/*************************************************************************/
/*  mesh_instance.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 "mesh_instance.h"

#include "skeleton.h"
#include "physics_body.h"
#include "body_shape.h"


bool MeshInstance::_set(const StringName& p_name, const Variant& p_value) {

	//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
	//add to it that it's probably found on first call to _set anyway.

	if (!get_instance().is_valid())
		return false;


	Map<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
	if (!E)
		return false;

	E->get().value=p_value;
	VisualServer::get_singleton()->instance_set_morph_target_weight(get_instance(),E->get().idx,E->get().value);

	return true;
}

bool MeshInstance::_get(const StringName& p_name,Variant &r_ret) const {


	if (!get_instance().is_valid())
		return false;

	const Map<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
	if (!E)
		return false;

	r_ret = E->get().value;

	return true;
}

void MeshInstance::_get_property_list( List<PropertyInfo> *p_list) const {

	List<String> ls;
	for(const Map<StringName,MorphTrack>::Element *E=morph_tracks.front();E;E=E->next()) {

		ls.push_back(E->key());
	}

	ls.sort();;

	for(List<String>::Element *E=ls.front();E;E=E->next()) {
		p_list->push_back( PropertyInfo(Variant::REAL,E->get(),PROPERTY_HINT_RANGE,"0,1,0.01"));
	}
}




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

	mesh=p_mesh;

	morph_tracks.clear();
	if (mesh.is_valid()) {


		for(int i=0;i<mesh->get_morph_target_count();i++) {

			MorphTrack mt;
			mt.idx=i;
			mt.value=0;
			morph_tracks["morph/"+String(mesh->get_morph_target_name(i))]=mt;
		}
		set_base(mesh->get_rid());
	} else {

		set_base(RID());
	}

	_change_notify("mesh");
}
Ref<Mesh> MeshInstance::get_mesh() const {

	return mesh;
}

void MeshInstance::_resolve_skeleton_path(){

	if (skeleton_path.is_empty())
		return;

	Skeleton *skeleton=get_node(skeleton_path)?get_node(skeleton_path)->cast_to<Skeleton>():NULL;
	if (skeleton)
		VisualServer::get_singleton()->instance_attach_skeleton( get_instance(), skeleton->get_skeleton() );
}

void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {

	skeleton_path = p_skeleton;
	if (!is_inside_tree())
		return;
	_resolve_skeleton_path();
}

NodePath MeshInstance::get_skeleton_path() {
	return skeleton_path;
}

AABB MeshInstance::get_aabb() const {

	if (!mesh.is_null())
		return mesh->get_aabb();

	return AABB();
}

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

	if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING)))
		return DVector<Face3>();

	if (mesh.is_null())
		return DVector<Face3>();

	return mesh->get_faces();
}


Node* MeshInstance::create_trimesh_collision_node() {

	if (mesh.is_null())
		return NULL;

	Ref<Shape> shape = mesh->create_trimesh_shape();
	if (shape.is_null())
		return NULL;

	StaticBody * static_body = memnew( StaticBody );
	static_body->add_shape( shape );
	return static_body;


}

void MeshInstance::create_trimesh_collision() {


	StaticBody* static_body = create_trimesh_collision_node()->cast_to<StaticBody>();
	ERR_FAIL_COND(!static_body);
	static_body->set_name( String(get_name()) + "_col" );

	add_child(static_body);
	if (get_owner())
		static_body->set_owner( get_owner() );
	CollisionShape *cshape = memnew( CollisionShape );
	cshape->set_shape(static_body->get_shape(0));
	static_body->add_child(cshape);
	if (get_owner())
		cshape->set_owner( get_owner() );

}

Node* MeshInstance::create_convex_collision_node() {

	if (mesh.is_null())
		return NULL;

	Ref<Shape> shape = mesh->create_convex_shape();
	if (shape.is_null())
		return NULL;

	StaticBody * static_body = memnew( StaticBody );
	static_body->add_shape( shape );
	return static_body;


}

void MeshInstance::create_convex_collision() {


	StaticBody* static_body = create_convex_collision_node()->cast_to<StaticBody>();
	ERR_FAIL_COND(!static_body);
	static_body->set_name( String(get_name()) + "_col" );

	add_child(static_body);
	if (get_owner())
		static_body->set_owner( get_owner() );
	CollisionShape *cshape = memnew( CollisionShape );
	cshape->set_shape(static_body->get_shape(0));
	static_body->add_child(cshape);
	if (get_owner())
		cshape->set_owner( get_owner() );


}

void MeshInstance::_notification(int p_what) {

	if (p_what==NOTIFICATION_ENTER_TREE) {
		_resolve_skeleton_path();
	}
}


void MeshInstance::_bind_methods() {

	ObjectTypeDB::bind_method(_MD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh);
	ObjectTypeDB::bind_method(_MD("get_mesh:Mesh"),&MeshInstance::get_mesh);
	ObjectTypeDB::bind_method(_MD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path);
	ObjectTypeDB::bind_method(_MD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path);
	ObjectTypeDB::bind_method(_MD("get_aabb"),&MeshInstance::get_aabb);
	ObjectTypeDB::bind_method(_MD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision);
	ObjectTypeDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT);
	ObjectTypeDB::bind_method(_MD("create_convex_collision"),&MeshInstance::create_convex_collision);
	ObjectTypeDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT);
	ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh/mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), _SCS("set_mesh"), _SCS("get_mesh"));
	ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "mesh/skeleton"), _SCS("set_skeleton_path"), _SCS("get_skeleton_path"));
}

MeshInstance::MeshInstance()
{
	skeleton_path=NodePath("..");
}


MeshInstance::~MeshInstance() {

}


