#include "orientableroi.h"

#include "decomp.h"

#include <vec.h>

DECOMP_SIZE_ASSERT(OrientableROI, 0xdc)

// FUNCTION: LEGO1 0x100a4420
OrientableROI::OrientableROI()
{
	FILLVEC3(m_world_bounding_box.Min(), 888888.8);
	FILLVEC3(m_world_bounding_box.Max(), -888888.8);
	ZEROVEC3(m_world_bounding_sphere.Center());
	m_world_bounding_sphere.Radius() = 0.0;
	ZEROVEC3(m_world_velocity);
	IDENTMAT4(m_local2world);

	m_parentROI = NULL;
	ToggleUnknown0xd8(TRUE);
}

// Maybe an overload based on MxMatrix type
// FUNCTION: LEGO1 0x100a46a0
// FUNCTION: BETA10 0x10165268
void OrientableROI::WrappedSetLocalTransform(const Matrix4& p_transform)
{
	SetLocalTransform(p_transform);
}

// FUNCTION: LEGO1 0x100a46b0
void OrientableROI::UpdateTransformationRelativeToParent(const Matrix4& p_transform)
{
	MxMatrix mat;

	double local2world[4][4];
	double local2parent[4][4];
	int i, j;

	for (i = 0; i < 4; i++) {
		for (j = 0; j < 4; j++) {
			local2world[i][j] = p_transform[i][j];
			local2parent[i][j] = m_local2world[i][j];
		}
	}

	double local_inverse[4][4];
	INVERTMAT4d(local_inverse, local2parent);

	double parent2world[4][4];
	MXM4(parent2world, local_inverse, local2world);

	unsigned int k, l;
	for (k = 0; k < 4; k++) {
		for (l = 0; l < 4; l++) {
			mat[k][l] = parent2world[k][l];
		}
	}

	UpdateWorldData(mat);
}

// Maybe an overload based on MxMatrix type
// FUNCTION: LEGO1 0x100a5090
void OrientableROI::WrappedVTable0x24(const Matrix4& p_transform)
{
	VTable0x24(p_transform);
}

// FUNCTION: LEGO1 0x100a50a0
void OrientableROI::GetLocalTransform(Matrix4& p_transform)
{
	MxMatrix mat;

	if (m_parentROI != NULL) {
		double local2parent[4][4];
		unsigned int i, j;

		for (i = 0; i < 4; i++) {
			for (j = 0; j < 4; j++) {
				local2parent[i][j] = m_parentROI->GetLocal2World()[i][j];
			}
		}

		double local_inverse[4][4];
		INVERTMAT4d(local_inverse, local2parent);

		for (i = 0; i < 4; i++) {
			for (j = 0; j < 4; j++) {
				mat[i][j] = local_inverse[i][j];
			}
		}

		MXM4(p_transform, m_local2world, mat);
	}
	else {
		p_transform = m_local2world;
	}
}

// FUNCTION: LEGO1 0x100a58f0
// FUNCTION: BETA10 0x10167b77
void OrientableROI::FUN_100a58f0(const Matrix4& p_transform)
{
	m_local2world = p_transform;
	ToggleUnknown0xd8(TRUE);
}

// FUNCTION: LEGO1 0x100a5910
void OrientableROI::VTable0x1c()
{
	UpdateWorldBoundingVolumes();
	UpdateWorldVelocity();
}

// FUNCTION: LEGO1 0x100a5930
void OrientableROI::SetLocalTransform(const Matrix4& p_transform)
{
	m_local2world = p_transform;
	UpdateWorldBoundingVolumes();
	UpdateWorldVelocity();
}

// FUNCTION: LEGO1 0x100a5960
void OrientableROI::VTable0x24(const Matrix4& p_transform)
{
	MxMatrix l_matrix(m_local2world);
	m_local2world.Product(p_transform, l_matrix);
	UpdateWorldBoundingVolumes();
	UpdateWorldVelocity();
}

// FUNCTION: LEGO1 0x100a59b0
void OrientableROI::UpdateWorldData(const Matrix4& p_transform)
{
	MxMatrix l_matrix(m_local2world);
	m_local2world.Product(l_matrix, p_transform);
	UpdateWorldBoundingVolumes();
	UpdateWorldVelocity();

	// iterate over comps
	if (comp) {
		for (CompoundObject::iterator iter = comp->begin(); !(iter == comp->end()); iter++) {
			ROI* child = *iter;
			static_cast<OrientableROI*>(child)->UpdateWorldData(p_transform);
		}
	}
}

// FUNCTION: LEGO1 0x100a5a30
void OrientableROI::FUN_100a5a30(const Vector3& p_world_velocity)
{
	m_world_velocity = p_world_velocity;
}

// FUNCTION: LEGO1 0x100a5a50
void OrientableROI::UpdateWorldVelocity()
{
}

// FUNCTION: LEGO1 0x100a5a60
void CalcWorldBoundingVolumes(
	const BoundingSphere& modelling_sphere,
	const Matrix4& local2world,
	BoundingBox& world_bounding_box,
	BoundingSphere& world_bounding_sphere
)
{
	// calculate world bounding volumes given a bounding sphere in modelling
	// space and local2world transform

	// ??? we need to transform the radius too... if scaling...

	V3XM4(world_bounding_sphere.Center(), modelling_sphere.Center(), local2world);

	world_bounding_sphere.Radius() = modelling_sphere.Radius();

	// update world_bounding_box
	world_bounding_box.Min()[0] = world_bounding_sphere.Center()[0] - world_bounding_sphere.Radius();
	world_bounding_box.Min()[1] = world_bounding_sphere.Center()[1] - world_bounding_sphere.Radius();
	world_bounding_box.Min()[2] = world_bounding_sphere.Center()[2] - world_bounding_sphere.Radius();
	world_bounding_box.Max()[0] = world_bounding_sphere.Center()[0] + world_bounding_sphere.Radius();
	world_bounding_box.Max()[1] = world_bounding_sphere.Center()[1] + world_bounding_sphere.Radius();
	world_bounding_box.Max()[2] = world_bounding_sphere.Center()[2] + world_bounding_sphere.Radius();
}

// FUNCTION: LEGO1 0x100a5d80
const float* OrientableROI::GetWorldVelocity() const
{
	return m_world_velocity.GetData();
}

// FUNCTION: LEGO1 0x100a5d90
const BoundingBox& OrientableROI::GetWorldBoundingBox() const
{
	return m_world_bounding_box;
}

// FUNCTION: LEGO1 0x100a5da0
const BoundingSphere& OrientableROI::GetWorldBoundingSphere() const
{
	return m_world_bounding_sphere;
}