/*************************************************************************
 *                                                                       *
 * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith.       *
 * All rights reserved.  Email: russ@q12.org   Web: www.q12.org          *
 *                                                                       *
 * This library is free software; you can redistribute it and/or         *
 * modify it under the terms of EITHER:                                  *
 *   (1) 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. The text of the GNU Lesser      *
 *       General Public License is included with this library in the     *
 *       file LICENSE.TXT.                                               *
 *   (2) The BSD-style license that is included with this library in     *
 *       the file LICENSE-BSD.TXT.                                       *
 *                                                                       *
 * This library 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 files    *
 * LICENSE.TXT and LICENSE-BSD.TXT for more details.                     *
 *                                                                       *
 *************************************************************************/

// TriMesh code by Erwin de Vries.

#include <ode/collision.h>
#include <ode/rotation.h>
#include "config.h"
#include "matrix.h"
#include "odemath.h"
#include "collision_util.h"

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#if dTRIMESH_ENABLED
#include "collision_trimesh_internal.h"

#if dTRIMESH_OPCODE

// Ripped from Opcode 1.1.
static bool GetContactData(const dVector3& Center, dReal Radius, const dVector3 Origin, const dVector3 Edge0, const dVector3 Edge1, dReal& Dist, dReal& u, dReal& v){

    // now onto the bulk of the collision...

    dVector3 Diff;
    Diff[0] = Origin[0] - Center[0];
    Diff[1] = Origin[1] - Center[1];
    Diff[2] = Origin[2] - Center[2];
    Diff[3] = Origin[3] - Center[3];

    dReal A00 = dCalcVectorDot3(Edge0, Edge0);
    dReal A01 = dCalcVectorDot3(Edge0, Edge1);
    dReal A11 = dCalcVectorDot3(Edge1, Edge1);

    dReal B0 = dCalcVectorDot3(Diff, Edge0);
    dReal B1 = dCalcVectorDot3(Diff, Edge1);

    dReal C = dCalcVectorDot3(Diff, Diff);

    dReal Det = dFabs(A00 * A11 - A01 * A01);
    u = A01 * B1 - A11 * B0;
    v = A01 * B0 - A00 * B1;

    dReal DistSq;

    if (u + v <= Det){
        if(u < REAL(0.0)){
            if(v < REAL(0.0)){  // region 4
                if(B0 < REAL(0.0)){
                    v = REAL(0.0);
                    if (-B0 >= A00){
                        u = REAL(1.0);
                        DistSq = A00 + REAL(2.0) * B0 + C;
                    }
                    else{
                        u = -B0 / A00;
                        DistSq = B0 * u + C;
                    }
                }
                else{
                    u = REAL(0.0);
                    if(B1 >= REAL(0.0)){
                        v = REAL(0.0);
                        DistSq = C;
                    }
                    else if(-B1 >= A11){
                        v = REAL(1.0);
                        DistSq = A11 + REAL(2.0) * B1 + C;
                    }
                    else{
                        v = -B1 / A11;
                        DistSq = B1 * v + C;
                    }
                }
            }
            else{  // region 3
                u = REAL(0.0);
                if(B1 >= REAL(0.0)){
                    v = REAL(0.0);
                    DistSq = C;
                }
                else if(-B1 >= A11){
                    v = REAL(1.0);
                    DistSq = A11 + REAL(2.0) * B1 + C;
                }
                else{
                    v = -B1 / A11;
                    DistSq = B1 * v + C;
                }
            }
        }
        else if(v < REAL(0.0)){  // region 5
            v = REAL(0.0);
            if (B0 >= REAL(0.0)){
                u = REAL(0.0);
                DistSq = C;
            }
            else if (-B0 >= A00){
                u = REAL(1.0);
                DistSq = A00 + REAL(2.0) * B0 + C;
            }
            else{
                u = -B0 / A00;
                DistSq = B0 * u + C;
            }
        }
        else{  // region 0
            // minimum at interior point
            if (Det == REAL(0.0)){
                u = REAL(0.0);
                v = REAL(0.0);
                DistSq = FLT_MAX;
            }
            else{
                dReal InvDet = REAL(1.0) / Det;
                u *= InvDet;
                v *= InvDet;
                DistSq = u * (A00 * u + A01 * v + REAL(2.0) * B0) + v * (A01 * u + A11 * v + REAL(2.0) * B1) + C;
            }
        }
    }
    else{
        dReal Tmp0, Tmp1, Numer, Denom;

