// Copyright (c) Wojciech Figat. All rights reserved.

#include "JsonWriter.h"
#include "Engine/Core/Log.h"
#include "Engine/Content/Content.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Vector4.h"
#include "Engine/Core/Math/Color.h"
#include "Engine/Core/Math/Ray.h"
#include "Engine/Core/Math/Plane.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/Rectangle.h"
#include "Engine/Core/Math/Transform.h"
#include "Engine/Core/Math/BoundingBox.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Types/DateTime.h"
#include "Engine/Level/Prefabs/Prefab.h"
#include "Engine/Level/SceneObject.h"
#include "Engine/Utilities/Encryption.h"

void JsonWriter::Blob(const void* data, int32 length)
{
    ::Array<char> base64;
    base64.Resize(Encryption::Base64EncodeLength(length));
    Encryption::Base64Encode((const byte*)data, length, base64.Get());
    String(base64.Get(), base64.Count());
}

void JsonWriter::DateTime(const ::DateTime& value)
{
    Int64(value.Ticks);
}

void JsonWriter::Vector2(const ::Vector2& value)
{
    StartObject();
    JKEY("X");
    Real(value.X);
    JKEY("Y");
    Real(value.Y);
    EndObject();
}

void JsonWriter::Vector3(const ::Vector3& value)
{
    StartObject();
    JKEY("X");
    Real(value.X);
    JKEY("Y");
    Real(value.Y);
    JKEY("Z");
    Real(value.Z);
    EndObject();
}

void JsonWriter::Vector4(const ::Vector4& value)
{
    StartObject();
    JKEY("X");
    Real(value.X);
    JKEY("Y");
    Real(value.Y);
    JKEY("Z");
    Real(value.Z);
    JKEY("W");
    Real(value.W);
    EndObject();
}

void JsonWriter::Float2(const ::Float2& value)
{
    StartObject();
    JKEY("X");
    Real(value.X);
    JKEY("Y");
    Float(value.Y);
    EndObject();
}

void JsonWriter::Float3(const ::Float3& value)
{
    StartObject();
    JKEY("X");
    Float(value.X);
    JKEY("Y");
    Float(value.Y);
    JKEY("Z");
    Float(value.Z);
    EndObject();
}

void JsonWriter::Float4(const ::Float4& value)
{
    StartObject();
    JKEY("X");
    Float(value.X);
    JKEY("Y");
    Float(value.Y);
    JKEY("Z");
    Float(value.Z);
    JKEY("W");
    Float(value.W);
    EndObject();
}

void JsonWriter::Double2(const ::Double2& value)
{
    StartObject();
    JKEY("X");
    Double(value.X);
    JKEY("Y");
    Double(value.Y);
    EndObject();
}

void JsonWriter::Double3(const ::Double3& value)
{
    StartObject();
    JKEY("X");
    Double(value.X);
    JKEY("Y");
    Double(value.Y);
    JKEY("Z");
    Double(value.Z);
    EndObject();
}

void JsonWriter::Double4(const ::Double4& value)
{
    StartObject();
    JKEY("X");
    Double(value.X);
    JKEY("Y");
    Double(value.Y);
    JKEY("Z");
    Double(value.Z);
    JKEY("W");
    Double(value.W);
    EndObject();
}

void JsonWriter::Int2(const ::Int2& value)
{
    StartObject();
    JKEY("X");
    Int(value.X);
    JKEY("Y");
    Int(value.Y);
    EndObject();
}

void JsonWriter::Int3(const ::Int3& value)
{
    StartObject();
    JKEY("X");
    Int(value.X);
    JKEY("Y");
    Int(value.Y);
    JKEY("Z");
    Int(value.Z);
    EndObject();
}

void JsonWriter::Int4(const ::Int4& value)
{
    StartObject();
    JKEY("X");
    Int(value.X);
    JKEY("Y");
    Int(value.Y);
    JKEY("Z");
    Int(value.Z);
    JKEY("W");
    Int(value.W);
    EndObject();
}

void JsonWriter::Color(const ::Color& value)
{
    StartObject();
    JKEY("R");
    Float(value.R);
    JKEY("G");
    Float(value.G);
    JKEY("B");
    Float(value.B);
    JKEY("A");
    Float(value.A);
    EndObject();
}

void JsonWriter::Quaternion(const ::Quaternion& value)
{
    StartObject();
    JKEY("X");
    Float(value.X);
    JKEY("Y");
    Float(value.Y);
    JKEY("Z");
    Float(value.Z);
    JKEY("W");
    Float(value.W);
    EndObject();
}

void JsonWriter::Ray(const ::Ray& value)
{
    StartObject();
    JKEY("Position");
    Vector3(value.Position);
    JKEY("Direction");
    Vector3(value.Direction);
    EndObject();
}

