/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------

Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.

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  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
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* Neither the name of the ASSIMP team, nor the names of its
  contributors may be used to endorse or promote products
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  written permission of the ASSIMP Development Team.

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----------------------------------------------------------------------
*/

/** @file   StandardShapes.cpp
 *  @brief  Implementation of the StandardShapes class
 *
 *  The primitive geometry data comes from 
 *  http://geometrictools.com/Documentation/PlatonicSolids.pdf.
 */

#include "lib/streflop/streflop_cond.h"
#include "AssimpPCH.h"
#include "StandardShapes.h"
#include "System/FastMath.h"

namespace Assimp	{

	
# define ADD_TRIANGLE(n0,n1,n2) \
	positions.push_back(n0); \
	positions.push_back(n1); \
	positions.push_back(n2);

#	define ADD_PENTAGON(n0,n1,n2,n3,n4) \
	if (polygons) \
	{ \
		positions.push_back(n0); \
		positions.push_back(n1); \
		positions.push_back(n2); \
		positions.push_back(n3); \
		positions.push_back(n4); \
	} \
	else \
	{ \
		ADD_TRIANGLE(n0, n1, n2) \
		ADD_TRIANGLE(n0, n2, n3) \
		ADD_TRIANGLE(n0, n3, n4) \
	}

#	define ADD_QUAD(n0,n1,n2,n3) \
	if (polygons) \
	{ \
		positions.push_back(n0); \
		positions.push_back(n1); \
		positions.push_back(n2); \
		positions.push_back(n3); \
	} \
	else \
	{ \
		ADD_TRIANGLE(n0, n1, n2) \
		ADD_TRIANGLE(n0, n2, n3) \
	}


// ------------------------------------------------------------------------------------------------
// Fast subdivision for a mesh whose verts have a magnitude of 1
void Subdivide(std::vector<aiVector3D>& positions)
{
	// assume this to be constant - (fixme: must be 1.0? I think so)
	const float fl1 = positions[0].Length();

	unsigned int origSize = (unsigned int)positions.size();
	for (unsigned int i = 0 ; i < origSize ; i+=3)
	{
		aiVector3D& tv0 = positions[i];
		aiVector3D& tv1 = positions[i+1];
		aiVector3D& tv2 = positions[i+2];

		aiVector3D a = tv0, b = tv1, c = tv2;
		aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
		aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
		aiVector3D v3 = aiVector3D(b.x+c.x, b.y+c.y, b.z+c.z).Normalize()*fl1;

		tv0 = v1; tv1 = v3; tv2 = v2; // overwrite the original
		ADD_TRIANGLE(v1, v2, a);
		ADD_TRIANGLE(v2, v3, c);
		ADD_TRIANGLE(v3, v1, b);
	}
}

// ------------------------------------------------------------------------------------------------
// Construct a mesh from given vertex positions
aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
	unsigned int numIndices)
{
	if (positions.size() & numIndices || positions.empty() || !numIndices)
		return NULL;

	// Determine which kinds of primitives the mesh consists of
	aiMesh* out = new aiMesh();
	switch (numIndices)
	{
	case 1: 
		out->mPrimitiveTypes = aiPrimitiveType_POINT;
		break;
	case 2:
		out->mPrimitiveTypes = aiPrimitiveType_LINE;
		break;
	case 3:
		out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
		break;
	default:
		out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
		break;
	};

	out->mNumFaces = (unsigned int)positions.size() / numIndices;
	out->mFaces = new aiFace[out->mNumFaces];
	for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
	{
		aiFace& f = out->mFaces[i];
		f.mNumIndices = numIndices;
		f.mIndices = new unsigned int[numIndices];
		for (unsigned int i = 0; i < numIndices;++i,++a)
			f.mIndices[i] = a;
	}
	out->mNumVertices = (unsigned int)positions.size();
	out->mVertices = new aiVector3D[out->mNumVertices];
	::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
	return out;
}

// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
	std::vector<aiVector3D>&))
{
	std::vector<aiVector3D> temp;
	unsigned num = (*GenerateFunc)(temp);
	return MakeMesh(temp,num);
}

// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
	std::vector<aiVector3D>&, bool))
{
	std::vector<aiVector3D> temp;
	unsigned num = (*GenerateFunc)(temp,true);
	return MakeMesh(temp,num);
}

// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh (unsigned int num,  void (*GenerateFunc)(
	unsigned int,std::vector<aiVector3D>&))
{
	std::vector<aiVector3D> temp;
	(*GenerateFunc)(num,temp);
	return MakeMesh(temp,3);
}

// ------------------------------------------------------------------------------------------------
// Build an incosahedron with points.magnitude == 1
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
{
	positions.reserve(positions.size()+60);

	const float t = (1.f + 2.236067977f)/2.f;
	const float s = sqrt(1.f + t*t);
	
	const aiVector3D v0  = aiVector3D(t,1.f, 0.f)/s;
	const aiVector3D v1  = aiVector3D(-t,1.f, 0.f)/s;
	const aiVector3D v2  = aiVector3D(t,-1.f, 0.f)/s;
	const aiVector3D v3  = aiVector3D(-t,-1.f, 0.f)/s;
	const aiVector3D v4  = aiVector3D(1.f, 0.f, t)/s;
	const aiVector3D v5  = aiVector3D(1.f, 0.f,-t)/s;
	const aiVector3D v6  = aiVector3D(-1.f, 0.f,t)/s;
	const aiVector3D v7  = aiVector3D(-1.f, 0.f,-t)/s;
	const aiVector3D v8  = aiVector3D(0.f, t, 1.f)/s;
	const aiVector3D v9  = aiVector3D(0.f,-t, 1.f)/s;
	const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
	const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;

	ADD_TRIANGLE(v0,v8,v4);
	ADD_TRIANGLE(v0,v5,v10);
	ADD_TRIANGLE(v2,v4,v9);
	ADD_TRIANGLE(v2,v11,v5);

	ADD_TRIANGLE(v1,v6,v8);
	ADD_TRIANGLE(v1,v10,v7);
	ADD_TRIANGLE(v3,v9,v6);
	ADD_TRIANGLE(v3,v7,v11);

	ADD_TRIANGLE(v0,v10,v8);
	ADD_TRIANGLE(v1,v8,v10);
	ADD_TRIANGLE(v2,v9,v11);
	ADD_TRIANGLE(v3,v11,v9);

	ADD_TRIANGLE(v4,v2,v0);
	ADD_TRIANGLE(v5,v0,v2);
	ADD_TRIANGLE(v6,v1,v3);
	ADD_TRIANGLE(v7,v3,v1);

	ADD_TRIANGLE(v8,v6,v4);
	ADD_TRIANGLE(v9,v4,v6);
	ADD_TRIANGLE(v10,v5,v7);
	ADD_TRIANGLE(v11,v7,v5);
	return 3;
}

// ------------------------------------------------------------------------------------------------
// Build a dodecahedron with points.magnitude == 1
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
	bool polygons /*= false*/)
{
	positions.reserve(positions.size()+108);

	const float a = 1.f / 1.7320508f;
	const float b = sqrt((3.f-2.23606797f)/6.f);
	const float c = sqrt((3.f+2.23606797f)/6.f);

	const aiVector3D v0  = aiVector3D(a,a,a);
	const aiVector3D v1  = aiVector3D(a,a,-a);
	const aiVector3D v2  = aiVector3D(a,-a,a);
	const aiVector3D v3  = aiVector3D(a,-a,-a);
	const aiVector3D v4  = aiVector3D(-a,a,a);
	const aiVector3D v5  = aiVector3D(-a,a,-a);
	const aiVector3D v6  = aiVector3D(-a,-a,a);
	const aiVector3D v7  = aiVector3D(-a,-a,-a);
	const aiVector3D v8  = aiVector3D(b,c,0.f);
	const aiVector3D v9  = aiVector3D(-b,c,0.f);
	const aiVector3D v10 = aiVector3D(b,-c,0.f);
	const aiVector3D v11 = aiVector3D(-b,-c,0.f);
	const aiVector3D v12 = aiVector3D(c, 0.f, b);
	const aiVector3D v13 = aiVector3D(c, 0.f, -b);
	const aiVector3D v14 = aiVector3D(-c, 0.f, b);
	const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
	const aiVector3D v16 = aiVector3D(0.f, b, c);
	const aiVector3D v17 = aiVector3D(0.f, -b, c);
	const aiVector3D v18 = aiVector3D(0.f, b, -c);
	const aiVector3D v19 = aiVector3D(0.f, -b, -c);