        if(u < REAL(0.0)){  // region 2
            Tmp0 = A01 + B0;
            Tmp1 = A11 + B1;
            if (Tmp1 > Tmp0){
                Numer = Tmp1 - Tmp0;
                Denom = A00 - REAL(2.0) * A01 + A11;
                if (Numer >= Denom){
                    u = REAL(1.0);
                    v = REAL(0.0);
                    DistSq = A00 + REAL(2.0) * B0 + C;
                }
                else{
                    u = Numer / Denom;
                    v = REAL(1.0) - u;
                    DistSq = u * (A00 * u + A01 * v + REAL(2.0) * B0) + v * (A01 * u + A11 * v + REAL(2.0) * B1) + C;
                }
            }
            else{
                u = REAL(0.0);
                if(Tmp1 <= REAL(0.0)){
                    v = REAL(1.0);
                    DistSq = A11 + REAL(2.0) * B1 + C;
                }
                else if(B1 >= REAL(0.0)){
                    v = REAL(0.0);
                    DistSq = C;
                }
                else{
                    v = -B1 / A11;
                    DistSq = B1 * v + C;
                }
            }
        }
        else if(v < REAL(0.0)){  // region 6
            Tmp0 = A01 + B1;
            Tmp1 = A00 + B0;
            if (Tmp1 > Tmp0){
                Numer = Tmp1 - Tmp0;
                Denom = A00 - REAL(2.0) * A01 + A11;
                if (Numer >= Denom){
                    v = REAL(1.0);
                    u = REAL(0.0);
                    DistSq = A11 + REAL(2.0) * B1 + C;
                }
                else{
                    v = Numer / Denom;
                    u = REAL(1.0) - v;
                    DistSq =  u * (A00 * u + A01 * v + REAL(2.0) * B0) + v * (A01 * u + A11 * v + REAL(2.0) * B1) + C;
                }
            }
            else{
                v = REAL(0.0);
                if (Tmp1 <= REAL(0.0)){
                    u = REAL(1.0);
                    DistSq = A00 + REAL(2.0) * B0 + C;
                }
                else if(B0 >= REAL(0.0)){
                    u = REAL(0.0);
                    DistSq = C;
                }
                else{
                    u = -B0 / A00;
                    DistSq = B0 * u + C;
                }
            }
        }
        else{  // region 1
            Numer = A11 + B1 - A01 - B0;
            if (Numer <= REAL(0.0)){
                u = REAL(0.0);
                v = REAL(1.0);
                DistSq = A11 + REAL(2.0) * B1 + C;
            }
            else{
                Denom = A00 - REAL(2.0) * A01 + A11;
                if (Numer >= Denom){
                    u = REAL(1.0);
                    v = REAL(0.0);
                    DistSq = A00 + REAL(2.0) * B0 + C;
                }
                else{
                    u = Numer / Denom;
                    v = REAL(1.0) - u;
                    DistSq = u * (A00 * u + A01 * v + REAL(2.0) * B0) + v * (A01 * u + A11 * v + REAL(2.0) * B1) + C;
                }
            }
        }
    }

    Dist = dSqrt(dFabs(DistSq));

    if (Dist <= Radius){
        Dist = Radius - Dist;
        return true;
    }
    else return false;
}

int dCollideSTL(dxGeom* g1, dxGeom* SphereGeom, int Flags, dContactGeom* Contacts, int Stride){
    dIASSERT (Stride >= (int)sizeof(dContactGeom));
    dIASSERT (g1->type == dTriMeshClass);
    dIASSERT (SphereGeom->type == dSphereClass);
    dIASSERT ((Flags & NUMC_MASK) >= 1);

    dxTriMesh* TriMesh = (dxTriMesh*)g1;

    // Init
    const dVector3& TLPosition = *(const dVector3*)dGeomGetPosition(TriMesh);
    const dMatrix3& TLRotation = *(const dMatrix3*)dGeomGetRotation(TriMesh);

    const unsigned uiTLSKind = TriMesh->getParentSpaceTLSKind();
    dIASSERT(uiTLSKind == SphereGeom->getParentSpaceTLSKind()); // The colliding spaces must use matching cleanup method
    TrimeshCollidersCache *pccColliderCache = GetTrimeshCollidersCache(uiTLSKind);
    SphereCollider& Collider = pccColliderCache->_SphereCollider;

    const dVector3& Position = *(const dVector3*)dGeomGetPosition(SphereGeom);
    dReal Radius = dGeomSphereGetRadius(SphereGeom);

    // Sphere
    Sphere Sphere;
    Sphere.mCenter.x = Position[0];
    Sphere.mCenter.y = Position[1];
    Sphere.mCenter.z = Position[2];
    Sphere.mRadius = Radius;

