/*
* Farseer Physics Engine based on Box2D.XNA port:
* Copyright (c) 2010 Ian Qvist
* 
* Box2D.XNA port of Box2D:
* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
*
* Original source Box2D:
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com 
* 
* This software is provided 'as-is', without any express or implied 
* warranty.  In no event will the authors be held liable for any damages 
* arising from the use of this software. 
* Permission is granted to anyone to use this software for any purpose, 
* including commercial applications, and to alter it and redistribute it 
* freely, subject to the following restrictions: 
* 1. The origin of this software must not be misrepresented; you must not 
* claim that you wrote the original software. If you use this software 
* in a product, an acknowledgment in the product documentation would be 
* appreciated but is not required. 
* 2. Altered source versions must be plainly marked as such, and must not be 
* misrepresented as being the original software. 
* 3. This notice may not be removed or altered from any source distribution. 
*/

using System;
using FarseerPhysics.Common;
using Vortex.Drawing;

namespace FarseerPhysics.Dynamics.Joints
{
    // Point-to-point constraint
    // C = p2 - p1
    // Cdot = v2 - v1
    //      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
    // J = [-I -r1_skew I r2_skew ]
    // Identity used:
    // w k % (rx i + ry j) = w * (-ry i + rx j)

    // Angle constraint
    // C = angle2 - angle1 - referenceAngle
    // Cdot = w2 - w1
    // J = [0 0 -1 0 0 1]
    // K = invI1 + invI2

    /// <summary>
    /// A weld joint essentially glues two bodies together. A weld joint may
    /// distort somewhat because the island constraint solver is approximate.
    /// </summary>
    public class WeldJoint : Joint
    {
        private Vector3 _impulse;
        private Mat33 _mass;

        /// <summary>
        /// You need to specify a local anchor point
        /// where they are attached and the relative body angle. The position
        /// of the anchor point is important for computing the reaction torque.
        /// You can change the anchor points relative to bodyA or bodyB by changing LocalAnchorA
        /// and/or LocalAnchorB.
        /// </summary>
        /// <param name="bodyA">The first body</param>
        /// <param name="bodyB">The second body</param>
        /// <param name="anchorA">The first body anchor.</param>
        /// <param name="anchorB">The second body anchor.</param>
        public WeldJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB)
            : base(bodyA, bodyB)
        {
            JointType = JointType.Weld;

            LocalAnchorA = anchorA;
            LocalAnchorB = anchorB;
            ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
        }

        public Vector2 LocalAnchorA { get; private set; }
        public Vector2 LocalAnchorB { get; private set; }

        public override Vector2 WorldAnchorA
        {
            get { return BodyA.GetWorldPoint(LocalAnchorA); }
        }

        public override Vector2 WorldAnchorB
        {
            get { return BodyB.GetWorldPoint(LocalAnchorB); }
        }

        /// <summary>
        /// The body2 angle minus body1 angle in the reference state (radians).
        /// </summary>
        public float ReferenceAngle { get; private set; }

        public override Vector2 GetReactionForce(float inv_dt)
        {
            return inv_dt * new Vector2(_impulse.X, _impulse.Y);
        }

        public override float GetReactionTorque(float inv_dt)
        {
            return inv_dt * _impulse.Z;
        }

        internal override void InitVelocityConstraints(ref TimeStep step)
        {
            Body bA = BodyA;
            Body bB = BodyB;

            Transform xfA, xfB;
            bA.GetTransform(out xfA);
            bB.GetTransform(out xfB);

            // Compute the effective mass matrix.
            Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
            Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - bB.LocalCenter);

            // J = [-I -r1_skew I r2_skew]
            //     [ 0       -1 0       1]
            // r_skew = [-ry; rx]

            // Matlab
            // K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
            //     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
            //     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]

            float mA = bA.InvMass, mB = bB.InvMass;
            float iA = bA.InvI, iB = bB.InvI;

