][a2]=s2.y+offset.y;

	pointsw[2][a1]=s2.x+offset.x;
	pointsw[2][a2]=-s2.y+offset.y;

	pointsw[3][a1]=-s2.x+offset.x;
	pointsw[3][a2]=-s2.y+offset.y;


	aabb=AABB(pointsw[0],Vector3());
	for(int i=1;i<4;i++)
		aabb.expand_to(pointsw[i]);

	pointsw = DVector<Vector3>::Write();

	DVector<Vector3> normals;
	normals.resize(4);
	DVector<Vector3>::Write normalsw = normals.write();

	for(int i=0;i<4;i++)
		normalsw[i]=normal;

	normalsw=DVector<Vector3>::Write();



	DVector<Vector2> uvs;
	uvs.resize(4);
	DVector<Vector2>::Write uvsw = uvs.write();

	uvsw[0]=Vector2(0,0);
	uvsw[1]=Vector2(1,0);
	uvsw[2]=Vector2(1,1);
	uvsw[3]=Vector2(0,1);

	uvsw = DVector<Vector2>::Write();

	DVector<int> indices;
	indices.resize(6);

	DVector<int>::Write indicesw = indices.write();
	indicesw[0]=0;
	indicesw[1]=1;
	indicesw[2]=2;
	indicesw[3]=2;
	indicesw[4]=3;
	indicesw[5]=0;

	indicesw=DVector<int>::Write();

	Array arr;
	arr.resize(VS::ARRAY_MAX);
	arr[VS::ARRAY_VERTEX]=points;
	arr[VS::ARRAY_NORMAL]=normals;
	arr[VS::ARRAY_TEX_UV]=uvs;
	arr[VS::ARRAY_INDEX]=indices;


	if (configured) {
		VS::get_singleton()->mesh_remove_surface(mesh,0);
	} else {
		configured=true;
	}
	VS::get_singleton()->mesh_add_surface(mesh,VS::PRIMITIVE_TRIANGLES,arr);

	pending_update=false;
}


void Quad::set_axis(Vector3::Axis p_axis) {

	axis=p_axis;
	_update();
}

Vector3::Axis Quad::get_axis() const{

	return axis;
}

void Quad::set_size(const Vector2& p_size){

	size=p_size;
	_update();
}
Vector2 Quad::get_size() const{

	return size;
}

void Quad::set_offset(const Vector2& p_offset){

	offset=p_offset;
	_update();
}
Vector2 Quad::get_offset() const{

	return offset;
}

void Quad::set_centered(bool p_enabled){

	centered=p_enabled;
	_update();
}
bool Quad::is_centered() const{

	return centered;
}

void Quad::_notification(int p_what) {

	switch(p_what)	 {

		case NOTIFICATION_ENTER_TREE: {

			if (pending_update)
				_update();


		} break;
		case NOTIFICATION_EXIT_TREE: {

			pending_update=true;


		} break;
	}
}

DVector<Face3> Quad::get_faces(uint32_t p_usage_flags) const {

	return DVector<Face3>();
}

AABB Quad::get_aabb() const {

	return aabb;
}

void Quad::_bind_methods(){

	ObjectTypeDB::bind_method(_MD("set_axis","axis"),&Quad::set_axis);
	ObjectTypeDB::bind_method(_MD("get_axis"),&Quad::get_axis);

	ObjectTypeDB::bind_method(_MD("set_size","size"),&Quad::set_size);
	ObjectTypeDB::bind_method(_MD("get_size"),&Quad::get_size);

	ObjectTypeDB::bind_method(_MD("set_centered","centered"),&Quad::set_centered);
	ObjectTypeDB::bind_method(_MD("is_centered"),&Quad::is_centered);

	ObjectTypeDB::bind_method(_MD("set_offset","offset"),&Quad::set_offset);
	ObjectTypeDB::bind_method(_MD("get_offset"),&Quad::get_offset);

	ADD_PROPERTY( PropertyInfo( Variant::INT, "quad/axis", PROPERTY_HINT_ENUM,"X,Y,Z" ), _SCS("set_axis"), _SCS("get_axis"));
	ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "quad/size" ), _SCS("set_size"), _SCS("get_size"));
	ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "quad/offset" ), _SCS("set_offset"), _SCS("get_offset"));
	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "quad/centered" ), _SCS("set_centered"), _SCS("is_centered"));

}

Quad::Quad() {

	pending_update=true;
	centered=true;
	//offset=0;
	size=Vector2(1,1);
	axis=Vector3::AXIS_Z;
	mesh=VisualServer::get_singleton()->mesh_create();
	set_base(mesh);
	configured=false;

}