/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mesh.h"
#include "debug.h"
#include "log.h"
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>

// In Irrlicht 1.8 the signature of ITexture::lock was changed from
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
#define MY_ETLM_READ_ONLY true
#else
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif

scene::IAnimatedMesh* createCubeMesh(v3f scale)
{
	video::SColor c(255,255,255,255);
	video::S3DVertex vertices[24] =
	{
		// Up
		video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
		video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
		video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
		video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
		// Down
		video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
		video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
		video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
		video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
		// Right
		video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
		video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
		video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
		video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
		// Left
		video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
		video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
		video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
		video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
		// Back
		video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
		video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
		video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
		video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
		// Front
		video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
		video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
		video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
		video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
	};

	u16 indices[6] = {0,1,2,2,3,0};

	scene::SMesh *mesh = new scene::SMesh();
	for (u32 i=0; i<6; ++i)
	{
		scene::IMeshBuffer *buf = new scene::SMeshBuffer();
		buf->append(vertices + 4 * i, 4, indices, 6);
		// Set default material
		buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
		buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
		buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		// Add mesh buffer to mesh
		mesh->addMeshBuffer(buf);
		buf->drop();
	}

	scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
	mesh->drop();
	scaleMesh(anim_mesh, scale);  // also recalculates bounding box
	return anim_mesh;
}

void scaleMesh(scene::IMesh *mesh, v3f scale)
{
	if(mesh == NULL)
		return;

	core::aabbox3d<f32> bbox;
	bbox.reset(0,0,0);

	u16 mc = mesh->getMeshBufferCount();
	for(u16 j=0; j<mc; j++)
	{
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
		u16 vc = buf->getVertexCount();
		for(u16 i=0; i<vc; i++)
		{
			vertices[i].Pos *= scale;
		}
		buf->recalculateBoundingBox();

		// calculate total bounding box
		if(j == 0)
			bbox = buf->getBoundingBox();
		else
			bbox.addInternalBox(buf->getBoundingBox());
	}
	mesh->setBoundingBox(bbox);
}

void translateMesh(scene::IMesh *mesh, v3f vec)
{
	if(mesh == NULL)
		return;

	core::aabbox3d<f32> bbox;
	bbox.reset(0,0,0);

	u16 mc = mesh->getMeshBufferCount();
	for(u16 j=0; j<mc; j++)
	{
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
		u16 vc = buf->getVertexCount();
		for(u16 i=0; i<vc; i++)
		{
			vertices[i].Pos += vec;
		}
		buf->recalculateBoundingBox();

		// calculate total bounding box
		if(j == 0)
			bbox = buf->getBoundingBox();
		else
			bbox.addInternalBox(buf->getBoundingBox());
	}
	mesh->setBoundingBox(bbox);
}

void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
	if(mesh == NULL)
		return;
	
	u16 mc = mesh->getMeshBufferCount();
	for(u16 j=0; j<mc; j++)
	{
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
		u16 vc = buf->getVertexCount();
		for(u16 i=0; i<vc; i++)
		{
			vertices[i].Color = color;
		}
	}
}

void setMeshColorByNormalXYZ(scene::IMesh *mesh,
		const video::SColor &colorX,
		const video::SColor &colorY,
		const video::SColor &colorZ)
{
	if(mesh == NULL)
		return;
	
	u16 mc = mesh->getMeshBufferCount();
	for(u16 j=0; j<mc; j++)
	{
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
		u16 vc = buf->getVertexCount();
		for(u16 i=0; i<vc; i++)
		{
			f32 x = fabs(vertices[i].Normal.X);
			f32 y = fabs(vertices[i].Normal.Y);
			f32 z = fabs(vertices[i].Normal.Z);
			if(x >= y && x >= z)
				vertices[i].Color = colorX;
			else if(y >= z)
				vertices[i].Color = colorY;
			else
				vertices[i].Color = colorZ;

		}
	}
}

void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{		
	int axisdir = facedir>>2;
	facedir &= 0x03;

