/*************************************************************************
 *                                                                       *
 * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith.       *
 * All rights reserved.  Email: russ@q12.org   Web: www.q12.org          *
 *                                                                       *
 * This library is free software; you can redistribute it and/or         *
 * modify it under the terms of EITHER:                                  *
 *   (1) The GNU Lesser General Public License as published by the Free  *
 *       Software Foundation; either version 2.1 of the License, or (at  *
 *       your option) any later version. The text of the GNU Lesser      *
 *       General Public License is included with this library in the     *
 *       file LICENSE.TXT.                                               *
 *   (2) The BSD-style license that is included with this library in     *
 *       the file LICENSE-BSD.TXT.                                       *
 *                                                                       *
 * This library 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 files    *
 * LICENSE.TXT and LICENSE-BSD.TXT for more details.                     *
 *                                                                       *
 *************************************************************************/

/*

standard ODE geometry primitives: public API and pairwise collision functions.

the rule is that only the low level primitive collision functions should set
dContactGeom::g1 and dContactGeom::g2.

*/

#include <ode/common.h>
#include <ode/collision.h>
#include <ode/rotation.h>
#include "config.h"
#include "matrix.h"
#include "odemath.h"
#include "collision_kernel.h"
#include "collision_std.h"
#include "collision_util.h"

#ifdef _MSC_VER
#pragma warning(disable:4291)  // for VC++, no complaints about "no matching operator delete found"
#endif


//****************************************************************************
// sphere public API

dxSphere::dxSphere (dSpaceID space, dReal _radius) : dxGeom (space,1)
{
    dAASSERT (_radius >= 0);
    type = dSphereClass;
    radius = _radius;
    updateZeroSizedFlag(!_radius);
}


void dxSphere::computeAABB()
{
    aabb[0] = final_posr->pos[0] - radius;
    aabb[1] = final_posr->pos[0] + radius;
    aabb[2] = final_posr->pos[1] - radius;
    aabb[3] = final_posr->pos[1] + radius;
    aabb[4] = final_posr->pos[2] - radius;
    aabb[5] = final_posr->pos[2] + radius;
}


dGeomID dCreateSphere (dSpaceID space, dReal radius)
{
    return new dxSphere (space,radius);
}


void dGeomSphereSetRadius (dGeomID g, dReal radius)
{
    dUASSERT (g && g->type == dSphereClass,"argument not a sphere");
    dAASSERT (radius >= 0);
    dxSphere *s = (dxSphere*) g;
    s->radius = radius;
    s->updateZeroSizedFlag(!radius);
    dGeomMoved (g);
}


dReal dGeomSphereGetRadius (dGeomID g)
{
    dUASSERT (g && g->type == dSphereClass,"argument not a sphere");
    dxSphere *s = (dxSphere*) g;
    return s->radius;
}


dReal dGeomSpherePointDepth (dGeomID g, dReal x, dReal y, dReal z)
{
    dUASSERT (g && g->type == dSphereClass,"argument not a sphere");
    g->recomputePosr();

    dxSphere *s = (dxSphere*) g;
    dReal * pos = s->final_posr->pos;
    return s->radius - dSqrt ((x-pos[0])*(x-pos[0]) +
        (y-pos[1])*(y-pos[1]) +
        (z-pos[2])*(z-pos[2]));
}

//****************************************************************************
// pairwise collision functions for standard geom types

int dCollideSphereSphere (dxGeom *o1, dxGeom *o2, int flags,
                          dContactGeom *contact, int skip)
{
    dIASSERT (skip >= (int)sizeof(dContactGeom));
    dIASSERT (o1->type == dSphereClass);
    dIASSERT (o2->type == dSphereClass);
    dIASSERT ((flags & NUMC_MASK) >= 1);

    dxSphere *sphere1 = (dxSphere*) o1;
    dxSphere *sphere2 = (dxSphere*) o2;

    contact->g1 = o1;
    contact->g2 = o2;
    contact->side1 = -1;
    contact->side2 = -1;

    return dCollideSpheres (o1->final_posr->pos,sphere1->radius,
        o2->final_posr->pos,sphere2->radius,contact);
}


int dCollideSphereBox (dxGeom *o1, dxGeom *o2, int flags,
                       dContactGeom *contact, int skip)
{
    dIASSERT (skip >= (int)sizeof(dContactGeom));
    dIASSERT (o1->type == dSphereClass);
    dIASSERT (o2->type == dBoxClass);
    dIASSERT ((flags & NUMC_MASK) >= 1);

    // this is easy. get the sphere center `p' relative to the box, and then clip
    // that to the boundary of the box (call that point `q'). if q is on the
    // boundary of the box and |p-q| is <= sphere radius, they touch.
    // if q is inside the box, the sphere is inside the box, so set a contact
    // normal to push the sphere to the closest box face.

