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#include "fsCCollisionWorld.h"

#include <fsCore/fsPoint.h>
#include <fsAppCore/src/fsCEntity.h>

#include "../../fsICollisionFixture.h"

#if defined fsBox2D
#include "fsCCollisionShape.h"
#include "fsCCollisionBody.h"
#else
#endif

using namespace fsNCollision;


fsF32 fsCCollisionWorld::scaleFactorGetDo() const
{
	return mScaleFactor;
}

void fsCCollisionWorld::dynamicBodyDestroy(fsICollisionBody* const pBody)
{
	mImpl->DestroyBody(dynamic_cast<fsCCollisionBody*>(pBody)->mImpl);
	delete pBody;
}

fsCCollisionBody* const fsCCollisionWorld::dynamicBodyCreate(const b2BodyDef& pBodyDef)
{
	b2Body* bodyImpl = mImpl->CreateBody(&pBodyDef);
	fsCCollisionBody* body = dynamic_cast<fsCCollisionBody*>(fsICollisionBody::create());
	body->mImpl = bodyImpl;
	return body;
}

void fsCCollisionWorld::fsCContactListener::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
	b2WorldManifold worldManifold;
	contact->GetWorldManifold(&worldManifold);
	b2PointState state1[2], state2[2];
	b2GetPointStates(state1, state2, oldManifold, contact->GetManifold());
	if (state2[0] == b2_addState)
	{
		const b2Body* const bodyA = contact->GetFixtureA()->GetBody();
		const b2Body* const bodyB = contact->GetFixtureB()->GetBody();	
// 		b2Vec2 point = worldManifold.points[0];
// 		b2Vec2 vA = bodyA->GetLinearVelocityFromWorldPoint(point);
// 		b2Vec2 vB = bodyB->GetLinearVelocityFromWorldPoint(point);
// 		float32 approachVelocity = b2Dot(vB - vA, worldManifold.normal);
// 		if (approachVelocity > 1.0f)
// 		{
// 		}

		fsCCollisionWorld* collisionWorldImpl = dynamic_cast<fsCCollisionWorld*>(fsICollisionWorld::instanceGet());
		fsSCollisionData d;

		if (bodyA->GetUserData())
		{
			auto it = collisionWorldImpl->mCallbackHandlers.find(contact->GetFixtureA()->GetUserData());
			if (it != collisionWorldImpl->mCallbackHandlers.end())
			{
				d.mHit = static_cast<fsCEntity*>(contact->GetFixtureB()->GetUserData());
				(*it).second(d, nullptr);
			}
		}

		if (bodyB->GetUserData())
		{
			auto it = collisionWorldImpl->mCallbackHandlers.find(contact->GetFixtureB()->GetUserData());
			if (it != collisionWorldImpl->mCallbackHandlers.end())
			{
				d.mHit = static_cast<fsCEntity*>(contact->GetFixtureA()->GetUserData());
				(*it).second(d, nullptr);
			}
		}
	}
}

fsICollisionBody* fsCCollisionWorld::dynamicBodyCreate(fsCEntity* const pParent, fsICollisionFixture* pFixture, fsICollisionBody::eTYPE pType, const fsPoint& pStartPos)
{
	b2BodyDef bodyDef;
	bodyDef.userData = static_cast<void*>(pParent);
	bodyDef.type = pType == fsICollisionBody::eTYPE::DYNAMIC ? b2_dynamicBody : b2_staticBody;
#if defined fsPLATFORM_CX
	bodyDef.position.Set(pStartPos.x / mScaleFactor, -pStartPos.y / mScaleFactor);
#else
	bodyDef.position.Set(pStartPos.x / mScaleFactor, pStartPos.y / mScaleFactor);
#endif

	fsCCollisionBody* const body = dynamicBodyCreate(bodyDef);

	b2FixtureDef fixtureDef;
	fixtureDef.shape = dynamic_cast<const fsCCollisionShape*>(pFixture->collisionShapeGet())->mImpl;
	if (fsICollisionBody::eTYPE::DYNAMIC == pType)
	{
		fixtureDef.density = pFixture->densityGet();
		fixtureDef.friction = pFixture->frictionGet();
	}
	fixtureDef.userData = static_cast<void*>(pParent);

	body->mImpl->CreateFixture(&fixtureDef);

	return body;
}

void fsCCollisionWorld::renderDo()
{
	mImpl->DrawDebugData();
	mDebug->Flush();
}

void fsCCollisionWorld::updateDo()
{
	// Prepare for simulation. Typically we use a time step of 1/60 of a
	// second (60Hz) and 10 iterations. This provides a high quality simulation
	// in most game scenarios.
	float32 timeStep = 1.0f / 60.0f;
	int32 velocityIterations = 6;
	int32 positionIterations = 2;

	mImpl->Step(timeStep, velocityIterations, positionIterations);
}

fsCCollisionWorld::fsCCollisionWorld():
mScaleFactor(115.0f)
{
	mDebug = new DebugDraw();
	mDebug->Create();
	b2Vec2 gravity(0.0f, 10.0f);
	mImpl = new b2World(gravity);

	b2BodyDef groundBodyDef;
	groundBodyDef.position.Set(0.0f, 300.0f / mScaleFactor);
	groundBodyDef.userData = static_cast<void*>(this);

	b2Body* groundBody = mImpl->CreateBody(&groundBodyDef);

	b2PolygonShape groundBox;
	groundBox.SetAsBox(500.0f / mScaleFactor, 10.0f / mScaleFactor);
	groundBody->CreateFixture(&groundBox, 0.0f);

	mImpl->SetDebugDraw(mDebug);
	mDebug->SetFlags(b2Draw::e_shapeBit /*| b2Draw::e_centerOfMassBit*/);

	mContactListener = new fsCContactListener();<--- Class 'fsCCollisionWorld' does not have a copy constructor which is recommended since it has dynamic memory/resource management.<--- Class 'fsCCollisionWorld' does not have a operator= which is recommended since it has dynamic memory/resource management.
	mImpl->SetContactListener(mContactListener);
}

fsCCollisionWorld::~fsCCollisionWorld()
{
	delete mContactListener;
	delete mImpl;
	mDebug->Destroy();
	delete mDebug;
}