/*
--------------------------------------------------------------------------------
This source file is part of SkyX.
Visit ---

Copyright (C) 2009 Xavier Verguín González <xavierverguin@hotmail.com>
                                           <xavyiy@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 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., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
--------------------------------------------------------------------------------
*/

#include "VClouds/SkyxGeometryBlock.h"
#include "VClouds/SkyxVClouds.h"

namespace SkyX
{
	namespace VClouds
	{
	
	GeometryBlock::GeometryBlock(VClouds* vc,
		    const float& Height, const Ogre::Radian& Alpha, const Ogre::Radian& Beta, 
			const float& Radius, const Ogre::Radian& Phi, const int& Na, 
			const int& Nb, const int& Nc, const int& Position)
		: mVClouds(vc)
		, mCreated(false)
		, mSubMesh(0)
		, mEntity(0)
		, mVertices(0)
		, mNumberOfTriangles(0)
		, mVertexCount(0)
		, mHeight(Height)
		, mAlpha(Alpha)
		, mBeta(Beta)
		, mRadius(Radius)
		, mPhi(Phi)
		, mNa(Na) , mNb(Nb) , mNc(Nc)
		, mA(0) , mB(0) , mC(0)
		, mPosition(Position)
		, mDisplacement(Ogre::Vector3(0,0,0))
		, mWorldOffset(Ogre::Vector2(0,0))
	{
		_calculateDataSize();
	}

	GeometryBlock::~GeometryBlock()
	{
		remove();
	}

	void GeometryBlock::create()
	{
		remove();

		// Create mesh and submesh
		mMesh = Ogre::MeshManager::getSingleton().createManual("_SkyX_VClouds_Block" + Ogre::StringConverter::toString(mPosition), /*TODO JEFF*/"SkyX");
        mSubMesh = mMesh->createSubMesh();
        mSubMesh->useSharedVertices = false;

		// Create mesh geometry
		_createGeometry();

		// End mesh creation
        mMesh->load();
        mMesh->touch();

		// Create entity
        mEntity = mVClouds->getSceneManager()->createEntity("_SkyX_VClouds_BlockEnt" + Ogre::StringConverter::toString(mPosition), "_SkyX_VClouds_Block" + Ogre::StringConverter::toString(mPosition));
        mEntity->setMaterialName("SkyX_VolClouds");
		mEntity->setCastShadows(false);
		mEntity->setRenderQueueGroup(Ogre::RENDER_QUEUE_SKIES_LATE);

		// Set bounds
		mMesh->_setBounds(_buildAABox());

		mCreated = true;

		_updateGeometry();
	}

	void GeometryBlock::remove()
	{
		if (!mCreated)
		{
			return;
		}

		Ogre::MeshManager::getSingleton().remove(mMesh->getName());
		mVClouds->getSceneManager()->destroyEntity(mEntity);

		mMesh.setNull();
		mSubMesh = 0;
		mEntity = 0;
		mVertexBuffer.setNull();
		mIndexBuffer.setNull();

		delete [] mVertices;

		mCreated = false;
	}

	const Ogre::AxisAlignedBox GeometryBlock::_buildAABox() const
	{
		Ogre::Vector2 Center = Ogre::Vector2(0,0);
    Ogre::Vector2 V1     = mRadius*Ogre::Vector2(Ogre::Math::Cos(mPhi*static_cast<Ogre::Real>(mPosition)), Ogre::Math::Sin(mPhi*static_cast<Ogre::Real>(mPosition)));
		Ogre::Vector2 V2     = mRadius*Ogre::Vector2(Ogre::Math::Cos(mPhi*static_cast<Ogre::Real>(mPosition+1)), Ogre::Math::Sin(mPhi*static_cast<Ogre::Real>(mPosition+1)));

