/*
 * Copyright (c) 2009-2010 jMonkeyEngine
 * All rights reserved.
 *
 * 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 'jMonkeyEngine' 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 COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "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 COPYRIGHT OWNER OR
 * 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.
 */
package com.jme3.bullet.collision;

import com.jme3.asset.AssetManager;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.util.DebugShapeFactory;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.export.Savable;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
import java.io.IOException;
import java.util.Iterator;
import java.util.List;
import java.util.logging.Level;
import java.util.logging.Logger;

/**
 * Base class for collision objects (PhysicsRigidBody, PhysicsGhostObject)
 * @author normenhansen
 */
public abstract class PhysicsCollisionObject implements Savable {

    protected long objectId = 0;
    protected Spatial debugShape;
    protected Arrow debugArrow;
    protected Geometry debugArrowGeom;
    protected Material debugMaterialBlue;
    protected Material debugMaterialRed;
    protected Material debugMaterialGreen;
    protected Material debugMaterialYellow;
    protected CollisionShape collisionShape;
    public static final int COLLISION_GROUP_NONE = 0x00000000;
    public static final int COLLISION_GROUP_01 = 0x00000001;
    public static final int COLLISION_GROUP_02 = 0x00000002;
    public static final int COLLISION_GROUP_03 = 0x00000004;
    public static final int COLLISION_GROUP_04 = 0x00000008;
    public static final int COLLISION_GROUP_05 = 0x00000010;
    public static final int COLLISION_GROUP_06 = 0x00000020;
    public static final int COLLISION_GROUP_07 = 0x00000040;
    public static final int COLLISION_GROUP_08 = 0x00000080;
    public static final int COLLISION_GROUP_09 = 0x00000100;
    public static final int COLLISION_GROUP_10 = 0x00000200;
    public static final int COLLISION_GROUP_11 = 0x00000400;
    public static final int COLLISION_GROUP_12 = 0x00000800;
    public static final int COLLISION_GROUP_13 = 0x00001000;
    public static final int COLLISION_GROUP_14 = 0x00002000;
    public static final int COLLISION_GROUP_15 = 0x00004000;
    public static final int COLLISION_GROUP_16 = 0x00008000;
    protected int collisionGroup = 0x00000001;
    protected int collisionGroupsMask = 0x00000001;
    private Object userObject;

    /**
     * Sets a CollisionShape to this physics object, note that the object should
     * not be in the physics space when adding a new collision shape as it is rebuilt
     * on the physics side.
     * @param collisionShape the CollisionShape to set
     */
    public void setCollisionShape(CollisionShape collisionShape) {
        this.collisionShape = collisionShape;
        updateDebugShape();
    }

    /**
     * @return the CollisionShape of this PhysicsNode, to be able to reuse it with
     * other physics nodes (increases performance)
     */
    public CollisionShape getCollisionShape() {
        return collisionShape;
    }

    /**
     * Returns the collision group for this collision shape
     * @return
     */
    public int getCollisionGroup() {
        return collisionGroup;
    }

    /**
     * Sets the collision group number for this physics object. <br>
     * The groups are integer bit masks and some pre-made variables are available in CollisionObject.
     * All physics objects are by default in COLLISION_GROUP_01.<br>
     * Two object will collide when <b>one</b> of the partys has the
     * collisionGroup of the other in its collideWithGroups set.
     * @param collisionGroup the collisionGroup to set
     */
    public void setCollisionGroup(int collisionGroup) {
        this.collisionGroup = collisionGroup;
    }

    /**
     * Add a group that this object will collide with.<br>
     * Two object will collide when <b>one</b> of the partys has the
     * collisionGroup of the other in its collideWithGroups set.<br>
     * @param collisionGroup
     */
    public void addCollideWithGroup(int collisionGroup) {
        this.collisionGroupsMask = this.collisionGroupsMask | collisionGroup;
    }

    /**
     * Remove a group from the list this object collides with.
     * @param collisionGroup
     */
    public void removeCollideWithGroup(int collisionGroup) {
        this.collisionGroupsMask = this.collisionGroupsMask & ~collisionGroup;
    }

    /**
     * Directly set the bitmask for collision groups that this object collides with.
     * @param collisionGroup
     */
    public void setCollideWithGroups(int collisionGroups) {
        this.collisionGroupsMask = collisionGroups;
    }

    /**
     * Gets the bitmask of collision groups that this object collides with.
     * @return
     */
    public int getCollideWithGroups() {
        return collisionGroupsMask;
    }

