/*************************************************************************/
/*  sdf3d_op_revolution.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.       */
/*                                                                       */
/* 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 "sdf3d_op_revolution.h"

#include "../../algos/mm_algos.h"
#include "../../editor/mm_graph_node.h"
#include "../mm_material.h"

Ref<MMNodeUniversalProperty> MMSdf3dOpRevolution::get_input() {
	return input;
}

void MMSdf3dOpRevolution::set_input(const Ref<MMNodeUniversalProperty> &val) {
	input = val;
}

Ref<MMNodeUniversalProperty> MMSdf3dOpRevolution::get_output() {
	return output;
}

void MMSdf3dOpRevolution::set_output(const Ref<MMNodeUniversalProperty> &val) {
	output = val;
}

float MMSdf3dOpRevolution::get_offset() const {
	return offset;
}

void MMSdf3dOpRevolution::set_offset(const float val) {
	offset = val;
	emit_changed();
	output->do_emit_changed();
}

void MMSdf3dOpRevolution::_init_properties() {
	if (!input.is_valid()) {
		input.instance();
		input->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_FLOAT);
	}

	input->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
	//	input.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_FLOAT;
	input->set_slot_name(">>>   Input        ");

	if (!input->is_connected("changed", this, "on_input_changed")) {
		input->connect("changed", this, "on_input_changed");
	}

	if (!output.is_valid()) {
		output.instance();
		output->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_VECTOR2);
	}

	output->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_FLOAT);
	output->set_slot_name(">>>   Output    >>>");
	output->set_get_value_from_owner(true);
	register_input_property(input);
	register_output_property(output);
}

void MMSdf3dOpRevolution::_register_methods(MMGraphNode *mm_graph_node) {
	mm_graph_node->add_slot_label_universal(input);
	mm_graph_node->add_slot_label_universal(output);
	mm_graph_node->add_slot_float("get_offset", "set_offset", "Offset", 0.01);
}

Vector2 MMSdf3dOpRevolution::_get_property_value_sdf3d(const Vector3 &uv3) {
	//vec2 $(name_uv)_q = vec2(length($uv.xy) - $d + 0.5, $uv.z + 0.5);
	Vector2 uv = Vector2(Vector2(uv3.x, uv3.y).length() - offset + 0.5, uv3.z + 0.5);
	float f = input->get_value(uv);
	return Vector2(f, 0);
}

void MMSdf3dOpRevolution::on_input_changed() {
	emit_changed();
	output->do_emit_changed();
}

MMSdf3dOpRevolution::MMSdf3dOpRevolution() {
	offset = 0.25;
}

MMSdf3dOpRevolution::~MMSdf3dOpRevolution() {
}

void MMSdf3dOpRevolution::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_input"), &MMSdf3dOpRevolution::get_input);
	ClassDB::bind_method(D_METHOD("set_input", "value"), &MMSdf3dOpRevolution::set_input);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "input", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_input", "get_input");

	ClassDB::bind_method(D_METHOD("get_output"), &MMSdf3dOpRevolution::get_output);
	ClassDB::bind_method(D_METHOD("set_output", "value"), &MMSdf3dOpRevolution::set_output);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "output", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_output", "get_output");

	ClassDB::bind_method(D_METHOD("get_offset"), &MMSdf3dOpRevolution::get_offset);
	ClassDB::bind_method(D_METHOD("set_offset", "value"), &MMSdf3dOpRevolution::set_offset);
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset"), "set_offset", "get_offset");

	ClassDB::bind_method(D_METHOD("on_input_changed"), &MMSdf3dOpRevolution::on_input_changed);
}