/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#ifdef SPINE_UE4
    #include "SpinePluginPrivatePCH.h"
#endif

#include <spine/HasRendererObject.h>
#include <spine/MeshAttachment.h>

using namespace spine;

RTTI_IMPL(MeshAttachment, VertexAttachment)

MeshAttachment::MeshAttachment(const String &name) : VertexAttachment(name), HasRendererObject(), _regionOffsetX(0), _regionOffsetY(0), _regionWidth(0), _regionHeight(0), _regionOriginalWidth(0), _regionOriginalHeight(0), _parentMesh(NULL), _path(), _regionU(0), _regionV(0), _regionU2(0), _regionV2(0), _width(0), _height(0), _color(1, 1, 1, 1), _hullLength(0), _regionRotate(false), _regionDegrees(0) {}

MeshAttachment::~MeshAttachment() {}

void MeshAttachment::updateUVs() {
    if (_uvs.size() != _regionUVs.size()) {
        _uvs.setSize(_regionUVs.size(), 0);
    }

    int i = 0, n = _regionUVs.size();
    float u = _regionU, v = _regionV;
    float width = 0, height = 0;

    switch (_regionDegrees) {
        case 90: {
            float textureWidth = _regionHeight / (_regionU2 - _regionU);
            float textureHeight = _regionWidth / (_regionV2 - _regionV);
            u -= (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureWidth;
            v -= (_regionOriginalWidth - _regionOffsetX - _regionWidth) / textureHeight;
            width = _regionOriginalHeight / textureWidth;
            height = _regionOriginalWidth / textureHeight;
            for (i = 0; i < n; i += 2) {
                _uvs[i] = u + _regionUVs[i + 1] * width;
                _uvs[i + 1] = v + (1 - _regionUVs[i]) * height;
            }
            return;
        }
        case 180: {
            float textureWidth = _regionWidth / (_regionU2 - _regionU);
            float textureHeight = _regionHeight / (_regionV2 - _regionV);
            u -= (_regionOriginalWidth - _regionOffsetX - _regionWidth) / textureWidth;
            v -= _regionOffsetY / textureHeight;
            width = _regionOriginalWidth / textureWidth;
            height = _regionOriginalHeight / textureHeight;
            for (i = 0; i < n; i += 2) {
                _uvs[i] = u + (1 - _regionUVs[i]) * width;
                _uvs[i + 1] = v + (1 - _regionUVs[i + 1]) * height;
            }
            return;
        }
        case 270: {
            float textureHeight = _regionHeight / (_regionV2 - _regionV);
            float textureWidth = _regionWidth / (_regionU2 - _regionU);
            u -= _regionOffsetY / textureWidth;
            v -= _regionOffsetX / textureHeight;
            width = _regionOriginalHeight / textureWidth;
            height = _regionOriginalWidth / textureHeight;
            for (i = 0; i < n; i += 2) {
                _uvs[i] = u + (1 - _regionUVs[i + 1]) * width;
                _uvs[i + 1] = v + _regionUVs[i] * height;
            }
            return;
        }
        default: {
            float textureWidth = _regionWidth / (_regionU2 - _regionU);
            float textureHeight = _regionHeight / (_regionV2 - _regionV);
            u -= _regionOffsetX / textureWidth;
            v -= (_regionOriginalHeight - _regionOffsetY - _regionHeight) / textureHeight;
            width = _regionOriginalWidth / textureWidth;
            height = _regionOriginalHeight / textureHeight;
            for (i = 0; i < n; i += 2) {
                _uvs[i] = u + _regionUVs[i] * width;
                _uvs[i + 1] = v + _regionUVs[i + 1] * height;
            }
        }
    }
}

int MeshAttachment::getHullLength() {
    return _hullLength;
}

void MeshAttachment::setHullLength(int inValue) {
    _hullLength = inValue;
}

const String &MeshAttachment::getPath() {
    return _path;
}

void MeshAttachment::setPath(const String &inValue) {
    _path = inValue;
}

float MeshAttachment::getRegionU() {
    return _regionU;
}

void MeshAttachment::setRegionU(float inValue) {
    _regionU = inValue;
}

float MeshAttachment::getRegionV() {
    return _regionV;
}

void MeshAttachment::setRegionV(float inValue) {
    _regionV = inValue;
}

float MeshAttachment::getRegionU2() {
    return _regionU2;
}

void MeshAttachment::setRegionU2(float inValue) {
    _regionU2 = inValue;
}

float MeshAttachment::getRegionV2() {
    return _regionV2;
}

void MeshAttachment::setRegionV2(float inValue) {
    _regionV2 = inValue;
}

bool MeshAttachment::getRegionRotate() {
    return _regionRotate;
}

void MeshAttachment::setRegionRotate(bool inValue) {
    _regionRotate = inValue;
}