	ADD_PENTAGON(v0, v8, v9, v4, v16);
	ADD_PENTAGON(v0, v12, v13, v1, v8);
	ADD_PENTAGON(v0, v16, v17, v2, v12);
	ADD_PENTAGON(v8, v1, v18, v5, v9);
	ADD_PENTAGON(v12, v2, v10, v3, v13);
	ADD_PENTAGON(v16, v4, v14, v6, v17);
	ADD_PENTAGON(v9, v5, v15, v14, v4);

	ADD_PENTAGON(v6, v11, v10, v2, v17);
	ADD_PENTAGON(v3, v19, v18, v1, v13);
	ADD_PENTAGON(v7, v15, v5, v18, v19);
	ADD_PENTAGON(v7, v11, v6, v14, v15);
	ADD_PENTAGON(v7, v19, v3, v10, v11);
	return (polygons ? 5 : 3);
}

// ------------------------------------------------------------------------------------------------
// Build an octahedron with points.magnitude == 1
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
{
	positions.reserve(positions.size()+24);

	const aiVector3D v0  = aiVector3D(1.0f, 0.f, 0.f) ;
	const aiVector3D v1  = aiVector3D(-1.0f, 0.f, 0.f);
	const aiVector3D v2  = aiVector3D(0.f, 1.0f, 0.f);
	const aiVector3D v3  = aiVector3D(0.f, -1.0f, 0.f);
	const aiVector3D v4  = aiVector3D(0.f, 0.f, 1.0f);
	const aiVector3D v5  = aiVector3D(0.f, 0.f, -1.0f);

	ADD_TRIANGLE(v4,v0,v2);
	ADD_TRIANGLE(v4,v2,v1);
	ADD_TRIANGLE(v4,v1,v3);
	ADD_TRIANGLE(v4,v3,v0);

	ADD_TRIANGLE(v5,v2,v0);
	ADD_TRIANGLE(v5,v1,v2);
	ADD_TRIANGLE(v5,v3,v1);
	ADD_TRIANGLE(v5,v0,v3);
	return 3;
}

// ------------------------------------------------------------------------------------------------
// Build a tetrahedron with points.magnitude == 1
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
{
	positions.reserve(positions.size()+9);

	const float a = 1.41421f/3.f;
	const float b = 2.4494f/3.f;

	const aiVector3D v0  = aiVector3D(0.f,0.f,1.f);
	const aiVector3D v1  = aiVector3D(2*a,0,-1.f/3.f);
	const aiVector3D v2  = aiVector3D(-a,b,-1.f/3.f);
	const aiVector3D v3  = aiVector3D(-a,-b,-1.f/3.f);

	ADD_TRIANGLE(v0,v1,v2);
	ADD_TRIANGLE(v0,v2,v3);
	ADD_TRIANGLE(v0,v3,v1);
	ADD_TRIANGLE(v1,v3,v2);
	return 3;
}

// ------------------------------------------------------------------------------------------------
// Build a hexahedron with points.magnitude == 1
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
	bool polygons /*= false*/)
{
	positions.reserve(positions.size()+36);
	const float length = 1.f/1.73205080f;

	const aiVector3D v0  = aiVector3D(-1.f,-1.f,-1.f)*length;
	const aiVector3D v1  = aiVector3D(1.f,-1.f,-1.f)*length;
	const aiVector3D v2  = aiVector3D(1.f,1.f,-1.f)*length;
	const aiVector3D v3  = aiVector3D(-1.f,1.f,-1.f)*length;
	const aiVector3D v4  = aiVector3D(-1.f,-1.f,1.f)*length;
	const aiVector3D v5  = aiVector3D(1.f,-1.f,1.f)*length;
	const aiVector3D v6  = aiVector3D(1.f,1.f,1.f)*length;
	const aiVector3D v7  = aiVector3D(-1.f,1.f,1.f)*length;

	ADD_QUAD(v0,v3,v2,v1);
	ADD_QUAD(v0,v1,v5,v4);
	ADD_QUAD(v0,v4,v7,v3);
	ADD_QUAD(v6,v5,v1,v2);
	ADD_QUAD(v6,v2,v3,v7);
	ADD_QUAD(v6,v7,v4,v5);
	return (polygons ? 4 : 3);
}