		Ogre::Vector2 Max    = Ogre::Vector2(std::max<float>(std::max<float>(V1.x, V2.x), Center.x), std::max<float>(std::max<float>(V1.y, V2.y), Center.y) );
		Ogre::Vector2 Min    = Ogre::Vector2(std::min<float>(std::min<float>(V1.x, V2.x), Center.x), std::min<float>(std::min<float>(V1.y, V2.y), Center.y) );
		
		return Ogre::AxisAlignedBox(
							  // Min x,y,z
							  Min.x, 0,      Min.y,
							  // Max x,y,z
			                  Max.x, mHeight, Max.y);
	}

	void GeometryBlock::_calculateDataSize()
	{
		mVertexCount = 7*mNa + 6*mNb + 4*mNc;
		mNumberOfTriangles = 5*mNa + 4*mNb + 2*mNc;

		mA = mHeight / Ogre::Math::Cos(Ogre::Math::PI/2-mBeta.valueRadians());
		mB = mHeight / Ogre::Math::Cos(Ogre::Math::PI/2-mAlpha.valueRadians());
	    mC = mRadius;

		mV2Cos = Ogre::Vector2(Ogre::Math::Cos(static_cast<Ogre::Real>(mPosition)*mPhi), Ogre::Math::Cos(static_cast<Ogre::Real>(mPosition+1)*mPhi));
		mV2Sin = Ogre::Vector2(Ogre::Math::Sin(static_cast<Ogre::Real>(mPosition)*mPhi), Ogre::Math::Sin(static_cast<Ogre::Real>(mPosition+1)*mPhi));

		mBetaSin  = Ogre::Math::Sin(Ogre::Math::PI-mBeta.valueRadians());
		mAlphaSin = Ogre::Math::Sin(Ogre::Math::PI-mAlpha.valueRadians());
	}

	void GeometryBlock::_createGeometry()
	{
		// Vertex buffers
		mSubMesh->vertexData = new Ogre::VertexData();
		mSubMesh->vertexData->vertexStart = 0;
		mSubMesh->vertexData->vertexCount = mVertexCount;

		Ogre::VertexDeclaration* vdecl = mSubMesh->vertexData->vertexDeclaration;
		Ogre::VertexBufferBinding* vbind = mSubMesh->vertexData->vertexBufferBinding;

		size_t offset = 0;
		// Position
		vdecl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
		offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
		// 3D coords
		vdecl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_TEXTURE_COORDINATES, 0);
		offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
		// Noise coords
		vdecl->addElement(0, offset, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES, 1);
		offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);
		// Opacity
		vdecl->addElement(0, offset, Ogre::VET_FLOAT1, Ogre::VES_TEXTURE_COORDINATES, 2);

		mVertexBuffer = Ogre::HardwareBufferManager::getSingleton().
			createVertexBuffer(sizeof(VERTEX),
			                   mVertexCount,
			                   Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY);

		vbind->setBinding(0, mVertexBuffer);

		unsigned int *indexbuffer = new unsigned int[mNumberOfTriangles*3];

		int IndexOffset = 0;
		int VertexOffset = 0;

		// C
		for (int k = 0; k < mNc; k++)
		{
			// First triangle
			indexbuffer[IndexOffset]   = VertexOffset;
			indexbuffer[IndexOffset+1] = VertexOffset+1;
			indexbuffer[IndexOffset+2] = VertexOffset+3;

			// Second triangle
			indexbuffer[IndexOffset+3] = VertexOffset;
			indexbuffer[IndexOffset+4] = VertexOffset+3;
			indexbuffer[IndexOffset+5] = VertexOffset+2;

			IndexOffset  += 6;
			VertexOffset += 4;
		}

		// B
		for (int k = 0; k < mNb; k++)
		{
			// First triangle
			indexbuffer[IndexOffset]   = VertexOffset;
			indexbuffer[IndexOffset+1] = VertexOffset+1;
			indexbuffer[IndexOffset+2] = VertexOffset+3;

			// Second triangle
			indexbuffer[IndexOffset+3] = VertexOffset;
			indexbuffer[IndexOffset+4] = VertexOffset+3;
			indexbuffer[IndexOffset+5] = VertexOffset+2;

			// Third triangle
			indexbuffer[IndexOffset+6] = VertexOffset+2;
			indexbuffer[IndexOffset+7] = VertexOffset+3;
			indexbuffer[IndexOffset+8] = VertexOffset+5;

			// Fourth triangle
			indexbuffer[IndexOffset+9] = VertexOffset+2;
			indexbuffer[IndexOffset+10] = VertexOffset+5;
			indexbuffer[IndexOffset+11] = VertexOffset+4;

