/*************************************************************************/
/*  particles_2d.cpp                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.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 "particles_2d.h"

#include "scene/3d/particles.h"
#include "scene/scene_string_names.h"

void Particles2D::set_emitting(bool p_emitting) {

	emitting = p_emitting;
	VS::get_singleton()->particles_set_emitting(particles, emitting);
}

void Particles2D::set_amount(int p_amount) {

	ERR_FAIL_COND(p_amount < 1);
	amount = p_amount;
	VS::get_singleton()->particles_set_amount(particles, amount);
}
void Particles2D::set_lifetime(float p_lifetime) {

	ERR_FAIL_COND(p_lifetime <= 0);
	lifetime = p_lifetime;
	VS::get_singleton()->particles_set_lifetime(particles, lifetime);
}

void Particles2D::set_one_shot(bool p_enable) {

	one_shot = p_enable;
	VS::get_singleton()->particles_set_one_shot(particles, one_shot);
}
void Particles2D::set_pre_process_time(float p_time) {

	pre_process_time = p_time;
	VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
}
void Particles2D::set_explosiveness_ratio(float p_ratio) {

	explosiveness_ratio = p_ratio;
	VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void Particles2D::set_randomness_ratio(float p_ratio) {

	randomness_ratio = p_ratio;
	VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void Particles2D::set_visibility_rect(const Rect2 &p_aabb) {

	visibility_rect = p_aabb;
	Rect3 aabb;
	aabb.position.x = p_aabb.position.x;
	aabb.position.y = p_aabb.position.y;
	aabb.size.x = p_aabb.size.x;
	aabb.size.y = p_aabb.size.y;

	VS::get_singleton()->particles_set_custom_aabb(particles, aabb);

	_change_notify("visibility_rect");
	update();
}
void Particles2D::set_use_local_coordinates(bool p_enable) {

	local_coords = p_enable;
	VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
	set_notify_transform(!p_enable);
	if (!p_enable && is_inside_tree()) {
		_update_particle_emission_transform();
	}
}

void Particles2D::_update_particle_emission_transform() {

	Transform2D xf2d = get_global_transform();
	Transform xf;
	xf.basis.set_axis(0, Vector3(xf2d.get_axis(0).x, xf2d.get_axis(0).y, 0));
	xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0));
	xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));

	VS::get_singleton()->particles_set_emission_transform(particles, xf);
}

void Particles2D::set_process_material(const Ref<Material> &p_material) {

	process_material = p_material;
	Ref<ParticlesMaterial> pm = p_material;
	if (pm.is_valid() && !pm->get_flag(ParticlesMaterial::FLAG_DISABLE_Z) && pm->get_gravity() == Vector3(0, -9.8, 0)) {
		//likely a new material, modify it!
		pm->set_flag(ParticlesMaterial::FLAG_DISABLE_Z, true);
		pm->set_gravity(Vector3(0, 98, 0));
	}
	RID material_rid;
	if (process_material.is_valid())
		material_rid = process_material->get_rid();
	VS::get_singleton()->particles_set_process_material(particles, material_rid);

	update_configuration_warning();
}

void Particles2D::set_speed_scale(float p_scale) {

	speed_scale = p_scale;
	VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}

bool Particles2D::is_emitting() const {

	return emitting;
}
int Particles2D::get_amount() const {

	return amount;
}
float Particles2D::get_lifetime() const {

	return lifetime;
}

bool Particles2D::get_one_shot() const {

	return one_shot;
}
float Particles2D::get_pre_process_time() const {

	return pre_process_time;
}
float Particles2D::get_explosiveness_ratio() const {

	return explosiveness_ratio;
}
float Particles2D::get_randomness_ratio() const {

	return randomness_ratio;
}
Rect2 Particles2D::get_visibility_rect() const {

	return visibility_rect;
}
bool Particles2D::get_use_local_coordinates() const {

	return local_coords;
}
Ref<Material> Particles2D::get_process_material() const {

	return process_material;
}

float Particles2D::get_speed_scale() const {

	return speed_scale;
}

void Particles2D::set_draw_order(DrawOrder p_order) {

	draw_order = p_order;
	VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
}

Particles2D::DrawOrder Particles2D::get_draw_order() const {

	return draw_order;
}

void Particles2D::set_fixed_fps(int p_count) {
	fixed_fps = p_count;
	VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}

int Particles2D::get_fixed_fps() const {
	return fixed_fps;
}

void Particles2D::set_fractional_delta(bool p_enable) {
	fractional_delta = p_enable;
	VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}

bool Particles2D::get_fractional_delta() const {
	return fractional_delta;
}

String Particles2D::get_configuration_warning() const {

	String warnings;

	if (process_material.is_null()) {
		if (warnings != String())
			warnings += "\n";
		warnings += "- " + TTR("A material to process the particles is not assigned, so no behavior is imprinted.");
	}

	return warnings;
}

Rect2 Particles2D::capture_rect() const {

	Rect3 aabb = VS::get_singleton()->particles_get_current_aabb(particles);
	Rect2 r;
	r.position.x = aabb.position.x;
	r.position.y = aabb.position.y;
	r.size.x = aabb.size.x;
	r.size.y = aabb.size.y;
	return r;
}

void Particles2D::set_texture(const Ref<Texture> &p_texture) {
	texture = p_texture;
	update();
}

