/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/

#include <AzCore/Math/Quaternion.h>
#include <AzCore/Math/Spline.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzTest/AzTest.h>
#include <AzToolsFramework/Picking/Manipulators/ManipulatorBounds.h>
#include <AzCore/UnitTest/TestTypes.h>

namespace UnitTest
{
    const float g_epsilon = 1e-4f;

    using namespace AzToolsFramework::Picking;

    TEST(ManipulatorBounds, Sphere)
    {
        ManipulatorBoundSphere manipulatorBoundSphere(RegisteredBoundId{});
        manipulatorBoundSphere.m_center = AZ::Vector3::CreateZero();
        manipulatorBoundSphere.m_radius = 2.0f;

        float intersectionDistance;
        bool intersection = manipulatorBoundSphere.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 8.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Box)
    {
        ManipulatorBoundBox manipulatorBoundBox(RegisteredBoundId{});
        manipulatorBoundBox.m_center = AZ::Vector3::CreateZero();
        manipulatorBoundBox.m_halfExtents = AZ::Vector3(1.0f);
        manipulatorBoundBox.m_axis1 = AZ::Vector3::CreateAxisX();
        manipulatorBoundBox.m_axis2 = AZ::Vector3::CreateAxisY();
        manipulatorBoundBox.m_axis3 = AZ::Vector3::CreateAxisZ();

        float intersectionDistance;
        bool intersection = manipulatorBoundBox.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 9.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Cylinder)
    {
        ManipulatorBoundCylinder manipulatorCylinder(RegisteredBoundId{});
        manipulatorCylinder.m_base = AZ::Vector3::CreateAxisZ(-5.0f);
        manipulatorCylinder.m_axis = AZ::Vector3::CreateAxisZ();
        manipulatorCylinder.m_height = 10.0f;
        manipulatorCylinder.m_radius = 2.0f;

        float intersectionDistance;
        bool intersection = manipulatorCylinder.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 8.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Cone)
    {
        ManipulatorBoundCone manipulatorCone(RegisteredBoundId{});
        manipulatorCone.m_apexPosition = AZ::Vector3::CreateAxisZ(-5.0f);
        manipulatorCone.m_height = 10.0f;
        manipulatorCone.m_dir = AZ::Vector3::CreateAxisZ();
        manipulatorCone.m_radius = 4.0f;

        float intersectionDistance;
        bool intersection = manipulatorCone.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 8.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Quad)
    {
        ManipulatorBoundQuad manipulatorQuad(RegisteredBoundId{});
        manipulatorQuad.m_corner1 = AZ::Vector3(-1.0f, 0.0f, 1.0f);
        manipulatorQuad.m_corner2 = AZ::Vector3(1.0f, 0.0f, 1.0f);
        manipulatorQuad.m_corner3 = AZ::Vector3(1.0f, 0.0f, -1.0f);
        manipulatorQuad.m_corner4 = AZ::Vector3(-1.0f, 0.0f, -1.0f);

        float intersectionDistance;
        bool intersection = manipulatorQuad.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 10.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Torus)
    {
        ManipulatorBoundTorus manipulatorTorus(RegisteredBoundId{});
        manipulatorTorus.m_axis = AZ::Vector3::CreateAxisY();
        manipulatorTorus.m_center = AZ::Vector3::CreateZero();
        manipulatorTorus.m_majorRadius = 5.0f;
        manipulatorTorus.m_minorRadius = 0.5f;

        float _;
        bool intersectionCenter = manipulatorTorus.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), _);

        // miss - through center
        EXPECT_TRUE(!intersectionCenter);
       
        float intersectionDistance;
        bool intersectionOutside = manipulatorTorus.IntersectRay(
            AZ::Vector3(5.0f, 10.0f, 0.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 9.5f, g_epsilon);
        EXPECT_TRUE(intersectionOutside);
    }

    TEST(ManipulatorBounds, RayIntersectsTorusAtAcuteAngle)
    {
        // torus approximation is side-on to ray
        ManipulatorBoundTorus manipulatorTorus(RegisteredBoundId{});
        manipulatorTorus.m_axis = AZ::Vector3::CreateAxisX();
        manipulatorTorus.m_center = AZ::Vector3::CreateZero();
        manipulatorTorus.m_majorRadius = 5.0f;
        manipulatorTorus.m_minorRadius = 0.5f;

        // calculation used to orientate the ray to hit
        // the inside edge of the cylinder
        //
        // tan @ = opp / adj
        // tan @ = 0.5 / 5.0 = 0.1
        // @ = atan(0.1) = 5.71 degrees
        //
        // tan 5.71 = x / 15
        // x = 15 * tan 5.71 = ~1.5

        const AZ::Vector3 orientatedPickRay =
            AZ::Quaternion::CreateRotationZ(AZ::DegToRad(5.7f)) * -AZ::Vector3::CreateAxisY();

        float _;
        bool intersection = manipulatorTorus.IntersectRay(
            AZ::Vector3(-1.5f, 10.0f, 0.0f), orientatedPickRay, _);

        // ensure we get a valid intersection (even if the first hit
        // might have happened in the 'hollow' part of the cylinder)
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Line)
    {
        ManipulatorBoundLineSegment manipulatorLine(RegisteredBoundId{});
        manipulatorLine.m_worldStart = AZ::Vector3(-5.0f, 0.0f, 0.0f);
        manipulatorLine.m_worldEnd = AZ::Vector3(5.0f, 0.0f, 0.0f);
        manipulatorLine.m_width = 0.2f;

        float intersectionDistance;
        bool intersection = manipulatorLine.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 10.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }

    TEST(ManipulatorBounds, Spline)
    {
        AZStd::shared_ptr<AZ::BezierSpline> bezierSpline = AZStd::make_shared<AZ::BezierSpline>();
        bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(-10.0f, 0.0f, 0.0f));
        bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(-5.0f, 0.0f, 0.0f));
        bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(5.0f, 0.0f, 0.0f));
        bezierSpline->m_vertexContainer.AddVertex(AZ::Vector3(10.0f, 0.0f, 0.0f));

        ManipulatorBoundSpline manipulatorSpline(RegisteredBoundId{});
        manipulatorSpline.m_spline = bezierSpline;
        manipulatorSpline.m_transform = AZ::Transform::CreateIdentity();
        manipulatorSpline.m_width = 0.2f;

        float intersectionDistance;
        bool intersection = manipulatorSpline.IntersectRay(
            AZ::Vector3::CreateAxisY(10.0f), -AZ::Vector3::CreateAxisY(), intersectionDistance);

        EXPECT_NEAR(intersectionDistance, 10.0f, g_epsilon);
        EXPECT_TRUE(intersection);
    }
} // namespace UnitTest