//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "bone_setup.h"
#include "c_ai_basenpc.h"
#include "engine/IVDebugOverlay.h"
#include "tier0/vprof.h"
#include "soundinfo.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
class C_NPC_Hydra : public C_AI_BaseNPC
{
public:
	DECLARE_CLASS( C_NPC_Hydra, C_AI_BaseNPC );
	DECLARE_CLIENTCLASS();
	DECLARE_INTERPOLATION();

					C_NPC_Hydra();
	virtual			~C_NPC_Hydra();

	// model specific
	virtual	void	OnLatchInterpolatedVariables( int flags );
	virtual bool	SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
	virtual	void	SetupWeights( );
	virtual	void	StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask );

	void			CalcBoneChain( Vector pos[], const Vector chain[] );
	void			CalcBoneAngles( const Vector pos[], Quaternion q[] );

	virtual bool	GetSoundSpatialization( SpatializationInfo_t& info );

	virtual void	ResetLatched();

#define	CHAIN_LINKS 32

	bool			m_bNewChain;
	int				m_fLatchFlags;
	Vector			m_vecChain[CHAIN_LINKS];

	Vector			m_vecHeadDir;
	CInterpolatedVar< Vector > m_iv_vecHeadDir;

	//Vector			m_vecInterpHeadDir;

	float			m_flRelaxedLength;
	
	Vector			*m_vecPos;	// current animation
	CInterpolatedVar< Vector >	*m_iv_vecPos;

	int				m_numHydraBones;
	float			*m_boneLength;

	float			m_maxPossibleLength;

private:
	C_NPC_Hydra( const C_NPC_Hydra & ); // not defined, not accessible
};

IMPLEMENT_CLIENTCLASS_DT(C_NPC_Hydra, DT_NPC_Hydra, CNPC_Hydra)
	RecvPropVector	( RECVINFO( m_vecChain[0] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[1] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[2] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[3] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[4] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[5] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[6] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[7] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[8] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[9] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[10] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[11] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[12] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[13] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[14] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[15] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[16] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[17] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[18] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[19] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[20] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[21] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[22] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[23] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[24] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[25] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[26] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[27] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[28] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[29] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[30] ) ),
	RecvPropVector	( RECVINFO( m_vecChain[31] ) ),
	RecvPropVector	( RECVINFO( m_vecHeadDir ) ),
	RecvPropFloat	( RECVINFO( m_flRelaxedLength ) ),
END_RECV_TABLE()

C_NPC_Hydra::C_NPC_Hydra() : m_iv_vecHeadDir( "C_NPC_Hydra::m_iv_vecHeadDir" )
{
	AddVar( &m_vecHeadDir, &m_iv_vecHeadDir, LATCH_ANIMATION_VAR );

	m_numHydraBones = 0;
	m_boneLength = NULL;
	m_maxPossibleLength = 1;
	m_vecPos = NULL;
	m_iv_vecPos = NULL;
}


C_NPC_Hydra::~C_NPC_Hydra()
{
	delete m_boneLength;
	delete m_vecPos;
	delete[] m_iv_vecPos;
	m_iv_vecPos = NULL;
}

void C_NPC_Hydra::OnLatchInterpolatedVariables( int flags )
{
	m_bNewChain = true;
	m_fLatchFlags = flags;

	// Note:  don't do this here because we need to latch m_vecPos after the newchain processing has moved it, etc.
	//for (int i = 0; i < m_numHydraBones; i++)
	//{
	//	m_iv_vecPos[i].NoteChanged(this, flags);
	//}
	
	BaseClass::OnLatchInterpolatedVariables( flags );
}

void C_NPC_Hydra::SetupWeights( )
{
	BaseClass::SetupWeights( );
}

void C_NPC_Hydra::ResetLatched()
{
	for (int i = 0; i < m_numHydraBones; i++)
	{
		m_iv_vecPos[i].Reset();
	}

