/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
* 
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 
* 3. This notice may not be removed or altered from any source distribution.
*/

#include "dgPhysicsStdafx.h"
#include "dgBody.h"
#include "dgWorld.h"
#include "dgCollisionUserMesh.h"


dgCollisionUserMesh::dgCollisionUserMesh(dgMemoryAllocator* allocator, const dgVector& boxP0, const dgVector& boxP1, const dgUserMeshCreation& data)
	:dgCollisionMesh (allocator, m_userMeshCollision)
{
	m_rtti |= dgCollisionUserMesh_RTTI;

	m_userData = data.m_userData;
	m_getInfo = data.m_getInfo;
	m_faceInAabb = data.m_faceInAabb;
	m_rayHitCallBack = data.m_rayHitCallBack;
	m_collideCallback = data.m_collideCallback;
	m_destroyCallback = data.m_destroyCallback;

	SetCollisionBBox(boxP0, boxP1);
}

dgCollisionUserMesh::dgCollisionUserMesh (dgWorld* const world, dgDeserialize deserialization, void* const userData)
	:dgCollisionMesh (world, deserialization, userData)
{
_ASSERTE (0);
	m_rtti |= dgCollisionUserMesh_RTTI;
	
/*
	dgAABBPolygonSoup::Deserialize (deserialization, userData);

	dgVector p0; 
	dgVector p1; 
	GetAABB (p0, p1);
	SetCollisionBBox(p0, p1);
*/
}

dgCollisionUserMesh::~dgCollisionUserMesh(void)
{
	if (m_destroyCallback) {
		m_destroyCallback (m_userData);
	}
}

void dgCollisionUserMesh::Serialize(dgSerialize callback, void* const userData) const
{
	_ASSERTE (0);
/*
	SerializeLow(callback, userData);
	dgAABBPolygonSoup::Serialize ((dgSerialize) callback, userData);
*/
}


void dgCollisionUserMesh::GetVertexListIndexList (const dgVector& p0, const dgVector& p1, dgGetVertexListIndexList &data) const
{
	if (m_faceInAabb) {
		return m_faceInAabb (m_userData, &p0[0], &p1[0], (const dgFloat32**) &data.m_veterxArray, &data.m_vertexCount, &data.m_vertexStrideInBytes,
							 data.m_indexList, data.m_maxIndexCount, data.m_userDataList);

	} else {
		data.m_triangleCount = 0;
	}
}

void dgCollisionUserMesh::GetCollisionInfo(dgCollisionInfo* info) const
{
	dgCollision::GetCollisionInfo(info);
	info->m_offsetMatrix = GetOffsetMatrix();
	if (m_getInfo) {
		m_getInfo (m_userData, info);
	}
}


dgFloat32 dgCollisionUserMesh::RayCastSimd (const dgVector& localP0, const dgVector& localP1, dgContactPoint& contactOut, OnRayPrecastAction preFilter, const dgBody* const body, void* const userData) const
{
	return RayCast (localP0, localP1, contactOut, preFilter, body, userData);
}


dgFloat32 dgCollisionUserMesh::RayCast (
	const dgVector& localP0, 
	const dgVector& localP1, 
	dgContactPoint& contactOut,
	OnRayPrecastAction preFilter, 
	const dgBody* const body,
	void* const userData) const
{
	dgFloat32 t;
	dgFloat32 param;
	if (PREFILTER_RAYCAST (preFilter, body, this, userData)) {
		return dgFloat32 (1.2f);
	}

	param = dgFloat32 (1.2f);
	if (m_rayHitCallBack) {
		dgCollisionMeshRayHitDesc data;
		data.m_localP0 = localP0;
		data.m_localP1 = localP1;
		data.m_userData = m_userData;
		data.m_altenateUserData = userData;
		if (body) {
			data.m_matrix = body->m_collisionWorldMatrix;
		}

		t = m_rayHitCallBack (data);
		if ((t < dgFloat32 (1.0f)) && (t > dgFloat32 (0.0f))) {
			param = t;
			contactOut.m_normal = data.m_normal;
			contactOut.m_userId = data.m_userId;
		} 
	}
	return param;

}


void dgCollisionUserMesh::GetCollidingFacesSimd (dgPolygonMeshDesc* const data) const
{
	GetCollidingFaces (data);
}

void dgCollisionUserMesh::GetCollidingFaces (dgPolygonMeshDesc* const data) const
{
	data->m_faceCount = 0;

	if (m_collideCallback) {
		data->m_me = this;
		data->m_userData = m_userData;
		m_collideCallback (*data);
	}
}


void dgCollisionUserMesh::DebugCollision (const dgMatrix& matrixPtr, OnDebugCollisionMeshCallback callback, void* const userData) const
{
/*
	dgCollisionUserMeshShowPolyContext context;

	context.m_matrix = matrixPtr;
	context.m_userData = userData;;
	context.m_callback = callback;

	dgVector p0 (dgFloat32 (-1.0e20f), dgFloat32 (-1.0e20f), dgFloat32 (-1.0e20f), dgFloat32 (0.0f));
	dgVector p1 (dgFloat32 ( 1.0e20f), dgFloat32 ( 1.0e20f), dgFloat32 ( 1.0e20f), dgFloat32 (0.0f));
	ForAllSectors (p0, p1, ShowDebugPolygon, &context);
*/
}
