/* Copyright (c) 2007 Scott Lembcke
 *
 * 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 "chipmunk/chipmunk.h"
#include "ChipmunkDemo.h"

// static body that we will be making into a scale
static cpBody* scaleStaticBody;
static cpBody* ballBody;

// If your compiler supports blocks (Clang or some GCC versions),
// You can use the block based iterators instead of the function ones to make your life easier.
#if defined(__has_extension)
#    if __has_extension(blocks)

#        define USE_BLOCKS 1

#    endif
#endif

#if !USE_BLOCKS

static void ScaleIterator(cpBody* body, cpArbiter* arb, cpVect* sum)
{
    (*sum) = cpvadd(*sum, cpArbiterTotalImpulse(arb));
}

static void BallIterator(cpBody* body, cpArbiter* arb, int* count)
{
    // body is the body we are iterating the arbiters for.
    // CP_ARBITER_GET_*() in an arbiter iterator always returns the body/shape for the iterated body first.
    CP_ARBITER_GET_SHAPES(arb, ball, other);
    ChipmunkDebugDrawBB(cpShapeGetBB(other), RGBAColor(1, 0, 0, 1));

    (*count)++;
}

struct CrushingContext
{
    cpFloat magnitudeSum;
    cpVect vectorSum;
};

static void EstimateCrushing(cpBody* body, cpArbiter* arb, struct CrushingContext* context)
{
    cpVect j = cpArbiterTotalImpulse(arb);
    context->magnitudeSum += cpvlength(j);
    context->vectorSum = cpvadd(context->vectorSum, j);
}

#endif

static void update(cpSpace* space, double dt)
{
    cpSpaceStep(space, dt);

    ChipmunkDemoPrintString("Place objects on the scale to weigh them. The ball marks the shapes it's sitting on.\n");

// Sum the total impulse applied to the scale from all collision pairs in the contact graph.
// If your compiler supports blocks, your life is a little easier.
// You can use the "Block" versions of the functions without needing the callbacks above.
#if USE_BLOCKS
    __block cpVect impulseSum = cpvzero;
    cpBodyEachArbiter_b(scaleStaticBody, ^(cpArbiter* arb) {
      impulseSum = cpvadd(impulseSum, cpArbiterTotalImpulse(arb));
    });
#else
    cpVect impulseSum = cpvzero;
    cpBodyEachArbiter(scaleStaticBody, (cpBodyArbiterIteratorFunc)ScaleIterator, &impulseSum);
#endif

    // Force is the impulse divided by the timestep.
    cpFloat force = cpvlength(impulseSum) / dt;

    // Weight can be found similarly from the gravity vector.
    cpVect g       = cpSpaceGetGravity(space);
    cpFloat weight = cpvdot(g, impulseSum) / (cpvlengthsq(g) * dt);

    ChipmunkDemoPrintString("Total force: %5.2f, Total weight: %5.2f. ", force, weight);

// Highlight and count the number of shapes the ball is touching.
#if USE_BLOCKS
    __block int count = 0;
    cpBodyEachArbiter_b(ballBody, ^(cpArbiter* arb) {
      // body is the body we are iterating the arbiters for.
      // CP_ARBITER_GET_*() in an arbiter iterator always returns the body/shape for the iterated body first.
      CP_ARBITER_GET_SHAPES(arb, ball, other);
      ChipmunkDebugDrawBB(cpShapeGetBB(other), RGBAColor(1, 0, 0, 1));

      count++;
    });
#else
    int count = 0;
    cpBodyEachArbiter(ballBody, (cpBodyArbiterIteratorFunc)BallIterator, &count);
#endif

    ChipmunkDemoPrintString("The ball is touching %d shapes.\n", count);

#if USE_BLOCKS
    __block cpFloat magnitudeSum = 0.0f;
    __block cpVect vectorSum     = cpvzero;
    cpBodyEachArbiter_b(ballBody, ^(cpArbiter* arb) {
      cpVect j = cpArbiterTotalImpulse(arb);
      magnitudeSum += cpvlength(j);
      vectorSum = cpvadd(vectorSum, j);
    });

    cpFloat crushForce = (magnitudeSum - cpvlength(vectorSum)) * dt;
#else
    struct CrushingContext crush = {0.0f, cpvzero};
    cpBodyEachArbiter(ballBody, (cpBodyArbiterIteratorFunc)EstimateCrushing, &crush);

    cpFloat crushForce = (crush.magnitudeSum - cpvlength(crush.vectorSum)) * dt;
#endif

    if (crushForce > 10.0f)
    {
        ChipmunkDemoPrintString("The ball is being crushed. (f: %.2f)", crushForce);
    }
    else
    {
        ChipmunkDemoPrintString("The ball is not being crushed. (f: %.2f)", crushForce);
    }
}

#define WIDTH 4.0f
#define HEIGHT 30.0f

static cpSpace* init(void)
{
    cpSpace* space = cpSpaceNew();
    cpSpaceSetIterations(space, 30);
    cpSpaceSetGravity(space, cpv(0, -300));
    cpSpaceSetCollisionSlop(space, 0.5);
    cpSpaceSetSleepTimeThreshold(space, 1.0f);

    cpBody *body, *staticBody = cpSpaceGetStaticBody(space);
    cpShape* shape;

    // Create segments around the edge of the screen.
    shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, -240), cpv(-320, 240), 0.0f));
    cpShapeSetElasticity(shape, 1.0f);
    cpShapeSetFriction(shape, 1.0f);
    cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);

    shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320, -240), cpv(320, 240), 0.0f));
    cpShapeSetElasticity(shape, 1.0f);
    cpShapeSetFriction(shape, 1.0f);
    cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);

    shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, -240), cpv(320, -240), 0.0f));
    cpShapeSetElasticity(shape, 1.0f);
    cpShapeSetFriction(shape, 1.0f);
    cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);

    scaleStaticBody = cpSpaceAddBody(space, cpBodyNewStatic());
    shape = cpSpaceAddShape(space, cpSegmentShapeNew(scaleStaticBody, cpv(-240, -180), cpv(-140, -180), 4.0f));
    cpShapeSetElasticity(shape, 1.0f);
    cpShapeSetFriction(shape, 1.0f);
    cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);

    // add some boxes to stack on the scale
    for (int i = 0; i < 5; i++)
    {
        body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForBox(1.0f, 30.0f, 30.0f)));
        cpBodySetPosition(body, cpv(0, i * 32 - 120));

        shape = cpSpaceAddShape(space, cpBoxShapeNew(body, 30.0f, 30.0f, 0.0));
        cpShapeSetElasticity(shape, 0.0f);
        cpShapeSetFriction(shape, 0.8f);
    }

    // Add a ball that we'll track which objects are beneath it.
    cpFloat radius = 15.0f;
    ballBody       = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
    cpBodySetPosition(ballBody, cpv(120, -140 + radius + 5));

    shape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero));
    cpShapeSetElasticity(shape, 0.0f);
    cpShapeSetFriction(shape, 0.9f);

    return space;
}

static void destroy(cpSpace* space)
{
    ChipmunkDemoFreeSpaceChildren(space);
    cpSpaceFree(space);
}

ChipmunkDemo ContactGraph = {
    "Contact Graph", 1.0 / 60.0, init, update, ChipmunkDemoDefaultDrawImpl, destroy,
};