/* Copyright (c) 2018-2024, Arm Limited and Contributors
 *
 * SPDX-License-Identifier: Apache-2.0
 *
 * Licensed under the Apache License, Version 2.0 the "License";
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "aabb.h"

#include "core/util/logging.hpp"

namespace vkb
{
namespace sg
{
AABB::AABB()
{
	reset();
}

AABB::AABB(const glm::vec3 &min, const glm::vec3 &max) :
    min{min},
    max{max}
{
}

std::type_index AABB::get_type()
{
	return typeid(AABB);
}

void AABB::update(const glm::vec3 &point)
{
	min = glm::min(min, point);
	max = glm::max(max, point);
}

void AABB::update(const std::vector<glm::vec3> &vertex_data, const std::vector<uint16_t> &index_data)
{
	// Check if submesh is indexed
	if (index_data.size() > 0)
	{
		// Update bounding box for each indexed vertex
		for (size_t index_id = 0; index_id < index_data.size(); index_id++)
		{
			update(vertex_data[index_data[index_id]]);
		}
	}
	else
	{
		// Update bounding box for each vertex
		for (size_t vertex_id = 0; vertex_id < vertex_data.size(); vertex_id++)
		{
			update(vertex_data[vertex_id]);
		}
	}
}

void AABB::transform(glm::mat4 &transform)
{
	min = max = glm::vec4(min, 1.0f) * transform;

	// Update bounding box for the remaining 7 corners of the box
	update(glm::vec4(min.x, min.y, max.z, 1.0f) * transform);
	update(glm::vec4(min.x, max.y, min.z, 1.0f) * transform);
	update(glm::vec4(min.x, max.y, max.z, 1.0f) * transform);
	update(glm::vec4(max.x, min.y, min.z, 1.0f) * transform);
	update(glm::vec4(max.x, min.y, max.z, 1.0f) * transform);
	update(glm::vec4(max.x, max.y, min.z, 1.0f) * transform);
	update(glm::vec4(max, 1.0f) * transform);
}

glm::vec3 AABB::get_scale() const
{
	return (max - min);
}

glm::vec3 AABB::get_center() const
{
	return (min + max) * 0.5f;
}

glm::vec3 AABB::get_min() const
{
	return min;
}

glm::vec3 AABB::get_max() const
{
	return max;
}

void AABB::reset()
{
	min = std::numeric_limits<glm::vec3>::max();

	max = std::numeric_limits<glm::vec3>::min();
}

}        // namespace sg
}        // namespace vkb
