/*************************************************************************/
/*  room_instance.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* 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 "room_instance.h"

#include "servers/visual_server.h"

// FIXME: Will be removed, kept as reference for new implementation
#if 0
#include "geometry.h"
#include "project_settings.h"
#include "scene/resources/surface_tool.h"

void Room::_notification(int p_what) {

	switch (p_what) {
		case NOTIFICATION_ENTER_WORLD: {
			// go find parent level
			Node *parent_room = get_parent();
			level = 0;

			while (parent_room) {

				Room *r = Object::cast_to<Room>(parent_room);
				if (r) {

					level = r->level + 1;
					break;
				}

				parent_room = parent_room->get_parent();
			}

		} break;
		case NOTIFICATION_TRANSFORM_CHANGED: {
		} break;
		case NOTIFICATION_EXIT_WORLD: {

		} break;
	}
}

Rect3 Room::get_aabb() const {

	if (room.is_null())
		return Rect3();

	return Rect3();
}

PoolVector<Face3> Room::get_faces(uint32_t p_usage_flags) const {

	return PoolVector<Face3>();
}

void Room::set_room(const Ref<RoomBounds> &p_room) {

	room = p_room;
	update_gizmo();

	if (room.is_valid()) {

		set_base(room->get_rid());
	} else {
		set_base(RID());
	}

	if (!is_inside_tree())
		return;

	propagate_notification(NOTIFICATION_AREA_CHANGED);
	update_gizmo();
}

Ref<RoomBounds> Room::get_room() const {

	return room;
}

void Room::_parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const {

	const VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);

	if (vi) {
		PoolVector<Face3> faces = vi->get_faces(FACES_ENCLOSING);

		if (faces.size()) {
			int old_len = all_faces.size();
			all_faces.resize(all_faces.size() + faces.size());
			int new_len = all_faces.size();
			PoolVector<Face3>::Write all_facesw = all_faces.write();
			Face3 *all_facesptr = all_facesw.ptr();

			PoolVector<Face3>::Read facesr = faces.read();
			const Face3 *facesptr = facesr.ptr();

			Transform tr = vi->get_relative_transform(this);

			for (int i = old_len; i < new_len; i++) {

				Face3 f = facesptr[i - old_len];
				for (int j = 0; j < 3; j++)
					f.vertex[j] = tr.xform(f.vertex[j]);
				all_facesptr[i] = f;
			}
		}
	}

	for (int i = 0; i < p_node->get_child_count(); i++) {

		_parse_node_faces(all_faces, p_node->get_child(i));
	}
}

void Room::_bounds_changed() {

	update_gizmo();
}

void Room::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_room", "room"), &Room::set_room);
	ClassDB::bind_method(D_METHOD("get_room"), &Room::get_room);

	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), "set_room", "get_room");
}

Room::Room() {

	//	sound_enabled=false;

	level = 0;
}

Room::~Room() {
}
#endif