	BaseClass::ResetLatched();
}

bool C_NPC_Hydra::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
{
	return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
}


void  C_NPC_Hydra::StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
	VPROF( "C_NPC_Hydra::StandardBlendingRules" );

	studiohdr_t *hdr = GetModelPtr();
	if ( !hdr )
	{
		return;
	}

	int i;

	// check for changing model memory requirements
	bool bNewlyInited = false;
	if (m_numHydraBones != hdr->numbones)
	{
		m_numHydraBones = hdr->numbones;

		// build root animation
		float	poseparam[MAXSTUDIOPOSEPARAM];
		for (i = 0; i < hdr->GetNumPoseParameters(); i++)
		{
			poseparam[i] = 0;
		}
		CalcPose( hdr, NULL, pos, q, 0.0f, 0.0f, poseparam, BONE_USED_BY_ANYTHING );

		// allocate arrays
		if (m_boneLength)
		{
			delete[] m_boneLength;
		}
		m_boneLength = new float [m_numHydraBones];

		if (m_vecPos)
		{
			delete[] m_vecPos;
		}
		m_vecPos = new Vector [m_numHydraBones];
		
		if (m_iv_vecPos)
		{
			delete m_iv_vecPos;
		}
		m_iv_vecPos = new CInterpolatedVar< Vector >[m_numHydraBones];
		for ( i = 0; i < m_numHydraBones; i++ )
		{
			m_iv_vecPos[ i ].Setup( &m_vecPos[ i ], LATCH_SIMULATION_VAR | EXCLUDE_AUTO_LATCH | EXCLUDE_AUTO_INTERPOLATE );
		}

		// calc models bone lengths
		m_maxPossibleLength = 0;
		for (i = 0; i < m_numHydraBones-1; i++)
		{
			m_boneLength[i] = (pos[i+1] - pos[i]).Length();
			m_maxPossibleLength += m_boneLength[i];
		}
		m_boneLength[i] = 0.0f;

		bNewlyInited = true;
	}

	// calc new bone setup if networked.
	if (m_bNewChain)
	{
		CalcBoneChain( m_vecPos, m_vecChain );
		for (i = 0; i < m_numHydraBones; i++)
		{
		//	debugoverlay->AddLineOverlay( m_vecPos[i], m_vecPos[i<m_numHydraBones-1?i+1:m_numHydraBones-1], 0, 255, 0, false, 0.1 );
			m_vecPos[i] = m_vecPos[i] - GetAbsOrigin();

			if ( m_fLatchFlags & LATCH_SIMULATION_VAR )
			{
				m_iv_vecPos[i].NoteChanged( currentTime );
			}
		}
		m_bNewChain = false;
	}

	// if just allocated, initialize bones
	if (bNewlyInited)
	{

		for (i = 0; i < m_numHydraBones; i++)
		{
			m_iv_vecPos[i].Reset();
		}
	}

	for (i = 0; i < m_numHydraBones; i++)
	{
		m_iv_vecPos[i].Interpolate( currentTime );
		pos[ i ] = m_vecPos[ i ]; 
	}

	// calculate bone angles
	CalcBoneAngles( pos, q );

	// rotate the last bone of the hydra 90 degrees since it's oriented differently than the others
	Quaternion qTmp;
	AngleQuaternion( QAngle( 0, -90, 0) , qTmp );
	QuaternionMult( q[m_numHydraBones - 1], qTmp, q[m_numHydraBones - 1] );
}



//-----------------------------------------------------------------------------
// Purpose: Fits skeleton of hydra to the variable segment length "chain" array
//			Adjusts overall hydra so that "m_flRelaxedLength" of texture fits over 
//			the actual length of the chain
//-----------------------------------------------------------------------------

void  C_NPC_Hydra::CalcBoneChain( Vector pos[], const Vector chain[] )
{
	int i, j;

	// Find the dist chain link that's not zero length
	i = CHAIN_LINKS-1;
	while (i > 0)
	{
		if ((chain[i] - chain[i-1]).LengthSqr() > 0.0)
		{
			break;
		}
		i--;
	}