			IndexOffset  += 12;
			VertexOffset += 6;
		}

		// A
		for (int k = 0; k < mNa; k++)
		{
			// First triangle
			indexbuffer[IndexOffset]   = VertexOffset;
			indexbuffer[IndexOffset+1] = VertexOffset+1;
			indexbuffer[IndexOffset+2] = VertexOffset+3;

			// Second triangle
			indexbuffer[IndexOffset+3] = VertexOffset;
			indexbuffer[IndexOffset+4] = VertexOffset+3;
			indexbuffer[IndexOffset+5] = VertexOffset+2;

			// Third triangle
			indexbuffer[IndexOffset+6]   = VertexOffset+2;
			indexbuffer[IndexOffset+7] = VertexOffset+3;
			indexbuffer[IndexOffset+8] = VertexOffset+5;

			// Fourth triangle
			indexbuffer[IndexOffset+9] = VertexOffset+2;
			indexbuffer[IndexOffset+10] = VertexOffset+5;
			indexbuffer[IndexOffset+11] = VertexOffset+4;

			// Fifth triangle
			indexbuffer[IndexOffset+12] = VertexOffset+4;
			indexbuffer[IndexOffset+13] = VertexOffset+5;
			indexbuffer[IndexOffset+14] = VertexOffset+6;

			IndexOffset  += 15;
			VertexOffset += 7;
		}

		// Prepare buffer for indices
		mIndexBuffer =
			Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
			Ogre::HardwareIndexBuffer::IT_32BIT,
			mNumberOfTriangles*3,
			Ogre::HardwareBuffer::HBU_STATIC, true);

		mIndexBuffer->
			writeData(0,
			          mIndexBuffer->getSizeInBytes(),
			          indexbuffer,
			          true);

		delete []indexbuffer;

		// Set index buffer for this submesh
		mSubMesh->indexData->indexBuffer = mIndexBuffer;
		mSubMesh->indexData->indexStart = 0;
		mSubMesh->indexData->indexCount = mNumberOfTriangles*3;

	    // Create our internal buffer for manipulations
		mVertices = new VERTEX[mVertexCount];

		// Update geometry
		_updateGeometry();
	}

	void GeometryBlock::update(const Ogre::Real& offset)
	{
		if (!mCreated)
			return;

		mDisplacement += Ogre::Vector3(offset);
		if (mDisplacement.z < 0 || mDisplacement.z > (mC-mB)/mNc)
			mDisplacement.z -= ((mC-mB)/mNc)*Ogre::Math::IFloor((mDisplacement.z)/((mC-mB)/mNc));

		if (mDisplacement.y < 0 || mDisplacement.y > (mB-mA)/mNb)
			mDisplacement.y -= ((mB-mA)/mNb)*Ogre::Math::IFloor((mDisplacement.y)/((mB-mA)/mNb));

		if (mDisplacement.x < 0 || mDisplacement.x > mA/mNa)
			mDisplacement.x -= (mA/mNa)*Ogre::Math::IFloor((mDisplacement.x)/(mA/mNa));

		/* TODO JEFF if (isInFrustum(mVClouds->getCamera()))
			_updateGeometry();*/
	}

	void GeometryBlock::_updateGeometry()
	{
		// Update zone C
		for (int k = 0; k < mNc; k++)
			_updateZoneCSlice(k);

		// Update zone B
		for (int k = 0; k < mNb; k++)
			_updateZoneBSlice(k);

		// Update zone A
		for (int k = 0; k < mNa; k++)
			_updateZoneASlice(k);

		// Upload changes
		mVertexBuffer->writeData(0, mVertexBuffer->getSizeInBytes(), mVertices, true);
	}

	void GeometryBlock::_updateZoneCSlice(const int& n)
	{
		int VertexOffset = n*4;

		// TODO, calculate constants by zone, not by slice
		float Radius = mB+((mC-mB)/mNc)*(mNc-n);

		Radius += mDisplacement.z;

		float opacity = 1;

		if (n == 0)
			opacity = 1 - mDisplacement.z/((mC-mB)/mNc);
		else if (n == mNc-1)
			opacity = mDisplacement.z/((mC-mB)/mNc);


		Ogre::Vector2 x1 = Radius * mV2Cos;
		Ogre::Vector2 x2 = Radius * mBetaSin * mV2Cos;
		Ogre::Vector2 z1 = Radius * mV2Sin;
		Ogre::Vector2 z2 = Radius * mBetaSin * mV2Sin;
	    
