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

#include "servers/physics_server.h"

Vector<Vector3> HeightMapShape::get_debug_mesh_lines() {
	Vector<Vector3> points;

	if ((map_width != 0) && (map_depth != 0)) {
		// This will be slow for large maps...
		// also we'll have to figure out how well bullet centers this shape...

		Vector2 size(map_width - 1, map_depth - 1);
		Vector2 start = size * -0.5;

		PoolRealArray::Read r = map_data.read();

		// reserve some memory for our points..
		points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2) + (map_width - 1) * (map_depth - 1) * 2);

		// now set our points
		int r_offset = 0;
		int w_offset = 0;
		for (int d = 0; d < map_depth; d++) {
			Vector3 height(start.x, 0.0, start.y);

			for (int w = 0; w < map_width; w++) {
				height.y = r[r_offset++];

				if (w != map_width - 1) {
					points.write[w_offset++] = height;
					points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z);
				}

				if (d != map_depth - 1) {
					points.write[w_offset++] = height;
					points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0);
				}

				if ((w != map_width - 1) && (d != map_depth - 1)) {
					points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z);
					points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0);
				}

				height.x += 1.0;
			}

			start.y += 1.0;
		}
	}

	return points;
}

real_t HeightMapShape::get_enclosing_radius() const {
	return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
}

void HeightMapShape::_update_shape() {
	Dictionary d;
	d["width"] = map_width;
	d["depth"] = map_depth;
	d["heights"] = map_data;
	d["min_height"] = min_height;
	d["max_height"] = max_height;
	PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
	Shape::_update_shape();
}

void HeightMapShape::set_map_width(int p_new) {
	if (p_new < 1) {
		// ignore
	} else if (map_width != p_new) {
		int was_size = map_width * map_depth;
		map_width = p_new;

		int new_size = map_width * map_depth;
		map_data.resize(map_width * map_depth);

		PoolRealArray::Write w = map_data.write();
		while (was_size < new_size) {
			w[was_size++] = 0.0;
		}

		_update_shape();
		notify_change_to_owners();
		_change_notify("map_width");
		_change_notify("map_data");
	}
}

int HeightMapShape::get_map_width() const {
	return map_width;
}

void HeightMapShape::set_map_depth(int p_new) {
	if (p_new < 1) {
		// ignore
	} else if (map_depth != p_new) {
		int was_size = map_width * map_depth;
		map_depth = p_new;

		int new_size = map_width * map_depth;
		map_data.resize(new_size);

		PoolRealArray::Write w = map_data.write();
		while (was_size < new_size) {
			w[was_size++] = 0.0;
		}

		_update_shape();
		notify_change_to_owners();
		_change_notify("map_depth");
		_change_notify("map_data");
	}
}

int HeightMapShape::get_map_depth() const {
	return map_depth;
}

void HeightMapShape::set_map_data(PoolRealArray p_new) {
	int size = (map_width * map_depth);
	if (p_new.size() != size) {
		// fail
		return;
	}

	// copy
	PoolRealArray::Write w = map_data.write();
	PoolRealArray::Read r = p_new.read();
	for (int i = 0; i < size; i++) {
		float val = r[i];
		w[i] = val;
		if (i == 0) {
			min_height = val;
			max_height = val;
		} else {
			if (min_height > val) {
				min_height = val;
			}

			if (max_height < val) {
				max_height = val;
			}
		}
	}

	_update_shape();
	notify_change_to_owners();
	_change_notify("map_data");
}

PoolRealArray HeightMapShape::get_map_data() const {
	return map_data;
}

void HeightMapShape::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape::set_map_width);
	ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape::get_map_width);
	ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape::set_map_depth);
	ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape::get_map_depth);
	ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape::set_map_data);
	ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape::get_map_data);

	ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_map_width", "get_map_width");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_map_depth", "get_map_depth");
	ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "map_data"), "set_map_data", "get_map_data");
}

HeightMapShape::HeightMapShape() :
		Shape(RID_PRIME(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_HEIGHTMAP))) {
	map_width = 2;
	map_depth = 2;
	map_data.resize(map_width * map_depth);
	PoolRealArray::Write w = map_data.write();
	w[0] = 0.0;
	w[1] = 0.0;
	w[2] = 0.0;
	w[3] = 0.0;
	min_height = 0.0;
	max_height = 0.0;

	_update_shape();
}
