#include "precompiled.h"

#undef vec3_t

// Expand debugging BBOX particle hulls by this many units.
const float BOX_GAP = 0.0f;

int PM_boxpnt[6][4] =
{
	{ 0, 4, 6, 2 }, // +X
	{ 0, 1, 5, 4 }, // +Y
	{ 0, 2, 3, 1 }, // +Z
	{ 7, 5, 1, 3 }, // -X
	{ 7, 3, 2, 6 }, // -Y
	{ 7, 6, 4, 5 }, // -Z
};

void PM_ShowClipBox()
{
#ifdef _DEBUG
	if (!pmove->runfuncs)
		return;

	// More debugging, draw the particle bbox for player and for the entity we are looking directly at.
	// aslo prints entity info to the console overlay.
	if (!pmove->server)
		return;

	// Draw entity in center of view
	// Also draws the normal to the clip plane that intersects our movement ray. Leaves a particle
	// trail at the intersection point.
	PM_ViewEntity();

	// Show our BBOX in particles.
 	//PM_DrawBBox(pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->origin, 132, 0.1);
/*
	{
		int i;
		for (i = 0; i < pmove->numphysent; i++)
		{
			if (pmove->physents[i].info >= 1 && pmove->physents[i].info <= 4)
			{
			 	PM_DrawBBox(pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->physents[i].origin, 132, 0.1);
			}
		}
	}
*/
#endif // _DEBUG
}

void PM_ParticleLine(vec3_t start, vec3_t end, int pcolor, float life, float vert)
{
	float linestep = 2.0f;
	float curdist;
	float len;
	vec3_t curpos;
	vec3_t diff;
	int i;
	// Determine distance;

	VectorSubtract(end, start, diff);

	len = VectorNormalize(diff);

	curdist = 0;
	while (curdist <= len)
	{
		for (i = 0; i < 3; i++)
			curpos[i] = start[i] + curdist * diff[i];

		pmove->PM_Particle(curpos, pcolor, life, 0, vert);
		curdist += linestep;
	}
}

void PM_DrawRectangle(vec3_t tl, vec3_t bl, vec3_t tr, vec3_t br, int pcolor, float life)
{
	PM_ParticleLine(tl, bl, pcolor, life, 0);
	PM_ParticleLine(bl, br, pcolor, life, 0);
	PM_ParticleLine(br, tr, pcolor, life, 0);
	PM_ParticleLine(tr, tl, pcolor, life, 0);
}

void PM_DrawPhysEntBBox(int num, int pcolor, float life)
{
	physent_t *pe;
	vec3_t org;
	int j;
	vec3_t tmp;
	vec3_t p[8];
	float gap = BOX_GAP;
	vec3_t modelmins, modelmaxs;

	if (num >= pmove->numphysent || num <= 0)
		return;

	pe = &pmove->physents[num];

	if (pe->model)
	{
		VectorCopy(pe->origin, org);

		pmove->PM_GetModelBounds(pe->model, modelmins, modelmaxs);
		for (j = 0; j < 8; j++)
		{
			tmp[0] = (j & 1) ? modelmins[0] - gap : modelmaxs[0] + gap;
			tmp[1] = (j & 2) ? modelmins[1] - gap : modelmaxs[1] + gap;
			tmp[2] = (j & 4) ? modelmins[2] - gap : modelmaxs[2] + gap;

			VectorCopy(tmp, p[j]);
		}

		// If the bbox should be rotated, do that
		if (pe->angles[0] || pe->angles[1] || pe->angles[2])
		{
			vec3_t forward, right, up;

			AngleVectorsTranspose(pe->angles, forward, right, up);
			for (j = 0; j < 8; j++)
			{
				VectorCopy(p[j], tmp);
				p[j][0] = DotProduct(tmp, forward);
				p[j][1] = DotProduct(tmp, right);
				p[j][2] = DotProduct(tmp, up);
			}
		}

		// Offset by entity origin, if any.
		for (j = 0; j < 8; j++)
			VectorAdd(p[j], org, p[j]);

		for (j = 0; j < 6; j++)
		{
			PM_DrawRectangle(
				p[PM_boxpnt[j][1]],
				p[PM_boxpnt[j][0]],
				p[PM_boxpnt[j][2]],
				p[PM_boxpnt[j][3]],
				pcolor, life);
		}
	}
	else
	{
		for (j = 0; j < 8; j++)
		{
			tmp[0] = (j & 1) ? pe->mins[0] : pe->maxs[0];
			tmp[1] = (j & 2) ? pe->mins[1] : pe->maxs[1];
			tmp[2] = (j & 4) ? pe->mins[2] : pe->maxs[2];

			VectorAdd(tmp, pe->origin, tmp);
			VectorCopy(tmp, p[j]);
		}

		for (j = 0; j < 6; j++)
		{
			PM_DrawRectangle(
				p[PM_boxpnt[j][1]],
				p[PM_boxpnt[j][0]],
				p[PM_boxpnt[j][2]],
				p[PM_boxpnt[j][3]],
				pcolor, life);
		}
	}
}

void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life)
{
	int j;

	vec3_t tmp;
	vec3_t p[8];
	float gap = BOX_GAP;

	for (j = 0; j < 8; j++)
	{
		tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap;
		tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap;
		tmp[2] = (j & 4) ? mins[2] - gap : maxs[2] + gap;

		VectorAdd(tmp, origin, tmp);
		VectorCopy(tmp, p[j]);
	}

	for (j = 0; j < 6; j++)
	{
		PM_DrawRectangle(
			p[PM_boxpnt[j][1]],
			p[PM_boxpnt[j][0]],
			p[PM_boxpnt[j][2]],
			p[PM_boxpnt[j][3]],
			pcolor, life);
	}
}

// Shows a particle trail from player to entity in crosshair.
// Shows particles at that entities bbox
// Tries to shoot a ray out by about 128 units.
void PM_ViewEntity()
{
	vec3_t forward, right, up;
	float raydist = 256.0f;
	vec3_t origin;
	vec3_t end;
	int i;
	pmtrace_t trace;
	int pcolor = 77;
	float fup;

#if 0
	if (!pm_showclip.value)
		return;
#endif

	// Determine movement angles
	AngleVectors(pmove->angles, forward, right, up);

	VectorCopy(pmove->origin, origin);

	fup = 0.5 * (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]);
	fup += pmove->view_ofs[2];
	fup -= 4;

	for (i = 0; i < 3; i++)
	{
		end[i] = origin[i] + raydist * forward[i];
	}

	trace = pmove->PM_PlayerTrace(origin, end, PM_STUDIO_BOX, -1);

	// Not the world
	if (trace.ent > 0)
	{
		pcolor = 111;
	}

	// Draw the hull or bbox.
#ifndef REGAMEDLL_FIXES
	if (trace.ent > 0)
#endif
	{
		PM_DrawPhysEntBBox(trace.ent, pcolor, 0.3f);
	}
}