		Ogre::Vector3 or0 = Ogre::Vector3(x1.x, 0, z1.x);
		Ogre::Vector3 or1 = Ogre::Vector3(x1.y, 0, z1.y);

		float y0 = Radius*Ogre::Math::Sin(mAlpha);
    float d = Ogre::Vector2(x1.x - x2.x, z1.x - z2.x).length();
    float ang = Ogre::Math::ATan(y0/d).valueRadians();
    float hip = mHeight / Ogre::Math::Sin(ang);

		_setVertexData(VertexOffset, Ogre::Vector3(x1.x, 0, z1.x), opacity);		                                // Vertex 0
		_setVertexData(VertexOffset+1, Ogre::Vector3(x1.y, 0, z1.y), opacity);		                              // Vertex 1
		_setVertexData(VertexOffset+2, or0+(Ogre::Vector3(x2.x, y0, z2.x)-or0).normalisedCopy()*hip, opacity);  // Vertex 2
		_setVertexData(VertexOffset+3, or1+(Ogre::Vector3(x2.y, y0, z2.y)-or1).normalisedCopy()*hip, opacity);  // Vertex 3
	}

	void GeometryBlock::_updateZoneBSlice(const int& n)
	{
		int VertexOffset = mNc*4 + n*6;
		float Radius = mA+((mB-mA)/mNb)*(mNb-n);
		Radius += mDisplacement.y;

		float opacity = 1;
		if (n == 0)
			opacity = 1-mDisplacement.y/((mB-mA)/mNb);
		else if (n == mNb-1)
			opacity = mDisplacement.y/((mB-mA)/mNb);

		Ogre::Vector2 x1 = Radius * mV2Cos;
    Ogre::Vector2 x2 = Radius * mBetaSin * mV2Cos;
		Ogre::Vector2 z1 = Radius * mV2Sin;
    Ogre::Vector2 z2 = Radius * mBetaSin * mV2Sin;
	    
		float y0 = Radius*Ogre::Math::Sin(mAlpha);

		_setVertexData(VertexOffset, Ogre::Vector3(x1.x, 0, z1.x), opacity);		// Vertex 0
		_setVertexData(VertexOffset+1, Ogre::Vector3(x1.y, 0, z1.y), opacity);  // Vertex 1
		_setVertexData(VertexOffset+2, Ogre::Vector3(x2.x, y0, z2.x), opacity);	// Vertex 2
		_setVertexData(VertexOffset+3, Ogre::Vector3(x2.y, y0, z2.y), opacity);	// Vertex 3


		Ogre::Vector2 x3 = Radius*mAlphaSin * mV2Cos;
    Ogre::Vector2 z3 = Radius*mAlphaSin * mV2Sin;

		Ogre::Vector3 or0 = Ogre::Vector3(x2.x, y0, z2.x);
    Ogre::Vector3 or1 = Ogre::Vector3(x2.y, y0, z2.y);

		float y1 = Radius * Ogre::Math::Sin(mBeta);
    float y3 = y1-y0;
    float d = Ogre::Vector2(x3.x - x2.x, z3.x - z2.x).length();
		float ang = Ogre::Math::ATan(y3/d).valueRadians();
    float hip = (mHeight-y0) / Ogre::Math::Sin(ang);

		_setVertexData(VertexOffset+4, or0 + (Ogre::Vector3(x3.x, y1, z3.x)-or0).normalisedCopy()*hip, opacity); // Vertex 4
		_setVertexData(VertexOffset+5, or1 + (Ogre::Vector3(x3.y, y1, z3.y)-or1).normalisedCopy()*hip, opacity); // Vertex 5
	}

	void GeometryBlock::_updateZoneASlice(const int& n)
	{
		int VertexOffset = mNc*4 + mNb*6 +n*7;

		// TODO
		float Radius = (mA/mNa)*(mNa-n);

		Radius += mDisplacement.x;

		float opacity = (n == 0) ? (1-mDisplacement.x/(mA/mNa)) : 1.0f;

		Ogre::Vector2 x1 = Radius*mV2Cos,
				      x2 = Radius*mBetaSin*mV2Cos,
				      z1 = Radius*mV2Sin,
					  z2 = Radius*mBetaSin*mV2Sin;
	    
		float y0 = Radius*Ogre::Math::Sin(mAlpha);