	// initialize the last bone to the last bone
	j = m_numHydraBones - 1;

	// clamp length
	float totalLength = 0;
	for (int k = i; k > 0; k--)
	{
		// debugoverlay->AddLineOverlay( chain[k], chain[k-1], 255, 255, 255, false, 0 );
		totalLength += (chain[k] - chain[k-1]).Length();
	}
	totalLength = clamp( totalLength, 1.0, m_maxPossibleLength );
	float scale = m_flRelaxedLength / totalLength;

	// starting from the head, fit the hydra skeleton onto the chain spline
	float dist = -16;
	while (j >= 0 && i > 0)
	{
		// debugoverlay->AddLineOverlay( chain[i], chain[i-1], 255, 255, 255, false, 0 );
		float dt = (chain[i] - chain[i-1]).Length() * scale;
		float dx = dt;
		while (j >= 0 && dist + dt >= m_boneLength[j])
		{
			float s = (dx - (dt - (m_boneLength[j] - dist))) / dx;

			if (s < 0 || s > 1.)
				s = 0;
			// pos[j] = chain[i] * (1 - s) + chain[i-1] * s;
			Catmull_Rom_Spline( chain[(i<CHAIN_LINKS-1)?i+1:CHAIN_LINKS-1], chain[i], chain[(i>0)?i-1:0], chain[(i>1)?i-2:0], s, pos[j] );
			// debugoverlay->AddLineOverlay( pos[j], chain[i], 0, 255, 0, false, 0 );
			// debugoverlay->AddLineOverlay( pos[j], chain[i-1], 0, 255, 0, false, 0 );

			dt = dt - (m_boneLength[j] - dist);
			j--;
			dist = 0;
		}
		dist += dt;
		i--;
	}

	while (j >= 0)
	{
		pos[j] = chain[0];
		j--;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Minimize the amount of twist between bone segments
//-----------------------------------------------------------------------------

void C_NPC_Hydra::CalcBoneAngles( const Vector pos[], Quaternion q[] )
{
	int i;
	matrix3x4_t bonematrix;

	for (i = m_numHydraBones - 1; i >= 0; i--)
	{
		Vector forward;
		Vector left2;

		if (i != m_numHydraBones - 1)
		{
			QuaternionMatrix( q[i+1], bonematrix );
			MatrixGetColumn( bonematrix, 1, left2 );

			forward = (pos[i+1] - pos[i]) /* + (pos[i] - pos[i-1])*/;
			float length = VectorNormalize( forward );
			if (length == 0.0)
			{
				q[i] = q[i+1];
				continue;
			}
		}
		else
		{
			forward = m_vecHeadDir;
			VectorNormalize( forward );

			VectorMatrix( forward, bonematrix );
			MatrixGetColumn( bonematrix, 1, left2 );
		}

		Vector up = CrossProduct( forward, left2 );
		VectorNormalize( up );

		Vector left = CrossProduct( up, forward );

		MatrixSetColumn( forward, 0, bonematrix );
		MatrixSetColumn( left, 1, bonematrix );
		MatrixSetColumn( up, 2, bonematrix );

		// MatrixQuaternion( bonematrix, q[i] );
		QAngle angles;
		MatrixAngles( bonematrix, angles );
		AngleQuaternion( angles, q[i] );
	}
}

bool C_NPC_Hydra::GetSoundSpatialization( SpatializationInfo_t& info )
{
	bool bret = BaseClass::GetSoundSpatialization( info );
	// Default things it's audible, put it at a better spot?
	if ( bret )
	{
		// TODO:  Note, this is where you could override the sound position and orientation and use
		//  an attachment points position as the sound source
		// You might have to issue C_BaseAnimating::AllowBoneAccess( true, false ); to allow
		//  bone setup during sound spatialization if you run into asserts...
	}

	return bret;
}

