/*************************************************************************/
/*  prop_2d_utils.cpp                                                    */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 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.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/

#include "prop_2d_utils.h"

#include "../props/prop_2d_data.h"
#include "../props/prop_2d_data_entry.h"

#include "core/math/quick_hull.h"
#include "scene/3d/portal.h"
#include "scene/3d/room.h"
#include "scene/3d/room_manager.h"

#include "scene/3d/mesh_instance.h"

#include "modules/modules_enabled.gen.h"

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../../mesh_data_resource/nodes/mesh_data_instance.h"
#endif

#include "core/config/engine.h"

#include "scene/main/node_2d.h"

Prop2DUtils *Prop2DUtils::_instance;
Vector<Ref<Prop2DDataEntry>> Prop2DUtils::_processors;

Prop2DUtils *Prop2DUtils::get_singleton() {
	return _instance;
}

Ref<Prop2DData> Prop2DUtils::convert_tree(Node *root) {
	ERR_FAIL_COND_V(!ObjectDB::instance_validate(root), Ref<Prop2DData>());

	Ref<Prop2DData> data;
	data.instance();
	Transform2D t;

	_convert_tree(data, root, t);

	return data;
}

void Prop2DUtils::_convert_tree(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform) {
	ERR_FAIL_COND(!ObjectDB::instance_validate(node));

	for (int i = 0; i < Prop2DUtils::_processors.size(); ++i) {
		Ref<Prop2DDataEntry> proc = Prop2DUtils::_processors.get(i);

		ERR_CONTINUE(!proc.is_valid());

		if (proc->processor_handles(node)) {
			proc->processor_process(prop_data, node, transform);

			if (!proc->processor_evaluate_children()) {
				return;
			}

			break;
		}
	}

	Node2D *n2d = Object::cast_to<Node2D>(node);

	if (!n2d) {
		//reset transform
		Transform2D t;

		for (int i = 0; i < node->get_child_count(); ++i) {
			Node *child = node->get_child(i);

			if (Engine::get_singleton()->is_editor_hint()) {
				//Skip it if it's hidden from the tree
				if (child->get_owner() != NULL) {
					_convert_tree(prop_data, node->get_child(i), t);
				}
			} else {
				_convert_tree(prop_data, node->get_child(i), t);
			}
		}
	} else {
		for (int i = 0; i < node->get_child_count(); ++i) {
			Node *child = node->get_child(i);

			if (Engine::get_singleton()->is_editor_hint()) {
				//Skip it if it's hidden from the tree
				if (child->get_owner() != NULL) {
					_convert_tree(prop_data, node->get_child(i), transform * n2d->get_transform());
				}
			} else {
				_convert_tree(prop_data, node->get_child(i), transform * n2d->get_transform());
			}
		}
	}
}

int Prop2DUtils::add_processor(const Ref<Prop2DDataEntry> &processor) {
	ERR_FAIL_COND_V(!processor.is_valid(), 0);

	Prop2DUtils::_processors.push_back(processor);

	return Prop2DUtils::_processors.size() - 1;
}
Ref<Prop2DDataEntry> Prop2DUtils::get_processor(const int index) {
	ERR_FAIL_INDEX_V(index, Prop2DUtils::_processors.size(), Ref<Prop2DDataEntry>());

	return Prop2DUtils::_processors[index];
}
void Prop2DUtils::swap_processors(const int index1, const int index2) {
	ERR_FAIL_INDEX(index1, Prop2DUtils::_processors.size());
	ERR_FAIL_INDEX(index2, Prop2DUtils::_processors.size());

	Ref<Prop2DDataEntry> a = Prop2DUtils::_processors.get(index1);
	Prop2DUtils::_processors.set(index1, Prop2DUtils::_processors.get(index2));
	Prop2DUtils::_processors.set(index2, a);
}
void Prop2DUtils::remove_processor(const int index) {
	ERR_FAIL_INDEX(index, Prop2DUtils::_processors.size());

	Prop2DUtils::_processors.remove(index);
}
int Prop2DUtils::get_processor_count() {
	return Prop2DUtils::_processors.size();
}

Prop2DUtils::Prop2DUtils() {
	_instance = this;
}

Prop2DUtils::~Prop2DUtils() {
	_instance = NULL;

	Prop2DUtils::_processors.clear();
}

void Prop2DUtils::_bind_methods() {
	ClassDB::bind_method(D_METHOD("convert_tree", "root"), &Prop2DUtils::convert_tree);

	ClassDB::bind_method(D_METHOD("add_processor", "processor"), &Prop2DUtils::_add_processor_bind);
	ClassDB::bind_method(D_METHOD("get_processor", "index"), &Prop2DUtils::_get_processor_bind);
	ClassDB::bind_method(D_METHOD("swap_processors", "index1", "index2"), &Prop2DUtils::_swap_processors_bind);
	ClassDB::bind_method(D_METHOD("remove_processor", "index"), &Prop2DUtils::_remove_processor_bind);
	ClassDB::bind_method(D_METHOD("get_processor_count"), &Prop2DUtils::_get_processor_count_bind);
}

int Prop2DUtils::_add_processor_bind(const Ref<Prop2DDataEntry> &processor) {
	return Prop2DUtils::add_processor(processor);
}
Ref<Prop2DDataEntry> Prop2DUtils::_get_processor_bind(const int index) {
	return Prop2DUtils::get_processor(index);
}
void Prop2DUtils::_swap_processors_bind(const int index1, const int index2) {
	Prop2DUtils::swap_processors(index1, index2);
}
void Prop2DUtils::_remove_processor_bind(const int index) {
	Prop2DUtils::remove_processor(index);
}
int Prop2DUtils::_get_processor_count_bind() {
	return Prop2DUtils::get_processor_count();
}