/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

#include "BLI_kdopbvh.h"
#include "BLI_kdtree.h"
#include "BLI_task.hh"
#include "BLI_timeit.hh"

#include "DNA_mesh_types.h"

#include "BKE_bvhutils.h"

#include "UI_interface.h"
#include "UI_resources.h"

#include "node_geometry_util.hh"

static bNodeSocketTemplate geo_node_attribute_proximity_in[] = {
    {SOCK_GEOMETRY, N_("Geometry")},
    {SOCK_GEOMETRY, N_("Target")},
    {SOCK_STRING, N_("Distance")},
    {SOCK_STRING, N_("Position")},
    {-1, ""},
};

static bNodeSocketTemplate geo_node_attribute_proximity_out[] = {
    {SOCK_GEOMETRY, N_("Geometry")},
    {-1, ""},
};

static void geo_node_attribute_proximity_layout(uiLayout *layout,
                                                bContext *UNUSED(C),
                                                PointerRNA *ptr)
{
  uiItemR(layout, ptr, "target_geometry_element", 0, "", ICON_NONE);
}

static void geo_attribute_proximity_init(bNodeTree *UNUSED(ntree), bNode *node)
{
  NodeGeometryAttributeProximity *node_storage = (NodeGeometryAttributeProximity *)MEM_callocN(
      sizeof(NodeGeometryAttributeProximity), __func__);

  node_storage->target_geometry_element =
      GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_FACES;
  node->storage = node_storage;
}

namespace blender::nodes {

static void proximity_calc(MutableSpan<float> distance_span,
                           MutableSpan<float3> location_span,
                           const VArray<float3> &positions,
                           BVHTreeFromMesh &tree_data_mesh,
                           BVHTreeFromPointCloud &tree_data_pointcloud,
                           const bool bvh_mesh_success,
                           const bool bvh_pointcloud_success,
                           const bool store_distances,
                           const bool store_locations)
{
  IndexRange range = positions.index_range();
  threading::parallel_for(range, 512, [&](IndexRange range) {
    BVHTreeNearest nearest_from_mesh;
    BVHTreeNearest nearest_from_pointcloud;

    copy_v3_fl(nearest_from_mesh.co, FLT_MAX);
    copy_v3_fl(nearest_from_pointcloud.co, FLT_MAX);

    nearest_from_mesh.index = -1;
    nearest_from_pointcloud.index = -1;

    for (int i : range) {
      /* Use the distance to the last found point as upper bound to speedup the bvh lookup. */
      nearest_from_mesh.dist_sq = len_squared_v3v3(nearest_from_mesh.co, positions[i]);

      if (bvh_mesh_success) {
        BLI_bvhtree_find_nearest(tree_data_mesh.tree,
                                 positions[i],
                                 &nearest_from_mesh,
                                 tree_data_mesh.nearest_callback,
                                 &tree_data_mesh);
      }

      /* Use the distance to the closest point in the mesh to speedup the pointcloud bvh lookup.
       * This is ok because we only need to find the closest point in the pointcloud if it's closer
       * than the mesh. */
      nearest_from_pointcloud.dist_sq = nearest_from_mesh.dist_sq;

      if (bvh_pointcloud_success) {
        BLI_bvhtree_find_nearest(tree_data_pointcloud.tree,
                                 positions[i],
                                 &nearest_from_pointcloud,
                                 tree_data_pointcloud.nearest_callback,
                                 &tree_data_pointcloud);
      }

      if (nearest_from_pointcloud.dist_sq < nearest_from_mesh.dist_sq) {
        if (store_distances) {
          distance_span[i] = sqrtf(nearest_from_pointcloud.dist_sq);
        }
        if (store_locations) {
          location_span[i] = nearest_from_pointcloud.co;
        }
      }
      else {
        if (store_distances) {
          distance_span[i] = sqrtf(nearest_from_mesh.dist_sq);
        }
        if (store_locations) {
          location_span[i] = nearest_from_mesh.co;
        }
      }
    }
  });
}

static bool bvh_from_mesh(const Mesh *target_mesh,
                          int target_geometry_element,
                          BVHTreeFromMesh &r_tree_data_mesh)
{
  BVHCacheType bvh_type = BVHTREE_FROM_LOOPTRI;
  switch (target_geometry_element) {
    case GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_POINTS:
      bvh_type = BVHTREE_FROM_VERTS;
      break;
    case GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_EDGES:
      bvh_type = BVHTREE_FROM_EDGES;
      break;
    case GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_FACES:
      bvh_type = BVHTREE_FROM_LOOPTRI;
      break;
  }

