#include "particle.h"
#include "ofMain.h"
#define OF_ADDON_USING_OFXVECTORMATH
#include "ofAddons.h"

//------------------------------------------------------------
particle::particle(){
	setInitialCondition(0,0,0,0,0,0);
	damping = 0.025f;
	
	radius = 0;
	maxTrailLength = 15;
}

//------------------------------------------------------------
void particle::resetForce(){
    // we reset the forces every frame
    frc.set(0,0,0);
}

//------------------------------------------------------------
void particle::addForce(float x, float y, float z){
    // add in a force in X and Y for this frame.
    frc.x = frc.x + x;
    frc.y = frc.y + y;
	frc.z = frc.z + z;
}

//------------------------------------------------------------
void particle::addRepulsionForce(float x, float y, float z, float radius, float scale){
    
	// ----------- (1) make a vector of where this position is: 
	
	ofxVec3f posOfForce;
	posOfForce.set(x,y,z);
	
	// ----------- (2) calculate the difference & length 
	
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
	
	// ----------- (3) check close enough
	
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	// ----------- (4) if so, update force
    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
        diff.normalize();
		frc.x = frc.x + diff.x * scale * pct;
        frc.y = frc.y + diff.y * scale * pct;
		frc.z = frc.z + diff.z * scale * pct;
    }
}

//------------------------------------------------------------
void particle::addAttractionForce(float x, float y, float z, float radius, float scale){
    
	// ----------- (1) make a vector of where this position is: 
	
	ofxVec3f posOfForce;
	posOfForce.set(x,y,z);
	
	// ----------- (2) calculate the difference & length 
	
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
	
	// ----------- (3) check close enough
	
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	// ----------- (4) if so, update force
    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
		diff.normalize();
		frc.x = frc.x - diff.x * scale * pct;
        frc.y = frc.y - diff.y * scale * pct;
		frc.z = frc.z - diff.z * scale * pct;
    }
}

//------------------------------------------------------------
void particle::addCounterClockwiseForce(float x, float y, float z, float radius, float scale){
	
	ofxVec3f posOfForce;
	posOfForce.set(x,y,z);
		
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
		
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);
		diff.normalize();
		frc.x = frc.x + diff.y * scale * pct;
        frc.y = frc.y;// - diff.x * scale * pct;
		frc.z = frc.z - diff.z * scale * pct;
    }
}


//------------------------------------------------------------
void particle::addRepulsionForce(particle &p, float radius, float scale){
	
	// ----------- (1) make a vector of where this particle p is: 
	ofxVec3f posOfForce;
	posOfForce.set(p.pos.x,p.pos.y,p.pos.z);
	
	// ----------- (2) calculate the difference & length 
	
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
	
	// ----------- (3) check close enough
	
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	// ----------- (4) if so, update force
    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
		diff.normalize();
		frc.x = frc.x + diff.x * scale * pct;
        frc.y = frc.y + diff.y * scale * pct;
		frc.z = frc.z + diff.z * scale * pct;
		p.frc.x = p.frc.x - diff.x * scale * pct;
        p.frc.y = p.frc.y - diff.y * scale * pct;
		p.frc.z = p.frc.z - diff.z * scale * pct;
    }
}

//------------------------------------------------------------
void particle::addAttractionForce(particle & p, float radius, float scale){
	
	// ----------- (1) make a vector of where this particle p is: 
	ofxVec3f posOfForce;
	posOfForce.set(p.pos.x,p.pos.y,p.pos.z);
	
	// ----------- (2) calculate the difference & length 
	
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
	
	// ----------- (3) check close enough
	
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	// ----------- (4) if so, update force
    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
		diff.normalize();
		frc.x = frc.x - diff.x * scale * pct;
        frc.y = frc.y - diff.y * scale * pct;
		frc.z = frc.z - diff.z * scale * pct;
		p.frc.x = p.frc.x + diff.x * scale * pct;
        p.frc.y = p.frc.y + diff.y * scale * pct;
		p.frc.z = p.frc.z + diff.z * scale * pct;
    }
	
}

//------------------------------------------------------------
void particle::addClockwiseForce(particle &p, float radius, float scale){
	
	// ----------- (1) make a vector of where this particle p is: 
	ofxVec3f posOfForce;
	posOfForce.set(p.pos.x,p.pos.y,p.pos.z);
	
	// ----------- (2) calculate the difference & length 
	
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
	
	// ----------- (3) check close enough
	
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	// ----------- (4) if so, update force
    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
		diff.normalize();
		frc.x = frc.x - diff.y * scale * pct;
        frc.y = frc.y + diff.x * scale * pct;
		p.frc.x = p.frc.x + diff.y * scale * pct;
        p.frc.y = p.frc.y - diff.x * scale * pct;
    }
}

//------------------------------------------------------------
void particle::addCounterClockwiseForce(particle &p, float radius, float scale){
	
	ofxVec3f posOfForce;
	posOfForce.set(p.pos.x,p.pos.y,p.pos.z);
		
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
		
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
		diff.normalize();
		frc.x = frc.x + diff.y * scale * pct;
        frc.y = frc.y - diff.x * scale * pct;
		p.frc.x = p.frc.x - diff.y * scale * pct;
        p.frc.y = p.frc.y + diff.x * scale * pct;
    }
}
//------------------------------------------------------------
void particle::addRepulsionForceOnAxis(float x, float y, float z, float radius, float scaleX, float scaleY, float scaleZ){
		
	ofxVec3f posOfForce;
	posOfForce.set(x,y,z);
		
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
		
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);
        diff.normalize();
		frc.x = frc.x + diff.x * scaleX * pct;
        frc.y = frc.y + diff.y * scaleY * pct;
		frc.z = frc.z + diff.z * scaleZ * pct;
    }
	