	u16 mc = mesh->getMeshBufferCount();
	for(u16 j = 0; j < mc; j++)
	{
		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
		u16 vc = buf->getVertexCount();
		for(u16 i=0; i<vc; i++)
		{
			switch (axisdir)
			{
			case 0:
				if(facedir == 1)
					vertices[i].Pos.rotateXZBy(-90);
				else if(facedir == 2)
					vertices[i].Pos.rotateXZBy(180);
				else if(facedir == 3)
					vertices[i].Pos.rotateXZBy(90);
				break;
			case 1: // z+
				vertices[i].Pos.rotateYZBy(90);
				if(facedir == 1)
					vertices[i].Pos.rotateXYBy(90);
				else if(facedir == 2)
					vertices[i].Pos.rotateXYBy(180);
				else if(facedir == 3)
					vertices[i].Pos.rotateXYBy(-90);
				break;
			case 2: //z-
				vertices[i].Pos.rotateYZBy(-90);
				if(facedir == 1)
					vertices[i].Pos.rotateXYBy(-90);
				else if(facedir == 2)
					vertices[i].Pos.rotateXYBy(180);
				else if(facedir == 3)
					vertices[i].Pos.rotateXYBy(90);
				break;
			case 3:  //x+
				vertices[i].Pos.rotateXYBy(-90);
				if(facedir == 1)
					vertices[i].Pos.rotateYZBy(90);
				else if(facedir == 2)
					vertices[i].Pos.rotateYZBy(180);
				else if(facedir == 3)
					vertices[i].Pos.rotateYZBy(-90);
				break;
			case 4:  //x-
				vertices[i].Pos.rotateXYBy(90);
				if(facedir == 1)
					vertices[i].Pos.rotateYZBy(-90);
				else if(facedir == 2)
					vertices[i].Pos.rotateYZBy(180);
				else if(facedir == 3)
					vertices[i].Pos.rotateYZBy(90);
				break;
			case 5:
				vertices[i].Pos.rotateXYBy(-180);
				if(facedir == 1)
					vertices[i].Pos.rotateXZBy(90);
				else if(facedir == 2)
					vertices[i].Pos.rotateXZBy(180);
				else if(facedir == 3)
					vertices[i].Pos.rotateXZBy(-90);
				break;
			default:
				break;
			}
		}
	}
}

void recalculateBoundingBox(scene::IMesh *src_mesh)
{
	core::aabbox3d<f32> bbox;
	bbox.reset(0,0,0);
	for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
	{
		scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
		buf->recalculateBoundingBox();
		if(j == 0)
			bbox = buf->getBoundingBox();
		else
			bbox.addInternalBox(buf->getBoundingBox());
	}
	src_mesh->setBoundingBox(bbox);
}

scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
{
	scene::SMesh* dst_mesh = new scene::SMesh();
	for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
	{
		scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
		video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
		u16 *indices = (u16*)buf->getIndices();
		scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
		temp_buf->append(vertices, buf->getVertexCount(),
			indices, buf->getIndexCount());
		dst_mesh->addMeshBuffer(temp_buf);
		temp_buf->drop();
	}
	return dst_mesh;					
}

scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
{
	scene::SMesh* dst_mesh = new scene::SMesh();
	for (u16 j = 0; j < 6; j++)
	{
		scene::IMeshBuffer *buf = new scene::SMeshBuffer();
		buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
		buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
		dst_mesh->addMeshBuffer(buf);
		buf->drop();
	}
	
	video::SColor c(255,255,255,255);	

	std::vector<aabb3f> boxes = f->node_box.fixed;
		
	for(std::vector<aabb3f>::iterator
			i = boxes.begin();
			i != boxes.end(); i++)
	{
		aabb3f box = *i;

		f32 temp;
		if (box.MinEdge.X > box.MaxEdge.X)
			{
				temp=box.MinEdge.X;
				box.MinEdge.X=box.MaxEdge.X;
				box.MaxEdge.X=temp;
			}
		if (box.MinEdge.Y > box.MaxEdge.Y)
			{
				temp=box.MinEdge.Y;
				box.MinEdge.Y=box.MaxEdge.Y;
				box.MaxEdge.Y=temp;
			}
		if (box.MinEdge.Z > box.MaxEdge.Z)
			{
				temp=box.MinEdge.Z;
				box.MinEdge.Z=box.MaxEdge.Z;
				box.MaxEdge.Z=temp;
			}
		// Compute texture coords
		f32 tx1 = (box.MinEdge.X/BS)+0.5;
		f32 ty1 = (box.MinEdge.Y/BS)+0.5;
		f32 tz1 = (box.MinEdge.Z/BS)+0.5;
		f32 tx2 = (box.MaxEdge.X/BS)+0.5;
		f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
		f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
		f32 txc[24] = {
			// up
			tx1, 1-tz2, tx2, 1-tz1,
			// down
			tx1, tz1, tx2, tz2,
			// right
			tz1, 1-ty2, tz2, 1-ty1,
			// left
			1-tz2, 1-ty2, 1-tz1, 1-ty1,
			// back
			1-tx2, 1-ty2, 1-tx1, 1-ty1,
			// front
			tx1, 1-ty2, tx2, 1-ty1,
		};
		v3f min = box.MinEdge;
		v3f max = box.MaxEdge;

		video::S3DVertex vertices[24] =
		{
			// up
			video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
			video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
			video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
			video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
			// down
			video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
			video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
			video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
			video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
			// right
			video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
			video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
			video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
			video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
			// left
			video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
			video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
			video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
			video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
			// back
			video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
			video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
			video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
			video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
			// front
			video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
			video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
			video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
			video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
		};

		u16 indices[] = {0,1,2,2,3,0};

		for(u16 j = 0; j < 24; j += 4)
		{
			scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
			buf->append(vertices + j, 4, indices, 6);
		}
	}
	return dst_mesh;					
}