    dVector3 l,t,p,q,r;
    dReal depth;
    int onborder = 0;

    dxSphere *sphere = (dxSphere*) o1;
    dxBox *box = (dxBox*) o2;

    contact->g1 = o1;
    contact->g2 = o2;
    contact->side1 = -1;
    contact->side2 = -1;

    p[0] = o1->final_posr->pos[0] - o2->final_posr->pos[0];
    p[1] = o1->final_posr->pos[1] - o2->final_posr->pos[1];
    p[2] = o1->final_posr->pos[2] - o2->final_posr->pos[2];

    l[0] = box->side[0]*REAL(0.5);
    t[0] = dCalcVectorDot3_14(p,o2->final_posr->R);
    if (t[0] < -l[0]) { t[0] = -l[0]; onborder = 1; }
    if (t[0] >  l[0]) { t[0] =  l[0]; onborder = 1; }

    l[1] = box->side[1]*REAL(0.5);
    t[1] = dCalcVectorDot3_14(p,o2->final_posr->R+1);
    if (t[1] < -l[1]) { t[1] = -l[1]; onborder = 1; }
    if (t[1] >  l[1]) { t[1] =  l[1]; onborder = 1; }

    t[2] = dCalcVectorDot3_14(p,o2->final_posr->R+2);
    l[2] = box->side[2]*REAL(0.5);
    if (t[2] < -l[2]) { t[2] = -l[2]; onborder = 1; }
    if (t[2] >  l[2]) { t[2] =  l[2]; onborder = 1; }

    if (!onborder) {
        // sphere center inside box. find closest face to `t'
        dReal min_distance = l[0] - dFabs(t[0]);
        int mini = 0;
        for (int i=1; i<3; i++) {
            dReal face_distance = l[i] - dFabs(t[i]);
            if (face_distance < min_distance) {
                min_distance = face_distance;
                mini = i;
            }
        }
        // contact position = sphere center
        contact->pos[0] = o1->final_posr->pos[0];
        contact->pos[1] = o1->final_posr->pos[1];
        contact->pos[2] = o1->final_posr->pos[2];
        // contact normal points to closest face
        dVector3 tmp;
        tmp[0] = 0;
        tmp[1] = 0;
        tmp[2] = 0;
        tmp[mini] = (t[mini] > 0) ? REAL(1.0) : REAL(-1.0);
        dMultiply0_331 (contact->normal,o2->final_posr->R,tmp);
        // contact depth = distance to wall along normal plus radius
        contact->depth = min_distance + sphere->radius;
        return 1;
    }

    t[3] = 0;			//@@@ hmmm
    dMultiply0_331 (q,o2->final_posr->R,t);
    r[0] = p[0] - q[0];
    r[1] = p[1] - q[1];
    r[2] = p[2] - q[2];
    depth = sphere->radius - dSqrt(dCalcVectorDot3(r,r));
    if (depth < 0) return 0;
    contact->pos[0] = q[0] + o2->final_posr->pos[0];
    contact->pos[1] = q[1] + o2->final_posr->pos[1];
    contact->pos[2] = q[2] + o2->final_posr->pos[2];
    contact->normal[0] = r[0];
    contact->normal[1] = r[1];
    contact->normal[2] = r[2];
    dNormalize3 (contact->normal);
    contact->depth = depth;
    return 1;
}


int dCollideSpherePlane (dxGeom *o1, dxGeom *o2, int flags,
                         dContactGeom *contact, int skip)
{
    dIASSERT (skip >= (int)sizeof(dContactGeom));
    dIASSERT (o1->type == dSphereClass);
    dIASSERT (o2->type == dPlaneClass);
    dIASSERT ((flags & NUMC_MASK) >= 1);

    dxSphere *sphere = (dxSphere*) o1;
    dxPlane *plane = (dxPlane*) o2;

    contact->g1 = o1;
    contact->g2 = o2;
    contact->side1 = -1;
    contact->side2 = -1;

    dReal k = dCalcVectorDot3 (o1->final_posr->pos,plane->p);
    dReal depth = plane->p[3] - k + sphere->radius;
    if (depth >= 0) {
        contact->normal[0] = plane->p[0];
        contact->normal[1] = plane->p[1];
        contact->normal[2] = plane->p[2];
        contact->pos[0] = o1->final_posr->pos[0] - plane->p[0] * sphere->radius;
        contact->pos[1] = o1->final_posr->pos[1] - plane->p[1] * sphere->radius;
        contact->pos[2] = o1->final_posr->pos[2] - plane->p[2] * sphere->radius;
        contact->depth = depth;
        return 1;
    }
    else return 0;
}
