/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above 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 materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using NUnit.Framework;
using log4net;

using OpenSim.Framework;
using OpenSim.Region.PhysicsModule.BulletS;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Tests.Common;

using OpenMetaverse;

namespace OpenSim.Region.PhysicsModule.BulletS.Tests
{
    [TestFixture]
    public class HullCreation : OpenSimTestCase
    {
        // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
        // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1

        BSScene PhysicsScene { get; set; }
        Vector3 ObjectInitPosition;

        [TestFixtureSetUp]
        public void Init()
        {

        }

        [TestFixtureTearDown]
        public void TearDown()
        {
            if (PhysicsScene != null)
            {
                // The Dispose() will also free any physical objects in the scene
                PhysicsScene.Dispose();
                PhysicsScene = null;
            }
        }

        [TestCase(7, 2, 5f, 5f, 32, 0f)]    /* default hull parameters */
        public void GeomHullConvexDecomp(int maxDepthSplit,
                                            int maxDepthSplitForSimpleShapes,
                                            float concavityThresholdPercent,
                                            float volumeConservationThresholdPercent,
                                            int maxVertices,
                                            float maxSkinWidth)
        {
            // Setup the physics engine to use the C# version of convex decomp
            Dictionary<string, string> engineParams = new Dictionary<string, string>();
            engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim
            engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing
            engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects
            engineParams.Add("ShouldRemoveZeroWidthTriangles", "true");
            engineParams.Add("ShouldUseBulletHACD", "false");
            engineParams.Add("ShouldUseSingleConvexHullForPrims", "true");
            engineParams.Add("ShouldUseGImpactShapeForPrims", "false");
            engineParams.Add("ShouldUseAssetHulls", "true");

            engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString());
            engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString());
            engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString());
            engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString());
            engineParams.Add("CSHullMaxVertices", maxVertices.ToString());
            engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString());

            PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);

            PrimitiveBaseShape pbs;
            Vector3 pos;
            Vector3 size;
            Quaternion rot;
            bool isPhys;

            // Cylinder
            pbs = PrimitiveBaseShape.CreateCylinder();
            pos = new Vector3(100.0f, 100.0f, 0f);
            pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
            ObjectInitPosition = pos;
            size = new Vector3(2f, 2f, 2f);
            pbs.Scale = size;
            rot = Quaternion.Identity;
            isPhys = true;
            uint cylinderLocalID = 123;
            PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID);
            BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID];

            // Hollow Cylinder
            pbs = PrimitiveBaseShape.CreateCylinder();
            pbs.ProfileHollow = (ushort)(0.70f * 50000);
            pos = new Vector3(110.0f, 110.0f, 0f);
            pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
            ObjectInitPosition = pos;
            size = new Vector3(2f, 2f, 2f);
            pbs.Scale = size;
            rot = Quaternion.Identity;
            isPhys = true;
            uint hollowCylinderLocalID = 124;
            PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID);
            BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID];

            // Torus
            // ProfileCurve = Circle, PathCurve = Curve1
            pbs = PrimitiveBaseShape.CreateSphere();
            pbs.ProfileShape = (byte)ProfileShape.Circle;
            pbs.PathCurve = (byte)Extrusion.Curve1;
            pbs.PathScaleX = 100;   // default hollow info as set in the viewer
            pbs.PathScaleY = (int)(.25f / 0.01f) + 200;
            pos = new Vector3(120.0f, 120.0f, 0f);
            pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
            ObjectInitPosition = pos;
            size = new Vector3(2f, 4f, 4f);
            pbs.Scale = size;
            rot = Quaternion.Identity;
            isPhys = true;
            uint torusLocalID = 125;
            PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
            BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];

            // The actual prim shape creation happens at taint time
            PhysicsScene.ProcessTaints();

            // Check out the created hull shapes and report their characteristics
            ReportShapeGeom(primTypeCylinder);
            ReportShapeGeom(primTypeHollowCylinder);
            ReportShapeGeom(primTypeTorus);
        }

        [TestCase]
        public void GeomHullBulletHACD()
        {
            // Cylinder
            // Hollow Cylinder
            // Torus
        }

        private void ReportShapeGeom(BSPrim prim)
        {
            if (prim != null)
            {
                if (prim.PhysShape.HasPhysicalShape)
                {
                    BSShape physShape = prim.PhysShape;
                    string shapeType = physShape.GetType().ToString();
                    switch (shapeType)
                    {
                        case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative":
                            BSShapeNative nShape = physShape as BSShapeNative;
                            prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
                            break;
                        case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh":
                            BSShapeMesh mShape = physShape as BSShapeMesh;
                            prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
                            break;
                        case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
                            // BSShapeHull hShape = physShape as BSShapeHull;
                            // prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
                            break;
                        case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
                            BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
                            prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo);
                            break;
                        case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound":
                            BSShapeCompound cShape = physShape as BSShapeCompound;
                            prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
                            break;
                        default:
                            prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
                            break;
                    }
                }
            }
        }
    }
}