  BKE_bvhtree_from_mesh_get(&r_tree_data_mesh, target_mesh, bvh_type, 2);
  if (r_tree_data_mesh.tree == nullptr) {
    return false;
  }
  return true;
}

static bool bvh_from_pointcloud(const PointCloud *target_pointcloud,
                                BVHTreeFromPointCloud &r_tree_data_pointcloud)
{
  BKE_bvhtree_from_pointcloud_get(&r_tree_data_pointcloud, target_pointcloud, 2);
  if (r_tree_data_pointcloud.tree == nullptr) {
    return false;
  }
  return true;
}

static void attribute_calc_proximity(GeometryComponent &component,
                                     GeometrySet &geometry_set_target,
                                     GeoNodeExecParams &params)
{
  /* This node works on the "point" domain, since that is where positions are stored. */
  const AttributeDomain result_domain = ATTR_DOMAIN_POINT;

  const std::string distance_attribute_name = params.get_input<std::string>("Distance");
  OutputAttribute_Typed<float> distance_attribute =
      component.attribute_try_get_for_output_only<float>(distance_attribute_name, result_domain);

  const std::string location_attribute_name = params.get_input<std::string>("Position");
  OutputAttribute_Typed<float3> location_attribute =
      component.attribute_try_get_for_output_only<float3>(location_attribute_name, result_domain);

  ReadAttributeLookup position_attribute = component.attribute_try_get_for_read("position");
  if (!position_attribute || (!distance_attribute && !location_attribute)) {
    return;
  }
  BLI_assert(position_attribute.varray->type().is<float3>());

  const bNode &node = params.node();
  const NodeGeometryAttributeProximity &storage = *(const NodeGeometryAttributeProximity *)
                                                       node.storage;

  BVHTreeFromMesh tree_data_mesh;
  BVHTreeFromPointCloud tree_data_pointcloud;
  bool bvh_mesh_success = false;
  bool bvh_pointcloud_success = false;

  if (geometry_set_target.has_mesh()) {
    bvh_mesh_success = bvh_from_mesh(
        geometry_set_target.get_mesh_for_read(), storage.target_geometry_element, tree_data_mesh);
  }

  if (geometry_set_target.has_pointcloud() &&
      storage.target_geometry_element ==
          GEO_NODE_ATTRIBUTE_PROXIMITY_TARGET_GEOMETRY_ELEMENT_POINTS) {
    bvh_pointcloud_success = bvh_from_pointcloud(geometry_set_target.get_pointcloud_for_read(),
                                                 tree_data_pointcloud);
  }

  GVArray_Typed<float3> positions{*position_attribute.varray};
  MutableSpan<float> distance_span = distance_attribute ? distance_attribute.as_span() :
                                                          MutableSpan<float>();
  MutableSpan<float3> location_span = location_attribute ? location_attribute.as_span() :
                                                           MutableSpan<float3>();

  proximity_calc(distance_span,
                 location_span,
                 positions,
                 tree_data_mesh,
                 tree_data_pointcloud,
                 bvh_mesh_success,
                 bvh_pointcloud_success,
                 distance_attribute,  /* Boolean. */
                 location_attribute); /* Boolean. */

  if (bvh_mesh_success) {
    free_bvhtree_from_mesh(&tree_data_mesh);
  }
  if (bvh_pointcloud_success) {
    free_bvhtree_from_pointcloud(&tree_data_pointcloud);
  }

  if (distance_attribute) {
    distance_attribute.save();
  }
  if (location_attribute) {
    location_attribute.save();
  }
}

static void geo_node_attribute_proximity_exec(GeoNodeExecParams params)
{
  GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
  GeometrySet geometry_set_target = params.extract_input<GeometrySet>("Target");

  geometry_set = geometry_set_realize_instances(geometry_set);

  /* This isn't required. This node should be rewritten to handle instances
   * for the target geometry set. However, the generic BVH API complicates this. */
  geometry_set_target = geometry_set_realize_instances(geometry_set_target);

  if (geometry_set.has<MeshComponent>()) {
    attribute_calc_proximity(
        geometry_set.get_component_for_write<MeshComponent>(), geometry_set_target, params);
  }
  if (geometry_set.has<PointCloudComponent>()) {
    attribute_calc_proximity(
        geometry_set.get_component_for_write<PointCloudComponent>(), geometry_set_target, params);
  }
  if (geometry_set.has<CurveComponent>()) {
    attribute_calc_proximity(
        geometry_set.get_component_for_write<CurveComponent>(), geometry_set_target, params);
  }

  params.set_output("Geometry", geometry_set);
}

}  // namespace blender::nodes

void register_node_type_geo_attribute_proximity()
{
  static bNodeType ntype;

  geo_node_type_base(
      &ntype, GEO_NODE_ATTRIBUTE_PROXIMITY, "Attribute Proximity", NODE_CLASS_ATTRIBUTE, 0);
  node_type_socket_templates(
      &ntype, geo_node_attribute_proximity_in, geo_node_attribute_proximity_out);
  node_type_init(&ntype, geo_attribute_proximity_init);
  node_type_storage(&ntype,
                    "NodeGeometryAttributeProximity",
                    node_free_standard_storage,
                    node_copy_standard_storage);
  ntype.geometry_node_execute = blender::nodes::geo_node_attribute_proximity_exec;
  ntype.draw_buttons = geo_node_attribute_proximity_layout;
  nodeRegisterType(&ntype);
}
