//-----------------------------------------------------------------------------------
//
//   Torque Network Library - ZAP example multiplayer vector graphics space game
//   Copyright (C) 2004 GarageGames.com, Inc.
//   For more information see http://www.opentnl.org
//
//   This program is free software; you can redistribute it and/or modify
//   it under the terms of the GNU General Public License as published by
//   the Free Software Foundation; either version 2 of the License, or
//   (at your option) any later version.
//
//   For use in products that are not compatible with the terms of the GNU 
//   General Public License, alternative licensing options are available 
//   from GarageGames.com.
//
//   This program is distributed in the hope that it will be useful,
//   but WITHOUT ANY WARRANTY; without even the implied warranty of
//   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//   GNU General Public License for more details.
//
//   You should have received a copy of the GNU General Public License
//   along with this program; if not, write to the Free Software
//   Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
//
//------------------------------------------------------------------------------------

#include "gridDB.h"
#include "gameObject.h"

namespace Zap
{

GridDatabase::GridDatabase()
{
   mQueryId = 0;

   for(U32 i = 0; i < BucketRowCount; i++)
      for(U32 j = 0; j < BucketRowCount; j++)
         mBuckets[i][j] = 0;
}

void GridDatabase::addToExtents(GameObject *theObject, Rect &extents)
{
   S32 minx, miny, maxx, maxy;
   F32 widthDiv = 1 / F32(BucketWidth);
   minx = S32(extents.min.x * widthDiv);
   miny = S32(extents.min.y * widthDiv);
   maxx = S32(extents.max.x * widthDiv);
   maxy = S32(extents.max.y * widthDiv);
   
   for(S32 x = minx; x <= maxx; x++)
   {
      for(S32 y = miny; y <= maxy; y++)
      {
         BucketEntry *be = mChunker.alloc();
         be->theObject = theObject;
         be->nextInBucket = mBuckets[x & BucketMask][y & BucketMask];
         mBuckets[x & BucketMask][y & BucketMask] = be;
      }
   }
}

void GridDatabase::removeFromExtents(GameObject *theObject, Rect &extents)
{
   S32 minx, miny, maxx, maxy;
   F32 widthDiv = 1 / F32(BucketWidth);
   minx = S32(extents.min.x * widthDiv);
   miny = S32(extents.min.y * widthDiv);
   maxx = S32(extents.max.x * widthDiv);
   maxy = S32(extents.max.y * widthDiv);
   
   for(S32 x = minx; x <= maxx; x++)
   {
      for(S32 y = miny; y <= maxy; y++)
      {
         for(BucketEntry **walk = &mBuckets[x & BucketMask][y & BucketMask]; *walk; walk = &((*walk)->nextInBucket))
         {
            if((*walk)->theObject == theObject)
            {
               BucketEntry *rem = *walk;
               *walk = rem->nextInBucket;
               mChunker.free(rem);
               break;
            }
         }
      }
   }
}

void GridDatabase::findObjects(U32 typeMask, Vector<GameObject *> &fillVector, Rect &extents)
{
   S32 minx, miny, maxx, maxy;
   F32 widthDiv = 1 / F32(BucketWidth);
   minx = S32(extents.min.x * widthDiv);
   miny = S32(extents.min.y * widthDiv);
   maxx = S32(extents.max.x * widthDiv);
   maxy = S32(extents.max.y * widthDiv);
   
   mQueryId++;

   for(S32 x = minx; x <= maxx; x++)
   {
      for(S32 y = miny; y <= maxy; y++)
      {
         for(BucketEntry *walk = mBuckets[x & BucketMask][y & BucketMask]; walk; walk = walk->nextInBucket)
         {
            GameObject *theObject = walk->theObject;

            if(theObject->mLastQueryId != mQueryId &&
               theObject->extent.intersects(extents) &&
               (theObject->getObjectTypeMask() & typeMask) )
            {
               walk->theObject->mLastQueryId = mQueryId;
               fillVector.push_back(walk->theObject);
            }
         }
      }
   }
}

bool PolygonLineIntersect(Point *poly, U32 vertexCount, Point p1, Point p2, float &collisionTime, Point &normal)
{
   Point v1 = poly[vertexCount - 1];
   Point dp = p2 - p1;

   F32 currentCollisionTime = 100;

   for(U32 i = 0; i < vertexCount; i++)
   {
      Point v2 = poly[i];

      // edge from v1 -> v2
      // ray from p1 -> p2

      Point dv = v2 - v1;

