#ifndef VOXEL_CHUNK_H
#define VOXEL_CHUNK_H

/*************************************************************************/
/*  voxel_chunk.h                                                        */
/*************************************************************************/
/*                         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 "core/config/engine.h"
#include "core/object/resource.h"
#include "core/string/ustring.h"
#include "core/variant/array.h"

#include "../defines.h"

#include "core/containers/pool_vector.h"

#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "core/os/thread_safe.h"

#include "scene/resources/packed_scene.h"

#include "voxel_world.h"

#include "../data/voxel_light.h"

#include "../meshers/voxel_mesher.h"

#include "modules/modules_enabled.gen.h"

#ifdef MODULE_PROPS_ENABLED
#include "../../props/props/prop_data.h"
#endif

#include "../library/voxel_library.h"
#include "../library/voxel_surface.h"

class VoxelJob;
class VoxelWorld;
class VoxelStructure;

//TODO Remove chunk get_lod_num!
// Or make it automatic
//Also remove VoxelChunkDefault::BUILD_FLAG_CREATE_LODS

class VoxelChunk : public Resource {
	GDCLASS(VoxelChunk, Resource);

	_THREAD_SAFE_CLASS_

public:
	enum {
		VOXEL_CHUNK_STATE_OK = 0,
	};

public:
	bool get_is_build_threaded() const;
	void set_is_build_threaded(const bool value);

	bool get_process() const;
	void set_process(const bool value);

	bool get_physics_process() const;
	void set_physics_process(const bool value);

	bool get_visible() const;
	void set_visible(const bool value);

	bool get_is_generating() const;
	void set_is_generating(const bool value);

	bool is_in_tree() const;

	bool get_dirty() const;
	void set_dirty(const bool value);

	int get_state() const;
	void set_state(int value);

	int get_position_x() const;
	void set_position_x(const int value);
	int get_position_y() const;
	void set_position_y(const int value);
	int get_position_z() const;
	void set_position_z(const int value);

	int get_size_x() const;
	int get_size_y() const;
	int get_size_z() const;
	void set_size_x(const int value);
	void set_size_y(const int value);
	void set_size_z(const int value);

	int get_data_size_x() const;
	int get_data_size_y() const;
	int get_data_size_z() const;
	void set_data_size_x(const int value);
	void set_data_size_y(const int value);
	void set_data_size_z(const int value);

	Vector3 get_position() const;
	Vector3 get_size() const;

	Vector3 get_world_position() const;
	Vector3 get_world_size() const;
	AABB get_world_aabb() const;

	void set_position(const int x, const int y, const int z);

	int get_margin_start() const;
	int get_margin_end() const;
	void set_margin_start(const int value);
	void set_margin_end(const int value);

	int material_cache_key_get() const;
	void material_cache_key_set(const int value);

	bool material_cache_key_has() const;
	void material_cache_key_has_set(const bool value);

	int liquid_material_cache_key_get() const;
	void liquid_material_cache_key_set(const int value);

	bool liquid_material_cache_key_has() const;
	void liquid_material_cache_key_has_set(const bool value);

	int prop_material_cache_key_get() const;
	void prop_material_cache_key_set(const int value);

	bool prop_material_cache_key_has() const;
	void prop_material_cache_key_has_set(const bool value);

	Ref<VoxelLibrary> get_library();
	void set_library(const Ref<VoxelLibrary> &value);

	float get_voxel_scale() const;
	void set_voxel_scale(const float value);

	VoxelWorld *get_voxel_world() const;
	void set_voxel_world(VoxelWorld *world);
	void set_voxel_world_bind(Node *world);

	//Jobs
	Ref<VoxelJob> job_get(const int index) const;
	void job_set(const int index, const Ref<VoxelJob> &job);
	void job_remove(const int index);
	void job_add(const Ref<VoxelJob> &job);
	int job_get_count() const;

	int job_get_current_index();
	void job_next();
	Ref<VoxelJob> job_get_current();

	//Channels
	void channel_setup();

	void set_size(const int size_x, const int size_y, const int size_z, const int margin_start = 0, const int margin_end = 0);

	bool validate_data_position(const int x, const int y, const int z) const;

	uint8_t get_voxel(const int p_x, const int p_y, const int p_z, const int p_index) const;
	void set_voxel(const uint8_t p_value, const int p_x, const int p_y, const int p_z, const int p_index);

	int channel_get_count() const;
	void channel_set_count(const int count);

	bool channel_is_allocated(const int channel_index);
	void channel_ensure_allocated(const int channel_index, const uint8_t default_value = 0);
	void channel_allocate(const int channel_index, const uint8_t default_value = 0);
	void channel_fill(const uint8_t value, const int channel_index);
	void channel_dealloc(const int channel_index);

	uint8_t *channel_get(const int channel_index);
	uint8_t *channel_get_valid(const int channel_index, const uint8_t default_value = 0);

	PoolByteArray channel_get_array(const int channel_index) const;
	void channel_set_array(const int channel_index, const PoolByteArray &array);

	PoolByteArray channel_get_compressed(const int channel_index) const;
	void channel_set_compressed(const int channel_index, const PoolByteArray &data);

	int get_index(const int x, const int y, const int z) const;
	int get_data_index(const int x, const int y, const int z) const;
	int get_data_size() const;

	//Voxel Structures
	Ref<VoxelStructure> voxel_structure_get(const int index) const;
	void voxel_structure_add(const Ref<VoxelStructure> &structure);
	void voxel_structure_remove(const Ref<VoxelStructure> &structure);
	void voxel_structure_remove_index(const int index);
	void voxel_structure_clear();
	int voxel_structure_get_count() const;
	void voxel_structure_add_at_position(Ref<VoxelStructure> structure, const Vector3 &world_position);