Ref<Texture> Particles2D::get_texture() const {
	return texture;
}

void Particles2D::set_normal_map(const Ref<Texture> &p_normal_map) {

	normal_map = p_normal_map;
	update();
}

Ref<Texture> Particles2D::get_normal_map() const {
	return normal_map;
}

void Particles2D::_validate_property(PropertyInfo &property) const {
}

void Particles2D::set_v_frames(int p_count) {

	ERR_FAIL_COND(p_count < 1);
	v_frames = p_count;
	update();
}

int Particles2D::get_v_frames() const {

	return v_frames;
}

void Particles2D::set_h_frames(int p_count) {

	ERR_FAIL_COND(p_count < 1);
	h_frames = p_count;
	update();
}

int Particles2D::get_h_frames() const {

	return h_frames;
}

void Particles2D::restart() {
	VS::get_singleton()->particles_restart(particles);
}

void Particles2D::_notification(int p_what) {

	if (p_what == NOTIFICATION_DRAW) {

		RID texture_rid;
		if (texture.is_valid())
			texture_rid = texture->get_rid();
		RID normal_rid;
		if (normal_map.is_valid())
			normal_rid = texture->get_rid();

		VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid, h_frames, v_frames);

#ifdef TOOLS_ENABLED
		if (get_tree()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) {

			draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
		}
#endif
	}

	if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
		_update_particle_emission_transform();
	}
}

void Particles2D::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &Particles2D::set_emitting);
	ClassDB::bind_method(D_METHOD("set_amount", "amount"), &Particles2D::set_amount);
	ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &Particles2D::set_lifetime);
	ClassDB::bind_method(D_METHOD("set_one_shot", "secs"), &Particles2D::set_one_shot);
	ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &Particles2D::set_pre_process_time);
	ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &Particles2D::set_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &Particles2D::set_randomness_ratio);
	ClassDB::bind_method(D_METHOD("set_visibility_rect", "aabb"), &Particles2D::set_visibility_rect);
	ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &Particles2D::set_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &Particles2D::set_fixed_fps);
	ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &Particles2D::set_fractional_delta);
	ClassDB::bind_method(D_METHOD("set_process_material", "material:Material"), &Particles2D::set_process_material);
	ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &Particles2D::set_speed_scale);

	ClassDB::bind_method(D_METHOD("is_emitting"), &Particles2D::is_emitting);
	ClassDB::bind_method(D_METHOD("get_amount"), &Particles2D::get_amount);
	ClassDB::bind_method(D_METHOD("get_lifetime"), &Particles2D::get_lifetime);
	ClassDB::bind_method(D_METHOD("get_one_shot"), &Particles2D::get_one_shot);
	ClassDB::bind_method(D_METHOD("get_pre_process_time"), &Particles2D::get_pre_process_time);
	ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &Particles2D::get_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &Particles2D::get_randomness_ratio);
	ClassDB::bind_method(D_METHOD("get_visibility_rect"), &Particles2D::get_visibility_rect);
	ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &Particles2D::get_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("get_fixed_fps"), &Particles2D::get_fixed_fps);
	ClassDB::bind_method(D_METHOD("get_fractional_delta"), &Particles2D::get_fractional_delta);
	ClassDB::bind_method(D_METHOD("get_process_material:Material"), &Particles2D::get_process_material);
	ClassDB::bind_method(D_METHOD("get_speed_scale"), &Particles2D::get_speed_scale);

	ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &Particles2D::set_draw_order);
	ClassDB::bind_method(D_METHOD("get_draw_order"), &Particles2D::get_draw_order);

	ClassDB::bind_method(D_METHOD("set_texture", "texture:Texture"), &Particles2D::set_texture);
	ClassDB::bind_method(D_METHOD("get_texture:Texture"), &Particles2D::get_texture);

	ClassDB::bind_method(D_METHOD("set_normal_map", "texture:Texture"), &Particles2D::set_normal_map);
	ClassDB::bind_method(D_METHOD("get_normal_map:Texture"), &Particles2D::get_normal_map);

	ClassDB::bind_method(D_METHOD("capture_rect"), &Particles2D::capture_rect);

	ClassDB::bind_method(D_METHOD("set_v_frames", "frames"), &Particles2D::set_v_frames);
	ClassDB::bind_method(D_METHOD("get_v_frames"), &Particles2D::get_v_frames);

	ClassDB::bind_method(D_METHOD("set_h_frames", "frames"), &Particles2D::set_h_frames);
	ClassDB::bind_method(D_METHOD("get_h_frames"), &Particles2D::get_h_frames);

	ClassDB::bind_method(D_METHOD("restart"), &Particles2D::restart);

	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,100000,1"), "set_amount", "get_amount");
	ADD_GROUP("Time", "");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01"), "set_lifetime", "get_lifetime");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_speed_scale", "get_speed_scale");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
	ADD_GROUP("Drawing", "");
	ADD_PROPERTY(PropertyInfo(Variant::RECT3, "visibility_rect"), "set_visibility_rect", "get_visibility_rect");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime"), "set_draw_order", "get_draw_order");
	ADD_GROUP("Process Material", "process_");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
	ADD_GROUP("Textures", "");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "h_frames", PROPERTY_HINT_RANGE, "1,1024,1"), "set_h_frames", "get_h_frames");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "v_frames", PROPERTY_HINT_RANGE, "1,1024,1"), "set_v_frames", "get_v_frames");

	BIND_CONSTANT(DRAW_ORDER_INDEX);
	BIND_CONSTANT(DRAW_ORDER_LIFETIME);
}

Particles2D::Particles2D() {

	particles = VS::get_singleton()->particles_create();

	set_emitting(true);
	set_one_shot(false);
	set_amount(8);
	set_lifetime(1);
	set_fixed_fps(0);
	set_fractional_delta(true);
	set_pre_process_time(0);
	set_explosiveness_ratio(0);
	set_randomness_ratio(0);
	set_visibility_rect(Rect2(Vector2(-100, -100), Vector2(200, 200)));
	set_use_local_coordinates(true);
	set_speed_scale(1);
	h_frames = 1;
	v_frames = 1;
}

Particles2D::~Particles2D() {

	VS::get_singleton()->free(particles);
}