      // p1.x + s * dp.x = v1.x + t * dv.x
      // p1.y + s * dp.y = v1.y + t * dv.y

      // s = (v1.x - p1.x + t * dv.x) / dp.x
      // p1.y + dp.y * (v1.x - p1.x + t * dv.x) / dp.x = v1.y + t * dv.y
      // p1.y * dp.x + dp.y * (v1.x - p1.x) + t * dp.y * dv.x = 
      //                         v1.y * dp.x + t * dp.x * dv.y
      // t * (dp.y * dv.x - dp.x * dv.y) = 
      //                -p1.y * dp.x - dp.y * v1.x + dp.y * p1.x + v1.y * dp.x

      // t = ((p1.x - v1.x) * dp.y + (v1.y - p1.y) * dp.x) / (dp.y * dv.x - dp.x * dv.y)

      // t = (p1.x + s * dp.x - v1.x) / dv.x
      // ( p1.y + s * dp.y - v1.y ) / dv.y = (p1.x + s * dp.x - v1.x) / dv.x
      // s * (dp.y / dv.y) + (p1.y - v1.y) / dv.y =
      // s * (dp.x / dv.x) + (p1.x - v1.x) / dv.x
      // s * dp.y * dv.x + (p1.y - v1.y) * dv.x =
      // s * dp.x * dv.y + (p1.x - v1.x) * dv.y
      // s * ( dp.y * dv.x - dp.x * dv.y ) = (p1.x - v1.x) * dv.y - (p1.y - v1.y) * dv.x

      // s = ( (p1.x - v1.x) * dv.y + (v1.y - p1.y) * dv.x) / ( dp.y * dv.x - dp.x * dv.y)

      F32 denom = dp.y * dv.x - dp.x * dv.y;
      if(denom != 0) // otherwise, the lines are parallel
      {
         F32 s = ( (p1.x - v1.x) * dv.y + (v1.y - p1.y) * dv.x ) / denom;
         F32 t = ( (p1.x - v1.x) * dp.y + (v1.y - p1.y) * dp.x ) / denom;

         if(s >= 0 && s <= 1 && t >= 0 && t <= 1)
         {
            if(s < currentCollisionTime)
            {
               normal.set(dv.y, -dv.x);
               currentCollisionTime = s;

            }
         }
      }
      v1 = v2;
   }
   if(currentCollisionTime <= 1)
   {
      collisionTime = currentCollisionTime;
      return true;
   }
   return false;
}

extern bool FindLowestRootInInterval(Point::member_type inA, Point::member_type inB, Point::member_type inC, Point::member_type inUpperBound, Point::member_type &outX);

bool CircleLineIntersect(Point center, float radius, Point rayStart, Point rayEnd, float &collisionTime)
{
   // if the point is in the circle, it's a collision at the start
   Point d = center - rayStart;
   Point v = rayEnd - rayStart;

   if(d.len() <= radius)
   {
      collisionTime = 0;
      return true;
   }

   // otherwise, solve the following equation for t
   // (d - vt)^2 = radius^2

   float a = v.dot(v);
   float b = -2 * d.dot(v);
   float c = d.dot(d) - radius * radius;
   
   return FindLowestRootInInterval(a, b, c, 100, collisionTime);
}

GameObject *GridDatabase::findObjectLOS(U32 typeMask, U32 stateIndex, Point rayStart, Point rayEnd, float &collisionTime, Point &surfaceNormal)
{
   Rect queryRect(rayStart, rayEnd);

   static Vector<GameObject *> fillVector;

   fillVector.clear();
   findObjects(typeMask, fillVector, queryRect);
   Point collisionPoint;

   collisionTime = 100;
   GameObject *retObject = NULL;

   for(S32 i = 0; i < fillVector.size(); i++)
   {
      if(!fillVector[i]->isCollisionEnabled())
         continue;

      static Vector<Point> poly;
      poly.clear();
      Point center;
      F32 radius;
      float ct;

      if(fillVector[i]->getCollisionPoly(poly))
      {
         Point normal;
         if(PolygonLineIntersect(&poly[0], poly.size(), rayStart, rayEnd, ct, normal))
         {
            if(ct < collisionTime)
            {
               collisionTime = ct;
               retObject = fillVector[i];
               surfaceNormal = normal;
            }
         }
      }
      else if(fillVector[i]->getCollisionCircle(stateIndex, center, radius))
      {
         if(CircleLineIntersect(center, radius, rayStart, rayEnd, ct))
         {
            if(ct < collisionTime)
            {
               collisionTime = ct;
               surfaceNormal = (rayStart + (rayEnd - rayStart) * ct) - center;
               retObject = fillVector[i];
            }
         }
      }
   }
   if(retObject)
      surfaceNormal.normalize();
   return retObject;
}

};



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