/*************************************************************************/
/*  concave_polygon_shape_3d.cpp                                         */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "concave_polygon_shape_3d.h"

#include "servers/physics_server_3d.h"

Vector<Vector3> ConcavePolygonShape3D::get_debug_mesh_lines() const {
	HashSet<DrawEdge, DrawEdge> edges;

	int index_count = faces.size();
	ERR_FAIL_COND_V((index_count % 3) != 0, Vector<Vector3>());

	const Vector3 *r = faces.ptr();

	for (int i = 0; i < index_count; i += 3) {
		for (int j = 0; j < 3; j++) {
			DrawEdge de(r[i + j], r[i + ((j + 1) % 3)]);
			edges.insert(de);
		}
	}

	Vector<Vector3> points;
	points.resize(edges.size() * 2);
	int idx = 0;
	for (const DrawEdge &E : edges) {
		points.write[idx + 0] = E.a;
		points.write[idx + 1] = E.b;
		idx += 2;
	}

	return points;
}

real_t ConcavePolygonShape3D::get_enclosing_radius() const {
	Vector<Vector3> data = get_faces();
	const Vector3 *read = data.ptr();
	real_t r = 0.0;
	for (int i(0); i < data.size(); i++) {
		r = MAX(read[i].length_squared(), r);
	}
	return Math::sqrt(r);
}

void ConcavePolygonShape3D::_update_shape() {
	Dictionary d;
	d["faces"] = faces;
	d["backface_collision"] = backface_collision;
	PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);

	Shape3D::_update_shape();
}

void ConcavePolygonShape3D::set_faces(const Vector<Vector3> &p_faces) {
	faces = p_faces;
	_update_shape();
	notify_change_to_owners();
}

Vector<Vector3> ConcavePolygonShape3D::get_faces() const {
	return faces;
}

void ConcavePolygonShape3D::set_backface_collision_enabled(bool p_enabled) {
	backface_collision = p_enabled;

	if (!faces.is_empty()) {
		_update_shape();
		notify_change_to_owners();
	}
}

bool ConcavePolygonShape3D::is_backface_collision_enabled() const {
	return backface_collision;
}

void ConcavePolygonShape3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_faces", "faces"), &ConcavePolygonShape3D::set_faces);
	ClassDB::bind_method(D_METHOD("get_faces"), &ConcavePolygonShape3D::get_faces);

	ClassDB::bind_method(D_METHOD("set_backface_collision_enabled", "enabled"), &ConcavePolygonShape3D::set_backface_collision_enabled);
	ClassDB::bind_method(D_METHOD("is_backface_collision_enabled"), &ConcavePolygonShape3D::is_backface_collision_enabled);

	ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_faces", "get_faces");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "backface_collision"), "set_backface_collision_enabled", "is_backface_collision_enabled");
}

ConcavePolygonShape3D::ConcavePolygonShape3D() :
		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON)) {
	//set_planes(Vector3(1,1,1));
}