int MeshAttachment::getRegionDegrees() {
    return _regionDegrees;
}

void MeshAttachment::setRegionDegrees(int inValue) {
    _regionDegrees = inValue;
}

float MeshAttachment::getRegionOffsetX() {
    return _regionOffsetX;
}

void MeshAttachment::setRegionOffsetX(float inValue) {
    _regionOffsetX = inValue;
}

float MeshAttachment::getRegionOffsetY() {
    return _regionOffsetY;
}

void MeshAttachment::setRegionOffsetY(float inValue) {
    _regionOffsetY = inValue;
}

float MeshAttachment::getRegionWidth() {
    return _regionWidth;
}

void MeshAttachment::setRegionWidth(float inValue) {
    _regionWidth = inValue;
}

float MeshAttachment::getRegionHeight() {
    return _regionHeight;
}

void MeshAttachment::setRegionHeight(float inValue) {
    _regionHeight = inValue;
}

float MeshAttachment::getRegionOriginalWidth() {
    return _regionOriginalWidth;
}

void MeshAttachment::setRegionOriginalWidth(float inValue) {
    _regionOriginalWidth = inValue;
}

float MeshAttachment::getRegionOriginalHeight() {
    return _regionOriginalHeight;
}

void MeshAttachment::setRegionOriginalHeight(float inValue) {
    _regionOriginalHeight = inValue;
}

MeshAttachment *MeshAttachment::getParentMesh() {
    return _parentMesh;
}

void MeshAttachment::setParentMesh(MeshAttachment *inValue) {
    _parentMesh = inValue;
    if (inValue != NULL) {
        _bones.clearAndAddAll(inValue->_bones);
        _vertices.clearAndAddAll(inValue->_vertices);
        _worldVerticesLength = inValue->_worldVerticesLength;
        _regionUVs.clearAndAddAll(inValue->_regionUVs);
        _triangles.clearAndAddAll(inValue->_triangles);
        _hullLength = inValue->_hullLength;
        _edges.clearAndAddAll(inValue->_edges);
        _width = inValue->_width;
        _height = inValue->_height;
    }
}

float MeshAttachment::getWidth() {
    return _width;
}

void MeshAttachment::setWidth(float inValue) {
    _width = inValue;
}

float MeshAttachment::getHeight() {
    return _height;
}

void MeshAttachment::setHeight(float inValue) {
    _height = inValue;
}

spine::Color &MeshAttachment::getColor() {
    return _color;
}

Attachment *MeshAttachment::copy() {
    if (_parentMesh) return newLinkedMesh();

    MeshAttachment *copy = spine_new MeshAttachment(getName());
    copy->setRendererObject(getRendererObject());
    copy->_regionU = _regionU;
    copy->_regionV = _regionV;
    copy->_regionU2 = _regionU2;
    copy->_regionV2 = _regionV2;
    copy->_regionRotate = _regionRotate;
    copy->_regionDegrees = _regionDegrees;
    copy->_regionOffsetX = _regionOffsetX;
    copy->_regionOffsetY = _regionOffsetY;
    copy->_regionWidth = _regionWidth;
    copy->_regionHeight = _regionHeight;
    copy->_regionOriginalWidth = _regionOriginalWidth;
    copy->_regionOriginalHeight = _regionOriginalHeight;
    copy->_path = _path;
    copy->_color.set(_color);

    copyTo(copy);
    copy->_regionUVs.clearAndAddAll(_regionUVs);
    copy->_uvs.clearAndAddAll(_uvs);
    copy->_triangles.clearAndAddAll(_triangles);
    copy->_hullLength = _hullLength;

    // Nonessential.
    copy->_edges.clearAndAddAll(copy->_edges);
    copy->_width = _width;
    copy->_height = _height;
    return copy;
}

MeshAttachment *MeshAttachment::newLinkedMesh() {
    MeshAttachment *copy = spine_new MeshAttachment(getName());
    copy->setRendererObject(getRendererObject());
    copy->_regionU = _regionU;
    copy->_regionV = _regionV;
    copy->_regionU2 = _regionU2;
    copy->_regionV2 = _regionV2;
    copy->_regionRotate = _regionRotate;
    copy->_regionDegrees = _regionDegrees;
    copy->_regionOffsetX = _regionOffsetX;
    copy->_regionOffsetY = _regionOffsetY;
    copy->_regionWidth = _regionWidth;
    copy->_regionHeight = _regionHeight;
    copy->_regionOriginalWidth = _regionOriginalWidth;
    copy->_regionOriginalHeight = _regionOriginalHeight;
    copy->_path = _path;
    copy->_color.set(_color);
    copy->_deformAttachment = this->_deformAttachment;
    copy->setParentMesh(_parentMesh ? _parentMesh : this);
    copy->updateUVs();
    return copy;
}