    Matrix4x4 amatrix;

    // TC results
    if (TriMesh->doSphereTC) {
        dxTriMesh::SphereTC* sphereTC = 0;
        for (int i = 0; i < TriMesh->SphereTCCache.size(); i++){
            if (TriMesh->SphereTCCache[i].Geom == SphereGeom){
                sphereTC = &TriMesh->SphereTCCache[i];
                break;
            }
        }

        if (!sphereTC){
            TriMesh->SphereTCCache.push(dxTriMesh::SphereTC());

            sphereTC = &TriMesh->SphereTCCache[TriMesh->SphereTCCache.size() - 1];
            sphereTC->Geom = SphereGeom;
        }

        // Intersect
        Collider.SetTemporalCoherence(true);
        Collider.Collide(*sphereTC, Sphere, TriMesh->Data->BVTree, null, 
            &MakeMatrix(TLPosition, TLRotation, amatrix));
    }
    else {
        Collider.SetTemporalCoherence(false);
        Collider.Collide(pccColliderCache->defaultSphereCache, Sphere, TriMesh->Data->BVTree, null, 
            &MakeMatrix(TLPosition, TLRotation, amatrix));
    }

    if (! Collider.GetContactStatus()) {
        // no collision occurred
        return 0;
    }

    // get results
    int TriCount = Collider.GetNbTouchedPrimitives();
    const int* Triangles = (const int*)Collider.GetTouchedPrimitives();

    if (TriCount != 0){
        if (TriMesh->ArrayCallback != null){
            TriMesh->ArrayCallback(TriMesh, SphereGeom, Triangles, TriCount);
        }

        int OutTriCount = 0;
        for (int i = 0; i < TriCount; i++){
            if (OutTriCount == (Flags & NUMC_MASK)){
                break;
            }

            const int TriIndex = Triangles[i];

            dVector3 dv[3];
            if (!Callback(TriMesh, SphereGeom, TriIndex))
                continue;

            FetchTriangle(TriMesh, TriIndex, TLPosition, TLRotation, dv);

            dVector3& v0 = dv[0];
            dVector3& v1 = dv[1];
            dVector3& v2 = dv[2];

            dVector3 vu;
            vu[0] = v1[0] - v0[0];
            vu[1] = v1[1] - v0[1];
            vu[2] = v1[2] - v0[2];
            vu[3] = REAL(0.0);

            dVector3 vv;
            vv[0] = v2[0] - v0[0];
            vv[1] = v2[1] - v0[1];
            vv[2] = v2[2] - v0[2];
            vv[3] = REAL(0.0);

            // Get plane coefficients
            dVector4 Plane;
            dCalcVectorCross3(Plane, vu, vv);

            // Even though all triangles might be initially valid, 
            // a triangle may degenerate into a segment after applying 
            // space transformation.
            if (!dSafeNormalize3(Plane)) {
                continue;
            }

            /* If the center of the sphere is within the positive halfspace of the
            * triangle's plane, allow a contact to be generated.
            * If the center of the sphere made it into the positive halfspace of a
            * back-facing triangle, then the physics update and/or velocity needs
            * to be adjusted (penetration has occured anyway).
            */

            dReal side = dCalcVectorDot3(Plane,Position) - dCalcVectorDot3(Plane, v0);

            if(side < REAL(0.0)) {
                continue;
            }

            dReal Depth;
            dReal u, v;
            if (!GetContactData(Position, Radius, v0, vu, vv, Depth, u, v)){
                continue;	// Sphere doesn't hit triangle
            }

            if (Depth < REAL(0.0)){
                continue; // Negative depth does not produce a contact
            }

            dVector3 ContactPos;

            dReal w = REAL(1.0) - u - v;
            ContactPos[0] = (v0[0] * w) + (v1[0] * u) + (v2[0] * v);
            ContactPos[1] = (v0[1] * w) + (v1[1] * u) + (v2[1] * v);
            ContactPos[2] = (v0[2] * w) + (v1[2] * u) + (v2[2] * v);

            // Depth returned from GetContactData is depth along 
            // contact point - sphere center direction
            // we'll project it to contact normal
            dVector3 dir;
            dir[0] = Position[0]-ContactPos[0];
            dir[1] = Position[1]-ContactPos[1];
            dir[2] = Position[2]-ContactPos[2];
            dReal dirProj = dCalcVectorDot3(dir, Plane) / dSqrt(dCalcVectorDot3(dir, dir));

