/*************************************************************************/
/*  multimesh.cpp                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* 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 "multimesh.h"
#include "servers/visual_server.h"

void MultiMesh::_set_transform_array(const PoolVector<Vector3> &p_array) {

	int instance_count = get_instance_count();

	PoolVector<Vector3> xforms = p_array;
	int len = xforms.size();
	ERR_FAIL_COND((len / 4) != instance_count);
	if (len == 0)
		return;

	PoolVector<Vector3>::Read r = xforms.read();

	for (int i = 0; i < len / 4; i++) {

		Transform t;
		t.basis[0] = r[i * 4 + 0];
		t.basis[1] = r[i * 4 + 1];
		t.basis[2] = r[i * 4 + 2];
		t.origin = r[i * 4 + 3];

		set_instance_transform(i, t);
	}
}

PoolVector<Vector3> MultiMesh::_get_transform_array() const {

	int instance_count = get_instance_count();

	if (instance_count == 0)
		return PoolVector<Vector3>();

	PoolVector<Vector3> xforms;
	xforms.resize(instance_count * 4);

	PoolVector<Vector3>::Write w = xforms.write();

	for (int i = 0; i < instance_count; i++) {

		Transform t = get_instance_transform(i);
		w[i * 4 + 0] = t.basis[0];
		w[i * 4 + 1] = t.basis[1];
		w[i * 4 + 2] = t.basis[2];
		w[i * 4 + 3] = t.origin;
	}

	return xforms;
}

void MultiMesh::_set_color_array(const PoolVector<Color> &p_array) {

	int instance_count = get_instance_count();

	PoolVector<Color> colors = p_array;
	int len = colors.size();
	ERR_FAIL_COND(len != instance_count);
	if (len == 0)
		return;

	PoolVector<Color>::Read r = colors.read();

	for (int i = 0; i < len; i++) {

		set_instance_color(i, r[i]);
	}
}

PoolVector<Color> MultiMesh::_get_color_array() const {

	int instance_count = get_instance_count();

	if (instance_count == 0)
		return PoolVector<Color>();

	PoolVector<Color> colors;
	colors.resize(instance_count);

	for (int i = 0; i < instance_count; i++) {

		colors.set(i, get_instance_color(i));
	}

	return colors;
}

void MultiMesh::set_mesh(const Ref<Mesh> &p_mesh) {

	mesh = p_mesh;
	if (!mesh.is_null())
		VisualServer::get_singleton()->multimesh_set_mesh(multimesh, mesh->get_rid());
	else
		VisualServer::get_singleton()->multimesh_set_mesh(multimesh, RID());
}

Ref<Mesh> MultiMesh::get_mesh() const {

	return mesh;
}

void MultiMesh::set_instance_count(int p_count) {

	VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), VS::MultimeshColorFormat(color_format));
}
int MultiMesh::get_instance_count() const {

	return VisualServer::get_singleton()->multimesh_get_instance_count(multimesh);
}

void MultiMesh::set_instance_transform(int p_instance, const Transform &p_transform) {

	VisualServer::get_singleton()->multimesh_instance_set_transform(multimesh, p_instance, p_transform);
}
Transform MultiMesh::get_instance_transform(int p_instance) const {

	return VisualServer::get_singleton()->multimesh_instance_get_transform(multimesh, p_instance);
}

void MultiMesh::set_instance_color(int p_instance, const Color &p_color) {

	VisualServer::get_singleton()->multimesh_instance_set_color(multimesh, p_instance, p_color);
}
Color MultiMesh::get_instance_color(int p_instance) const {

	return VisualServer::get_singleton()->multimesh_instance_get_color(multimesh, p_instance);
}

Rect3 MultiMesh::get_aabb() const {

	return VisualServer::get_singleton()->multimesh_get_aabb(multimesh);
}

RID MultiMesh::get_rid() const {

	return multimesh;
}

void MultiMesh::set_color_format(ColorFormat p_color_format) {

	color_format = p_color_format;
}

MultiMesh::ColorFormat MultiMesh::get_color_format() const {

	return color_format;
}

void MultiMesh::set_transform_format(TransformFormat p_transform_format) {

	transform_format = p_transform_format;
}
MultiMesh::TransformFormat MultiMesh::get_transform_format() const {

	return transform_format;
}

void MultiMesh::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_mesh", "mesh:Mesh"), &MultiMesh::set_mesh);
	ClassDB::bind_method(D_METHOD("get_mesh:Mesh"), &MultiMesh::get_mesh);
	ClassDB::bind_method(D_METHOD("set_color_format", "format"), &MultiMesh::set_color_format);
	ClassDB::bind_method(D_METHOD("get_color_format"), &MultiMesh::get_color_format);
	ClassDB::bind_method(D_METHOD("set_transform_format", "format"), &MultiMesh::set_transform_format);
	ClassDB::bind_method(D_METHOD("get_transform_format"), &MultiMesh::get_transform_format);

	ClassDB::bind_method(D_METHOD("set_instance_count", "count"), &MultiMesh::set_instance_count);
	ClassDB::bind_method(D_METHOD("get_instance_count"), &MultiMesh::get_instance_count);
	ClassDB::bind_method(D_METHOD("set_instance_transform", "instance", "transform"), &MultiMesh::set_instance_transform);
	ClassDB::bind_method(D_METHOD("get_instance_transform", "instance"), &MultiMesh::get_instance_transform);
	ClassDB::bind_method(D_METHOD("set_instance_color", "instance", "color"), &MultiMesh::set_instance_color);
	ClassDB::bind_method(D_METHOD("get_instance_color", "instance"), &MultiMesh::get_instance_color);
	ClassDB::bind_method(D_METHOD("get_aabb"), &MultiMesh::get_aabb);

	ClassDB::bind_method(D_METHOD("_set_transform_array"), &MultiMesh::_set_transform_array);
	ClassDB::bind_method(D_METHOD("_get_transform_array"), &MultiMesh::_get_transform_array);
	ClassDB::bind_method(D_METHOD("_set_color_array"), &MultiMesh::_set_color_array);
	ClassDB::bind_method(D_METHOD("_get_color_array"), &MultiMesh::_get_color_array);

	ADD_PROPERTY(PropertyInfo(Variant::INT, "color_format", PROPERTY_HINT_ENUM, "None,Byte,Float"), "set_color_format", "get_color_format");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_format", PROPERTY_HINT_ENUM, "2D,3D"), "set_transform_format", "get_transform_format");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_count", PROPERTY_HINT_RANGE, "0,16384,1"), "set_instance_count", "get_instance_count");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
	ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "transform_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_transform_array", "_get_transform_array");
	ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "color_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_color_array", "_get_color_array");

	BIND_CONSTANT(TRANSFORM_2D);
	BIND_CONSTANT(TRANSFORM_3D);
	BIND_CONSTANT(COLOR_NONE);
	BIND_CONSTANT(COLOR_8BIT);
	BIND_CONSTANT(COLOR_FLOAT);
}

MultiMesh::MultiMesh() {

	multimesh = VisualServer::get_singleton()->multimesh_create();
	color_format = COLOR_NONE;
	transform_format = TRANSFORM_2D;
}

MultiMesh::~MultiMesh() {

	VisualServer::get_singleton()->free(multimesh);
}