		// Vertex 0
		_setVertexData(VertexOffset, Ogre::Vector3(x1.x, 0, z1.x), opacity);
		// Vertex 1
		_setVertexData(VertexOffset+1, Ogre::Vector3(x1.y, 0, z1.y), opacity);
		// Vertex 2
		_setVertexData(VertexOffset+2, Ogre::Vector3(x2.x, y0, z2.x), opacity);
		// Vertex 3
		_setVertexData(VertexOffset+3, Ogre::Vector3(x2.y, y0, z2.y), opacity);

		Ogre::Vector2 x3 = Radius*mAlphaSin*mV2Cos,
					  z3 = Radius*mAlphaSin*mV2Sin;

		float y1 = Radius*Ogre::Math::Sin(mBeta);

		// Vertex 4
		_setVertexData(VertexOffset+4, Ogre::Vector3(x3.x, y1, z3.x), opacity);
		// Vertex 5
		_setVertexData(VertexOffset+5, Ogre::Vector3(x3.y, y1, z3.y), opacity);

		// Vertex 6
		_setVertexData(VertexOffset+6, Ogre::Vector3(0, Radius, 0), opacity);
	}

	void GeometryBlock::_setVertexData(const int& index, const Ogre::Vector3& p, const float& o)
	{
		// Position
		mVertices[index].x = p.x;
		mVertices[index].y = p.y; // - mHeight*0.075*Ogre::Math::Sin(Ogre::Vector2(p.x,p.z).length()/mRadius);
		mVertices[index].z = p.z;

		// 3D coords (Z-UP)
		float scale = mVClouds->getCloudFieldScale()/mRadius;
		mVertices[index].xc = (p.x+mWorldOffset.x)*scale;
		mVertices[index].yc = (p.z+mWorldOffset.y)*scale;
		mVertices[index].zc = Ogre::Math::Clamp<Ogre::Real>((p.y/mHeight) * 0.5f, 0, 1);

		// Noise coords
		float noise_scale = mVClouds->getNoiseScale()/mRadius; //0.000175f;
		float xz_length_radius = Ogre::Vector2(p.x,p.z).length() / mRadius;
		/* TODO JEFF Ogre::Vector3 origin = Ogre::Vector3(0,(mEntity != 0 && mEntity->getParentSceneNode() != 0) ? -(mEntity->getParentSceneNode()->_getDerivedPosition().y-mVClouds->getCamera()->getDerivedPosition().y) -mRadius*(0.5f+0.5f*Ogre::Vector2(p.x,p.z).length()/mRadius): -100,0);
		Ogre::Vector3 dir = (p-origin).normalisedCopy();
		float hip = Ogre::Math::Sqrt(Ogre::Math::Pow(xz_length_radius * mRadius, 2) + Ogre::Math::Pow(origin.y, 2));
		Ogre::Vector3 uv = dir*hip; // Only x/z, += origin don't needed
		
    float far_scalemultiplier = 1-0.5f*xz_length_radius;
    if (xz_length_radius<0.01f)
      far_scalemultiplier-=0.25f*100.0f*(0.01f-xz_length_radius);

		mVertices[index].u = (uv.x*far_scalemultiplier+mWorldOffset.x)*noise_scale;
		mVertices[index].v = (uv.z*far_scalemultiplier+mWorldOffset.y)*noise_scale;

		// Opacity
		mVertices[index].o = o * mVClouds->getGlobalOpacity();*/
	}

	const bool GeometryBlock::isInFrustum(Ogre::Camera *c) const
	{
		if (!mCreated)
		{
			return false;
		}

		if (!mEntity->getParentSceneNode())
		{
			return false;
		}

		// TODO: See Ogre::PlaneBoundedVolume (A volume bounded by planes, Ogre::Ray intersection ;) )
		// Se contruye el planebvol y se lanza un rayo con cada esquina del frustum, si intersecta, está dentro y tiene que ser visible
		// Tambien puede ocurrir que no intersecte porque todo el objeto está dentro, entonces para ver si está dentro
		// Frustum::isVisibile(Ogre::Vector3 vertice) con un vertice cualkiera, por ejemplo mVertices[0].xyz ;)
		
		return c->isVisible(mEntity->getParentSceneNode()->_getWorldAABB());
	}

	}
}