            // Since Depth already had a requirement to be non-negative,
            // negative direction projections should not be allowed as well,
            // as otherwise the multiplication will result in negative contact depth.
            if (dirProj < REAL(0.0)){
                continue; // Zero contact depth could be ignored
            }

            dContactGeom* Contact = SAFECONTACT(Flags, Contacts, OutTriCount, Stride);

            Contact->pos[0] = ContactPos[0];
            Contact->pos[1] = ContactPos[1];
            Contact->pos[2] = ContactPos[2];
            Contact->pos[3] = REAL(0.0);

            // Using normal as plane (reversed)
            Contact->normal[0] = -Plane[0];
            Contact->normal[1] = -Plane[1];
            Contact->normal[2] = -Plane[2];
            Contact->normal[3] = REAL(0.0);

            Contact->depth = Depth * dirProj;
            //Contact->depth = Radius - side; // (mg) penetration depth is distance along normal not shortest distance

            // We need to set these unconditionally, as the merging may fail! - Bram
            Contact->g1 = TriMesh;
            Contact->g2 = SphereGeom;
            Contact->side2 = -1;

            Contact->side1 = TriIndex;

            OutTriCount++;
        }
        if (OutTriCount > 0){
            if (TriMesh->SphereContactsMergeOption == MERGE_CONTACTS_FULLY) {
                dContactGeom* Contact = SAFECONTACT(Flags, Contacts, 0, Stride);
                Contact->g1 = TriMesh;
                Contact->g2 = SphereGeom;
                Contact->side2 = -1;

                if (OutTriCount > 1 && !(Flags & CONTACTS_UNIMPORTANT)){
                    dVector3 pos;
                    pos[0] = Contact->pos[0];
                    pos[1] = Contact->pos[1];
                    pos[2] = Contact->pos[2];

                    dVector3 normal;
                    normal[0] = Contact->normal[0] * Contact->depth;
                    normal[1] = Contact->normal[1] * Contact->depth;
                    normal[2] = Contact->normal[2] * Contact->depth;
                    normal[3] = REAL(0.0);

                    int TriIndex = Contact->side1;

                    for (int i = 1; i < OutTriCount; i++){
                        dContactGeom* TempContact = SAFECONTACT(Flags, Contacts, i, Stride);

                        pos[0] += TempContact->pos[0];
                        pos[1] += TempContact->pos[1];
                        pos[2] += TempContact->pos[2];

                        normal[0] += TempContact->normal[0] * TempContact->depth;
                        normal[1] += TempContact->normal[1] * TempContact->depth;
                        normal[2] += TempContact->normal[2] * TempContact->depth;

                        TriIndex = (TriMesh->TriMergeCallback) ? TriMesh->TriMergeCallback(TriMesh, TriIndex, TempContact->side1) : -1;
                    }

                    Contact->side1 = TriIndex;

                    Contact->pos[0] = pos[0] / OutTriCount;
                    Contact->pos[1] = pos[1] / OutTriCount;
                    Contact->pos[2] = pos[2] / OutTriCount;

                    if ( !dSafeNormalize3(normal) )
                        return OutTriCount;	// Cannot merge in this pathological case

                    // Using a merged normal, means that for each intersection, this new normal will be less effective in solving the intersection.
                    // That is why we need to correct this by increasing the depth for each intersection.
                    // The maximum of the adjusted depths is our newly merged depth value - Bram.

                    dReal mergedDepth = REAL(0.0);
                    dReal minEffectiveness = REAL(0.5);
                    for ( int i = 0; i < OutTriCount; ++i )
                    {
                        dContactGeom* TempContact = SAFECONTACT(Flags, Contacts, i, Stride);
                        dReal effectiveness = dCalcVectorDot3(normal, TempContact->normal);
                        if ( effectiveness < dEpsilon )
                            return OutTriCount; // Cannot merge this pathological case
                        // Cap our adjustment for the new normal to a factor 2, meaning a 60 deg change in normal.
                        effectiveness = ( effectiveness < minEffectiveness ) ? minEffectiveness : effectiveness;
                        dReal adjusted = TempContact->depth / effectiveness;
                        mergedDepth = ( mergedDepth < adjusted ) ? adjusted : mergedDepth;
                    }
                    Contact->depth = mergedDepth;
                    Contact->normal[0] = normal[0];
                    Contact->normal[1] = normal[1];
                    Contact->normal[2] = normal[2];
                    Contact->normal[3] = normal[3];
                }