void JsonWriter::Matrix(const ::Matrix& value)
{
    StartObject();
    JKEY("M11");
    Float(value.M11);
    JKEY("M12");
    Float(value.M12);
    JKEY("M13");
    Float(value.M13);
    JKEY("M14");
    Float(value.M14);
    JKEY("M21");
    Float(value.M21);
    JKEY("M22");
    Float(value.M22);
    JKEY("M23");
    Float(value.M23);
    JKEY("M24");
    Float(value.M24);
    JKEY("M31");
    Float(value.M31);
    JKEY("M32");
    Float(value.M32);
    JKEY("M33");
    Float(value.M33);
    JKEY("M34");
    Float(value.M34);
    JKEY("M41");
    Float(value.M41);
    JKEY("M42");
    Float(value.M42);
    JKEY("M43");
    Float(value.M43);
    JKEY("M44");
    Float(value.M44);
    EndObject();
}

void JsonWriter::Transform(const ::Transform& value)
{
    StartObject();
    if (!value.Translation.IsZero())
    {
        JKEY("Translation");
        Vector3(value.Translation);
    }
    if (!value.Orientation.IsIdentity())
    {
        JKEY("Orientation");
        Quaternion(value.Orientation);
    }
    if (!value.Scale.IsOne())
    {
        JKEY("Scale");
        Float3(value.Scale);
    }
    EndObject();
}

void JsonWriter::Transform(const ::Transform& value, const ::Transform* other)
{
    StartObject();
    if (other)
    {
        if (!Vector3::NearEqual(value.Translation, other->Translation))
        {
            JKEY("Translation");
            Vector3(value.Translation);
        }
        if (!Quaternion::NearEqual(value.Orientation, other->Orientation))
        {
            JKEY("Orientation");
            Quaternion(value.Orientation);
        }
        if (!Float3::NearEqual(value.Scale, other->Scale))
        {
            JKEY("Scale");
            Float3(value.Scale);
        }
    }
    else
    {
        JKEY("Translation");
        Vector3(value.Translation);
        JKEY("Orientation");
        Quaternion(value.Orientation);
        JKEY("Scale");
        Float3(value.Scale);
    }
    EndObject();
}

void JsonWriter::Plane(const ::Plane& value)
{
    StartObject();
    JKEY("Normal");
    Vector3(value.Normal);
    JKEY("D");
    Real(value.D);
    EndObject();
}

void JsonWriter::Rectangle(const ::Rectangle& value)
{
    StartObject();
    JKEY("Location");
    Float2(value.Location);
    JKEY("Size");
    Float2(value.Size);
    EndObject();
}

void JsonWriter::BoundingSphere(const ::BoundingSphere& value)
{
    StartObject();
    JKEY("Center");
    Vector3(value.Center);
    JKEY("Radius");
    Real(value.Radius);
    EndObject();
}

void JsonWriter::BoundingBox(const ::BoundingBox& value)
{
    StartObject();
    JKEY("Minimum");
    Vector3(value.Minimum);
    JKEY("Maximum");
    Vector3(value.Maximum);
    EndObject();
}

void JsonWriter::Guid(const ::Guid& value)
{
    // Unoptimized version:
    //Text(value.ToString(Guid::FormatType::N));

    // Optimized version:
	// @formatter:off
	char buffer[32] =
	{
		'0','0', '0', '0', '0', '0', '0', '0',
		'0','0', '0', '0', '0', '0', '0', '0',
		'0','0', '0', '0', '0', '0', '0', '0',
		'0','0', '0', '0', '0', '0', '0', '0'
	};
    // @formatter:on
    static const char* digits = "0123456789abcdef";
    uint32 n = value.A;
    char* p = buffer + 7;
    do
    {
        *p-- = digits[n & 0xf];
    } while ((n >>= 4) != 0);
    n = value.B;
    p = buffer + 15;
    do
    {
        *p-- = digits[n & 0xf];
    } while ((n >>= 4) != 0);
    n = value.C;
    p = buffer + 23;
    do
    {
        *p-- = digits[n & 0xf];
    } while ((n >>= 4) != 0);
    n = value.D;
    p = buffer + 31;
    do
    {
        *p-- = digits[n & 0xf];
    } while ((n >>= 4) != 0);
    String(buffer, 32);
}

void JsonWriter::Object(ISerializable* value, const void* otherObj)
{
    StartObject();
    value->Serialize(*this, otherObj);
    EndObject();
}

void JsonWriter::SceneObject(::SceneObject* obj)
{
    StartObject();

    // Serialize prefab instances with diff detection
    if (obj->HasPrefabLink())
    {
        // Load prefab
        auto prefab = Content::Load<Prefab>(obj->GetPrefabID());
        if (prefab)
        {
            // Request the prefab to be deserialized to the default instance (used for comparison to generate a diff)
            prefab->GetDefaultInstance();

            // Get prefab object instance from the prefab
            ::SceneObject* prefabObject;
            if (prefab->ObjectsCache.TryGet(obj->GetPrefabObjectID(), prefabObject))
            {
                // Serialize modified properties compared with the default object from prefab
                obj->Serialize(*this, prefabObject);
                EndObject();
                return;
            }
            else
            {
                LOG(Warning, "Missing object {1} in prefab {0}.", prefab->ToString(), obj->GetPrefabObjectID());
            }
        }
        else
        {
            LOG(Warning, "Missing prefab {0}.", obj->GetPrefabID());
        }
    }

    // Serialize modified properties compared with the default class object
    const void* defaultInstance = obj->GetType().GetDefaultInstance();
    obj->Serialize(*this, defaultInstance);

    EndObject();
}
