import { Quat, Vec3 } from "../../cocos/core";
import { director } from "../../cocos/game";
import { Node } from "../../cocos/scene-graph";
import { ICollisionEvent, physics } from "../../exports/physics-framework";
import { PhysicsTestEnv } from "./physics.test";

/**
 * This function is used to test the api of the RigidBody
 */
export default function (env: PhysicsTestEnv) {
    describe(`Rigid body`, () => {
        test(`Basic api`, () => {
            const { rootNode: parent } = env;

            const nodeDynamic = new Node('Dynamic');
            parent.addChild(nodeDynamic);
            const initPos = new Vec3(0, 10, 0);
            nodeDynamic.worldPosition = initPos;
            const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
            body.type = physics.RigidBody.Type.STATIC;
            expect(body.isStatic).toBe(true);
            body.type = physics.RigidBody.Type.KINEMATIC;
            expect(body.isKinematic).toBe(true);
            body.type = physics.RigidBody.Type.DYNAMIC;
            expect(body.isDynamic).toBe(true);
            const massA = 2;
            body.mass = massA;
            expect(body.mass).toBe(massA);

            const v3_0 = Vec3.negate(new Vec3(), physics.PhysicsSystem.instance.gravity);
            v3_0.multiplyScalar(massA);
            body.applyForce(v3_0);

            const dt = physics.PhysicsSystem.instance.fixedTimeStep;
            director.tick(dt);

            expect(Vec3.equals(nodeDynamic.worldPosition, initPos)).toBe(true);

            v3_0.set(1, 2, 3); const v3_1 = new Vec3();
            body.setLinearVelocity(v3_0);
            body.getLinearVelocity(v3_1);
            expect(Vec3.equals(v3_0, v3_1)).toBe(true);

            v3_0.set(3, 2, 1); v3_1.set(0, 0, 0);
            body.setAngularVelocity(v3_0);
            body.getAngularVelocity(v3_1);
            expect(Vec3.equals(v3_0, v3_1)).toBe(true);

            body.linearDamping = 0.001;
            expect(body.linearDamping === 0.001).toBe(true);

            body.angularDamping = 0.001;
            expect(body.angularDamping === 0.001).toBe(true);

            body.clearForces();
            body.clearVelocity();
            body.clearState();
            body.getLinearVelocity(v3_0);
            body.getAngularVelocity(v3_1);
            expect(Vec3.equals(v3_0, Vec3.ZERO)).toBe(true);
            expect(Vec3.equals(v3_1, Vec3.ZERO)).toBe(true);
        });

        test(`Local inertia`, () => {
            const { rootNode: parent } = env;

            const nodeDynamic = new Node('Dynamic');
            parent.addChild(nodeDynamic);
            const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
            body.type = physics.RigidBody.Type.DYNAMIC;
            const v3_0 = new Vec3(1, 1, 1);
            body.setAngularVelocity(v3_0);
            expect(Quat.equals(nodeDynamic.worldRotation, Quat.IDENTITY)).toBe(true);
            const dt = physics.PhysicsSystem.instance.fixedTimeStep;
            director.tick(dt);
            expect(!Quat.equals(nodeDynamic.worldRotation, Quat.IDENTITY)).toBe(true);
        });

        test (`Use gravity`, () => {
            const { rootNode: parent } = env;

            const nodeDynamic = new Node('Dynamic');
            parent.addChild(nodeDynamic);
            const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
            body.useGravity = false;
            body.type = physics.RigidBody.Type.DYNAMIC;
            expect(Vec3.equals(nodeDynamic.worldPosition, Vec3.ZERO)).toBe(true);
            const dt = physics.PhysicsSystem.instance.fixedTimeStep;
            for (let i = 0; i < 200; i++)director.tick(dt);
            expect(Vec3.equals(nodeDynamic.worldPosition, Vec3.ZERO)).toBe(true);
            expect(body.isSleeping).toBe(true);
        });

        test(`CCD`, () => {
            const { rootNode: parent } = env;
            
            const nodeDynamic = new Node('Dynamic');
            parent.addChild(nodeDynamic);
            const sphere = nodeDynamic.addComponent(physics.SphereCollider) as physics.SphereCollider;
            const body = nodeDynamic.addComponent(physics.RigidBody) as physics.RigidBody;
            body.useCCD = true;
            body.useGravity = false;
            body.setLinearVelocity(new Vec3(500, 0, 0));
            let isDispatched = false;
            sphere.on('onCollisionEnter', (event: ICollisionEvent) => {
                isDispatched = true;
                expect(event.selfCollider.uuid).toBe(sphere.uuid);
                expect(event.otherCollider.uuid).toBe(box.uuid);
            })
    
            const nodeStatic = new Node('Static');
            parent.addChild(nodeStatic);
            const box = nodeStatic.addComponent(physics.BoxCollider) as physics.BoxCollider;
            nodeStatic.worldPosition = new Vec3(10, 0, 0);
            nodeStatic.worldRotation = Quat.fromEuler(new Quat(), 10, 20, 30);
    
            // PhysX/Cannon/Bullet Not enough support currently
            // const nodeTrigger = new Node('Static');
            // parent.addChild(nodeTrigger);
            // const sphereTrigger = nodeTrigger.addComponent(physics.SphereCollider) as physics.SphereCollider;
            // sphereTrigger.isTrigger = true;
            // nodeTrigger.worldPosition = new Vec3(5, 0, 0);
            // nodeTrigger.worldRotation = Quat.fromEuler(new Quat(), -10, 50, 30);
            // let isTriggered = false;
            // sphereTrigger.on('onTriggerEnter', (event: ITriggerEvent) => {
            //     isTriggered = true;
            //     expect(event.selfCollider.uuid).toBe(sphereTrigger.uuid);
            //     expect(event.otherCollider.uuid).toBe(sphere.uuid);
            // })
    
            const dt = physics.PhysicsSystem.instance.fixedTimeStep;
            for (let i = 0; i < 100; i++)director.tick(dt);
    
            expect(isDispatched).toBe(true);
            // expect(isTriggered).toBe(true);
        });
    });
}