// Cleanup ...
#undef ADD_TRIANGLE
#undef ADD_QUAD
#undef ADD_PENTAGON

// ------------------------------------------------------------------------------------------------
// Create a subdivision sphere
void StandardShapes::MakeSphere(unsigned int	tess,
	std::vector<aiVector3D>& positions)
{
	// Reserve enough storage. Every subdivision
	// splits each triangle in 4, the icosahedron consists of 60 verts
	positions.reserve(positions.size()+60 * integer_pow(4, tess));

	// Construct an icosahedron to start with 
	MakeIcosahedron(positions);

	// ... and subdivide it until the requested output
	// tesselation is reached
	for (unsigned int i = 0; i<tess;++i)
		Subdivide(positions);
}

// ------------------------------------------------------------------------------------------------
// Build a cone
void StandardShapes::MakeCone(float height,float radius1,
	float radius2,unsigned int tess, 
	std::vector<aiVector3D>& positions,bool bOpen /*= false */)
{
	// Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
	if (tess < 3 || !height)
		return;

	size_t old = positions.size();

	// No negative radii
	radius1 = fabs(radius1);
	radius2 = fabs(radius2);

	float halfHeight = height / 2;

	// radius1 is always the smaller one 
	if (radius2 > radius1)
	{
		std::swap(radius2,radius1);
		halfHeight = -halfHeight;
	}
	else old = SIZE_MAX;

	// Use a large epsilon to check whether the cone is pointy
	if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;

	// We will need 3*2 verts per segment + 3*2 verts per segment
	// if the cone is closed
	const unsigned int mem = tess*6 + (!bOpen ? tess*3 * (radius1 ? 2 : 1) : 0);
	positions.reserve(positions.size () + mem);

	// Now construct all segments
	const float angle_delta = (float)AI_MATH_TWO_PI / tess;
	const float angle_max   = (float)AI_MATH_TWO_PI;

	float s = 1.f; // cos(angle == 0);
	float t = 0.f; // sin(angle == 0);

	for (float angle = 0.f; angle < angle_max; )
	{
		const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
		const aiVector3D v2 = aiVector3D (s * radius2,  halfHeight, t * radius2 );

		const float next = angle + angle_delta;
		float s2 = math::cos(next);
		float t2 = math::sin(next);

		const aiVector3D v3 = aiVector3D (s2 * radius2,  halfHeight, t2 * radius2 );
		const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );

		positions.push_back(v1);
		positions.push_back(v2);
		positions.push_back(v3);
		positions.push_back(v4);
		positions.push_back(v1);
		positions.push_back(v3);

		if (!bOpen)
		{
			// generate the end 'cap'
			positions.push_back(aiVector3D(s * radius2,  halfHeight, t * radius2 ));
			positions.push_back(aiVector3D(s2 * radius2,  halfHeight, t2 * radius2 ));
			positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
			

			if (radius1)
			{
				// generate the other end 'cap'
				positions.push_back(aiVector3D(s * radius1,  -halfHeight, t * radius1 ));
				positions.push_back(aiVector3D(s2 * radius1,  -halfHeight, t2 * radius1 ));
				positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
				
			}
		}
		s = s2;
		t = t2;
		angle = next;
	}

	// Need to flip face order?
	if ( SIZE_MAX != old )	{
		for (size_t s = old; s < positions.size();s += 3) {
			std::swap(positions[s],positions[s+1]);
		}
	}
}

// ------------------------------------------------------------------------------------------------
// Build a circle
void StandardShapes::MakeCircle(float radius, unsigned int tess,
	std::vector<aiVector3D>& positions)
{
	// Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
	if (tess < 3 || !radius)
		return;

	radius = fabs(radius);

	// We will need 3 vertices per segment 
	positions.reserve(positions.size()+tess*3);

	const float angle_delta = (float)AI_MATH_TWO_PI / tess;
	const float angle_max   = (float)AI_MATH_TWO_PI;

	float s = 1.f; // cos(angle == 0);
	float t = 0.f; // sin(angle == 0);

	for (float angle = 0.f; angle < angle_max;  )
	{
		positions.push_back(aiVector3D(s * radius,0.f,t * radius));
		angle += angle_delta;
		s = math::cos(angle);
		t = math::sin(angle);
		positions.push_back(aiVector3D(s * radius,0.f,t * radius));

		positions.push_back(aiVector3D(0.f,0.f,0.f));
	}
}

} // ! Assimp