    /**
     * Creates a visual debug shape of the current collision shape of this physics object<br/>
     * <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b>
     * @param manager AssetManager to load the default wireframe material for the debug shape
     */
    protected Spatial attachDebugShape(AssetManager manager) {
        debugMaterialBlue = new Material(manager, "Common/MatDefs/Misc/WireColor.j3md");
        debugMaterialBlue.setColor("Color", ColorRGBA.Blue);
        debugMaterialGreen = new Material(manager, "Common/MatDefs/Misc/WireColor.j3md");
        debugMaterialGreen.setColor("Color", ColorRGBA.Green);
        debugMaterialRed = new Material(manager, "Common/MatDefs/Misc/WireColor.j3md");
        debugMaterialRed.setColor("Color", ColorRGBA.Red);
        debugMaterialYellow = new Material(manager, "Common/MatDefs/Misc/WireColor.j3md");
        debugMaterialYellow.setColor("Color", ColorRGBA.Yellow);
        debugArrow = new Arrow(Vector3f.UNIT_XYZ);
        debugArrowGeom = new Geometry("DebugArrow", debugArrow);
        debugArrowGeom.setMaterial(debugMaterialGreen);
        return attachDebugShape();
    }
    
    /**
     * creates a debug shape for this CollisionObject
     * @param manager
     * @return 
     */
    public Spatial createDebugShape(AssetManager manager){
        return attachDebugShape(manager);
    }

    protected Spatial attachDebugShape(Material material) {
        debugMaterialBlue = material;
        debugMaterialGreen = material;
        debugMaterialRed = material;
        debugMaterialYellow = material;
        debugArrow = new Arrow(Vector3f.UNIT_XYZ);
        debugArrowGeom = new Geometry("DebugArrow", debugArrow);
        debugArrowGeom.setMaterial(debugMaterialGreen);
        return attachDebugShape();
    }

    public Spatial debugShape() {
        return debugShape;
    }

    /**
     * Creates a visual debug shape of the current collision shape of this physics object<br/>
     * <b>Does not work with detached physics, please switch to PARALLEL or SEQUENTIAL for debugging</b>
     * @param material Material to use for the debug shape
     */
    protected Spatial attachDebugShape() {
        if (debugShape != null) {
            detachDebugShape();
        }
        Spatial spatial = getDebugShape();
        this.debugShape = spatial;
        return debugShape;
    }

    protected void updateDebugShape() {
        if (debugShape != null) {
            detachDebugShape();
            attachDebugShape();
        }
    }

    protected Spatial getDebugShape() {
        Spatial spatial = DebugShapeFactory.getDebugShape(collisionShape);
        if (spatial == null) {
            return new Node("nullnode");
        }
        if (spatial instanceof Node) {
            List<Spatial> children = ((Node) spatial).getChildren();
            for (Iterator<Spatial> it1 = children.iterator(); it1.hasNext();) {
                Spatial spatial1 = it1.next();
                Geometry geom = ((Geometry) spatial1);
                geom.setMaterial(debugMaterialBlue);
                geom.setCullHint(Spatial.CullHint.Never);
            }
        } else {
            Geometry geom = ((Geometry) spatial);
            geom.setMaterial(debugMaterialBlue);
            geom.setCullHint(Spatial.CullHint.Never);
        }
        spatial.setCullHint(Spatial.CullHint.Never);
        return spatial;
    }

    /**
     * Removes the debug shape
     */
    public void detachDebugShape() {
        debugShape = null;
    }

    /**
     * @return the userObject
     */
    public Object getUserObject() {
        return userObject;
    }

    /**
     * @param userObject the userObject to set
     */
    public void setUserObject(Object userObject) {
        this.userObject = userObject;
    }
    
    public long getObjectId(){
        return objectId;
    }
    
    protected native void attachCollisionShape(long objectId, long collisionShapeId);

    @Override
    public void write(JmeExporter e) throws IOException {
        OutputCapsule capsule = e.getCapsule(this);
        capsule.write(collisionGroup, "collisionGroup", 0x00000001);
        capsule.write(collisionGroupsMask, "collisionGroupsMask", 0x00000001);
        capsule.write(debugShape, "debugShape", null);
        capsule.write(collisionShape, "collisionShape", null);
    }

    @Override
    public void read(JmeImporter e) throws IOException {
        InputCapsule capsule = e.getCapsule(this);
        collisionGroup = capsule.readInt("collisionGroup", 0x00000001);
        collisionGroupsMask = capsule.readInt("collisionGroupsMask", 0x00000001);
        debugShape = (Spatial) capsule.readSavable("debugShape", null);
        CollisionShape shape = (CollisionShape) capsule.readSavable("collisionShape", null);
        collisionShape = shape;
    }

    @Override
    protected void finalize() throws Throwable {
        super.finalize();
        Logger.getLogger(this.getClass().getName()).log(Level.INFO, "Finalizing CollisionObject {0}", Long.toHexString(objectId));
        finalizeNative(objectId);
    }

    protected native void finalizeNative(long objectId);
}