	Vector<Variant> voxel_structures_get();
	void voxel_structures_set(const Vector<Variant> &structures);

	//Meshing
	void build();
	void clear();
	void finalize_build();

	void _build();

	//light Baking
	void bake_lights();
	void bake_light(Ref<VoxelLight> light);
	void clear_baked_lights();

#ifdef MODULE_PROPS_ENABLED
	void prop_add(const Transform &tarnsform, const Ref<PropData> &prop);
	Ref<PropData> prop_get(const int index);
	Transform prop_get_tarnsform(const int index);
	int prop_get_count() const;
	void prop_remove(const int index);
	void props_clear();
#endif

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
	int mesh_data_resource_addv(const Vector3 &local_data_pos, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);
	int mesh_data_resource_add(const Transform &local_transform, const Ref<MeshDataResource> &mesh, const Ref<Texture> &texture = Ref<Texture>(), const Color &color = Color(1, 1, 1, 1), const bool apply_voxel_scale = true);

	Ref<MeshDataResource> mesh_data_resource_get(const int index);
	void mesh_data_resource_set(const int index, const Ref<MeshDataResource> &mesh);

	Ref<Texture> mesh_data_resource_get_texture(const int index);
	void mesh_data_resource_set_texture(const int index, const Ref<Texture> &texture);

	Color mesh_data_resource_get_color(const int index);
	void mesh_data_resource_set_color(const int index, const Color &color);

	Rect2 mesh_data_resource_get_uv_rect(const int index);
	void mesh_data_resource_set_uv_rect(const int index, const Rect2 &uv_rect);

	Transform mesh_data_resource_get_transform(const int index);
	void mesh_data_resource_set_transform(const int index, const Transform &transform);

	bool mesh_data_resource_get_is_inside(const int index);
	void mesh_data_resource_set_is_inside(const int index, const bool &inside);

	int mesh_data_resource_get_count() const;
	void mesh_data_resource_remove(const int index);
	void mesh_data_resource_clear();
#endif

	//Colliders
	int collider_add(const Transform &local_transform, const Ref<Shape> &shape, const RID &shape_rid = RID(), const RID &body = RID());

	Transform collider_get_transform(const int index);
	void collider_set_transform(const int index, const Transform &transform);

	Ref<Shape> collider_get_shape(const int index);
	void collider_set_shape(const int index, const Ref<Shape> &shape);

	RID collider_get_shape_rid(const int index);
	void collider_set_shape_rid(const int index, const RID &rid);

	RID collider_get_body(const int index);
	void collider_set_body(const int index, const RID &rid);

	int collider_get_count() const;
	void collider_remove(const int index);
	void colliders_clear();

	//handlers
	void enter_tree();
	void exit_tree();
	void process(const float delta);
	void physics_process(const float delta);
	void world_transform_changed();
	void visibility_changed(const bool visible);
	void world_light_added(const Ref<VoxelLight> &light);
	void world_light_removed(const Ref<VoxelLight> &light);
	void generation_process(const float delta);
	void generation_physics_process(const float delta);

	Transform get_transform() const;
	void set_transform(const Transform &transform);

	Transform get_global_transform() const;
	Vector3 to_local(Vector3 p_global) const;
	Vector3 to_global(Vector3 p_local) const;

	VoxelChunk();
	~VoxelChunk();

protected:
	virtual void _enter_tree();
	virtual void _exit_tree();
	virtual void _generation_process(const float delta);
	virtual void _generation_physics_process(const float delta);

protected:
#ifdef MODULE_PROPS_ENABLED
	struct PropDataStore {
		Transform transform;
		Ref<PropData> prop;
	};
#endif

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
	struct MeshDataResourceEntry {
		Ref<MeshDataResource> mesh;
		Ref<Texture> texture;
		Color color;
		Rect2 uv_rect;
		Transform transform;
		bool is_inside;
	};
#endif

	struct ColliderBody {
		Transform transform;
		RID body;
		Ref<Shape> shape;
		RID shape_rid;
	};

protected:
	virtual void _world_transform_changed();

	/*
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	*/
	static void _bind_methods();

	bool _is_build_threaded;

	bool _is_processing;
	bool _is_phisics_processing;

	bool _is_visible;

	bool _is_generating;
	bool _dirty;
	int _state;

	bool _is_in_tree;

	VoxelWorld *_voxel_world;

	int _position_x;
	int _position_y;
	int _position_z;

	int _size_x;
	int _size_y;
	int _size_z;

	int _data_size_x;
	int _data_size_y;
	int _data_size_z;

	int _margin_start;
	int _margin_end;

	int _material_cache_key;
	bool _material_cache_key_has;

	int _liquid_material_cache_key;
	bool _liquid_material_cache_key_has;

	int _prop_material_cache_key;
	bool _prop_material_cache_key_has;

	Vector<uint8_t *> _channels;

	float _voxel_scale;

	int _current_job;
	Vector<Ref<VoxelJob>> _jobs;

	Ref<VoxelLibrary> _library;

	Vector<Ref<VoxelStructure>> _voxel_structures;

#ifdef MODULE_PROPS_ENABLED
	Vector<PropDataStore> _props;
#endif

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
	Vector<MeshDataResourceEntry> _mesh_data_resources;
#endif

	Vector<ColliderBody> _colliders;

	Transform _transform;

	bool _abort_build;
	bool _queued_generation;
};

#endif