                return 1;
            }
            else if (TriMesh->SphereContactsMergeOption == MERGE_CONTACT_NORMALS) {
                if (OutTriCount != 1 && !(Flags & CONTACTS_UNIMPORTANT)){
                    dVector3 Normal;

                    dContactGeom* FirstContact = SAFECONTACT(Flags, Contacts, 0, Stride);
                    Normal[0] = FirstContact->normal[0] * FirstContact->depth;
                    Normal[1] = FirstContact->normal[1] * FirstContact->depth;
                    Normal[2] = FirstContact->normal[2] * FirstContact->depth;
                    Normal[3] = FirstContact->normal[3] * FirstContact->depth;

                    for (int i = 1; i < OutTriCount; i++){
                        dContactGeom* Contact = SAFECONTACT(Flags, Contacts, i, Stride);

                        Normal[0] += Contact->normal[0] * Contact->depth;
                        Normal[1] += Contact->normal[1] * Contact->depth;
                        Normal[2] += Contact->normal[2] * Contact->depth;
                        Normal[3] += Contact->normal[3] * Contact->depth;
                    }

                    dNormalize3(Normal);

                    for (int i = 0; i < OutTriCount; i++){
                        dContactGeom* Contact = SAFECONTACT(Flags, Contacts, i, Stride);

                        Contact->normal[0] = Normal[0];
                        Contact->normal[1] = Normal[1];
                        Contact->normal[2] = Normal[2];
                        Contact->normal[3] = Normal[3];
                    }
                }

                return OutTriCount;
            }
            else {
                dIASSERT(TriMesh->SphereContactsMergeOption == DONT_MERGE_CONTACTS);
                return OutTriCount;
            }
        }
        else return 0;
    }
    else return 0;
}
#endif // dTRIMESH_OPCODE

#if dTRIMESH_GIMPACT
int dCollideSTL(dxGeom* g1, dxGeom* SphereGeom, int Flags, dContactGeom* Contacts, int Stride)
{
    dIASSERT (Stride >= (int)sizeof(dContactGeom));
    dIASSERT (g1->type == dTriMeshClass);
    dIASSERT (SphereGeom->type == dSphereClass);
    dIASSERT ((Flags & NUMC_MASK) >= 1);

    dxTriMesh* TriMesh = (dxTriMesh*)g1;
    dVector3& Position = *(dVector3*)dGeomGetPosition(SphereGeom);
    dReal Radius = dGeomSphereGetRadius(SphereGeom);
    //Create contact list
    GDYNAMIC_ARRAY trimeshcontacts;
    GIM_CREATE_CONTACT_LIST(trimeshcontacts);

    g1 -> recomputeAABB();
    SphereGeom -> recomputeAABB();

    //Collide trimeshes
    gim_trimesh_sphere_collisionODE(&TriMesh->m_collision_trimesh,Position,Radius,&trimeshcontacts);

    if(trimeshcontacts.m_size == 0)
    {
        GIM_DYNARRAY_DESTROY(trimeshcontacts);
        return 0;
    }

    GIM_CONTACT * ptrimeshcontacts = GIM_DYNARRAY_POINTER(GIM_CONTACT,trimeshcontacts);

    unsigned contactcount = trimeshcontacts.m_size;
    unsigned maxcontacts = (unsigned)(Flags & NUMC_MASK);
    if (contactcount > maxcontacts)
    {
        contactcount = maxcontacts;
    }

    dContactGeom* pcontact;
    unsigned i;

    for (i=0;i<contactcount;i++)
    {
        pcontact = SAFECONTACT(Flags, Contacts, i, Stride);

        pcontact->pos[0] = ptrimeshcontacts->m_point[0];
        pcontact->pos[1] = ptrimeshcontacts->m_point[1];
        pcontact->pos[2] = ptrimeshcontacts->m_point[2];
        pcontact->pos[3] = REAL(1.0);

        pcontact->normal[0] = ptrimeshcontacts->m_normal[0];
        pcontact->normal[1] = ptrimeshcontacts->m_normal[1];
        pcontact->normal[2] = ptrimeshcontacts->m_normal[2];
        pcontact->normal[3] = 0;

        pcontact->depth = ptrimeshcontacts->m_depth;
        pcontact->g1 = g1;
        pcontact->g2 = SphereGeom;
        pcontact->side1 = ptrimeshcontacts->m_feature1;
        pcontact->side2 = -1;

        ptrimeshcontacts++;
    }

    GIM_DYNARRAY_DESTROY(trimeshcontacts);

    return (int)contactcount;
}
#endif // dTRIMESH_GIMPACT

#endif // dTRIMESH_ENABLED