            _mass.col1.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
            _mass.col2.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
            _mass.col3.X = -rA.Y * iA - rB.Y * iB;
            _mass.col1.Y = _mass.col2.X;
            _mass.col2.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
            _mass.col3.Y = rA.X * iA + rB.X * iB;
            _mass.col1.Z = _mass.col3.X;
            _mass.col2.Z = _mass.col3.Y;
            _mass.col3.Z = iA + iB;

            if (Settings.EnableWarmstarting)
            {
                // Scale impulses to support a variable time step.
                _impulse *= step.dtRatio;

                Vector2 P = new Vector2(_impulse.X, _impulse.Y);

                bA.LinearVelocityInternal -= mA * P;
                bA.AngularVelocityInternal -= iA * (MathUtils.Cross(rA, P) + _impulse.Z);

                bB.LinearVelocityInternal += mB * P;
                bB.AngularVelocityInternal += iB * (MathUtils.Cross(rB, P) + _impulse.Z);
            }
            else
            {
                _impulse = Vector3.Zero;
            }
        }

        internal override void SolveVelocityConstraints(ref TimeStep step)
        {
            Body bA = BodyA;
            Body bB = BodyB;

            Vector2 vA = bA.LinearVelocityInternal;
            float wA = bA.AngularVelocityInternal;
            Vector2 vB = bB.LinearVelocityInternal;
            float wB = bB.AngularVelocityInternal;

            float mA = bA.InvMass, mB = bB.InvMass;
            float iA = bA.InvI, iB = bB.InvI;

            Transform xfA, xfB;
            bA.GetTransform(out xfA);
            bB.GetTransform(out xfB);

            Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
            Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - bB.LocalCenter);

            //  Solve point-to-point constraint
            Vector2 Cdot1 = vB + MathUtils.Cross(wB, rB) - vA - MathUtils.Cross(wA, rA);
            float Cdot2 = wB - wA;
            Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);

            Vector3 impulse = _mass.Solve33(-Cdot);
            _impulse += impulse;

            Vector2 P = new Vector2(impulse.X, impulse.Y);

            vA -= mA * P;
            wA -= iA * (MathUtils.Cross(rA, P) + impulse.Z);

            vB += mB * P;
            wB += iB * (MathUtils.Cross(rB, P) + impulse.Z);

            bA.LinearVelocityInternal = vA;
            bA.AngularVelocityInternal = wA;
            bB.LinearVelocityInternal = vB;
            bB.AngularVelocityInternal = wB;
        }

        internal override bool SolvePositionConstraints()
        {
            Body bA = BodyA;
            Body bB = BodyB;

            float mA = bA.InvMass, mB = bB.InvMass;
            float iA = bA.InvI, iB = bB.InvI;

            Transform xfA;
            Transform xfB;
            bA.GetTransform(out xfA);
            bB.GetTransform(out xfB);

            Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
            Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - bB.LocalCenter);

            Vector2 C1 = bB.Sweep.c + rB - bA.Sweep.c - rA;
            float C2 = bB.Sweep.a - bA.Sweep.a - ReferenceAngle;

            // Handle large detachment.
            const float k_allowedStretch = 10.0f * Settings.LinearSlop;
            float positionError = C1.Length();
            float angularError = Math.Abs(C2);
            if (positionError > k_allowedStretch)
            {
                iA *= 1.0f;
                iB *= 1.0f;
            }

            _mass.col1.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
            _mass.col2.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
            _mass.col3.X = -rA.Y * iA - rB.Y * iB;
            _mass.col1.Y = _mass.col2.X;
            _mass.col2.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
            _mass.col3.Y = rA.X * iA + rB.X * iB;
            _mass.col1.Z = _mass.col3.X;
            _mass.col2.Z = _mass.col3.Y;
            _mass.col3.Z = iA + iB;

            Vector3 C = new Vector3(C1.X, C1.Y, C2);

            Vector3 impulse = _mass.Solve33(-C);

            Vector2 P = new Vector2(impulse.X, impulse.Y);

            bA.Sweep.c -= mA * P;
            bA.Sweep.a -= iA * (MathUtils.Cross(rA, P) + impulse.Z);

            bB.Sweep.c += mB * P;
            bB.Sweep.a += iB * (MathUtils.Cross(rB, P) + impulse.Z);

            bA.SynchronizeTransform();
            bB.SynchronizeTransform();

            return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
        }
    }
}