}

//------------------------------------------------------------
void particle::addCounterClockwiseForceOnAxis(float x, float y, float z, float radius, float scaleX, float scaleY, float scaleZ){

	ofxVec3f posOfForce;
	posOfForce.set(x,y,z);
		
	ofxVec3f diff	= pos - posOfForce;
	float length	= diff.length();
		
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);
		diff.normalize();
		
		if(scaleX > scaleY && scaleX > scaleZ){
			frc.x = frc.x + diff.y * scaleX * pct;
			frc.y = frc.y - diff.x * scaleY * pct;
			frc.z = frc.z;// - diff.z * scaleZ * pct;
		} else if(scaleY > scaleX && scaleY > scaleZ){
			frc.x = frc.x - diff.y * scaleX * pct;
			frc.y = frc.y + diff.x * scaleY * pct;
			frc.z = frc.z;// - diff.z * scaleZ * pct;
		} else if(scaleZ > scaleX && scaleZ > scaleY){
			frc.x = frc.x;// - diff.y * scaleX * pct;
			frc.y = frc.y - diff.x * scaleY * pct;
			frc.z = frc.z + diff.z * scaleZ * pct;
		}
	}
	    
	
		
		
}


//------------------------------------------------------------
void particle::addDampingForce(){
	
	// the usual way to write this is  vel *= 0.99
	// basically, subtract some part of the velocity 
	// damping is a force operating in the oposite direction of the 
	// velocity vector
	
    frc.x = frc.x - vel.x * damping;
    frc.y = frc.y - vel.y * damping;
	frc.z = frc.z - vel.z * damping;
}

//------------------------------------------------------------
void particle::setInitialCondition(float px, float py, float pz, float vx, float vy, float vz){
    pos.set(px,py,pz);
	vel.set(vx,vy,vz);
}

//------------------------------------------------------------
void particle::update(){	
	vel = vel + frc;
	pos = pos + vel;
	
	ofxVec3f center(0,0,0);
	ofxVec3f diff = center - pos;
	diff.normalize();
	diff = 1 - diff;
	
	radius = vel.length();
	
	addPointToTrail(pos.x,pos.y,pos.z);
}
//------------------------------------------------------------
void particle::addPointToTrail(float x, float y, float z){
	if(trail.size() > maxTrailLength){
		trail.erase(trail.begin());
	}
	ofxVec3f myPoint = ofxVec3f(x,y,z);
	trail.push_back(myPoint);
}


//------------------------------------------------------------
void particle::draw(){
	glPushMatrix();
		glTranslatef(pos.x,pos.y,pos.z);
		//glutSolidSphere(radius,20,20);
	glPopMatrix();
	
	drawTrail();
}

//------------------------------------------------------------
void particle::drawTrail(){
	glLineWidth(2);
	ofSetColor(255,255,255,100);
	//ofSetColor(0,0,0,255);
	glBegin(GL_LINE_STRIP);
	for(int i = 0; i < trail.size(); i++){
		glVertex3f(trail[i].x,trail[i].y,trail[i].z);
	}
	glEnd();
	glLineWidth(1);
}


//------------------------------------------------------------
void particle::bounceOffWalls(){
	
	// sometimes it makes sense to damped, when we hit
	bool bDampedOnCollision = true;
	bool bDidICollide = false;
	
	// what are the walls
	float minx = 0;
	float miny = 0;
	float minz = 0;
	float maxx = ofGetWidth();
	float maxy = ofGetHeight();
	float maxz = ofGetHeight();
	
	if (pos.x > maxx){
		pos.x = maxx; // move to the edge, (important!)
		vel.x *= -1;
		bDidICollide = true;
	} else if (pos.x < minx){
		pos.x = minx; // move to the edge, (important!)
		vel.x *= -1;
		bDidICollide = true;
	}
	
	if (pos.y > maxy){
		pos.y = maxy; // move to the edge, (important!)
		vel.y *= -1;
		bDidICollide = true;
	} else if (pos.y < miny){
		pos.y = miny; // move to the edge, (important!)
		vel.y *= -1;
		bDidICollide = true;
	}
	
	if (pos.z > maxz){
		pos.z = maxz; // move to the edge, (important!)
		vel.z *= -1;
		bDidICollide = true;
	} else if (pos.z < minz){
		pos.z = minz; // move to the edge, (important!)
		vel.z *= -1;
		bDidICollide = true;
	}
	
	if (bDidICollide == true && bDampedOnCollision == true){
		vel *= 0.3;
	}
	
}

//------------------------------------------------------------
void particle::bounceOff3dBounds(ofxVec3f xMin, ofxVec3f xMax, ofxVec3f yMin, ofxVec3f yMax, ofxVec3f zMin, ofxVec3f zMax){
	bool bDampedOnCollision = false;
	bool bDidICollide = false;
	
	if (pos.x > xMax.x){
		pos.x = xMax.x;
		vel.x *= -1;
		bDidICollide = true;
	} else if (pos.x < xMin.x){
		pos.x = xMin.x;
		vel.x *= -1;
		bDidICollide = true;
	}
	
	if (pos.y > yMax.y){
		pos.y = yMax.y;
		vel.y *= -1;
		bDidICollide = true;
	} else if (pos.y < yMin.y){
		pos.y = yMin.y;
		vel.y *= -1;
		bDidICollide = true;
	}
	
	if (pos.z > zMax.z){
		pos.z = zMax.z;
		vel.z *= -1;
		bDidICollide = true;
	} else if (pos.z < zMin.z){
		pos.z = zMin.z;
		vel.z *= -1;
		bDidICollide = true;
	}
	
	if (bDidICollide == true && bDampedOnCollision == true){
		vel *= 0.3;
	}
}
