/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * 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.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 * Initialize Python thingies.
 */

/** \file gameengine/Ketsji/KX_PyMath.cpp
 *  \ingroup ketsji
 */


#ifdef _MSC_VER
#  pragma warning (disable:4786)
#endif

#ifdef WITH_PYTHON

#include "MT_Vector3.h"
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
#include "MT_Point2.h"

#include "EXP_ListValue.h"

#include "EXP_Python.h"
#include "KX_PyMath.h"

bool PyOrientationTo(PyObject *pyval, MT_Matrix3x3 &rot, const char *error_prefix)
{
	int size= PySequence_Size(pyval);
	
	if (size == 4)
	{
		MT_Quaternion qrot;
		if (PyQuatTo(pyval, qrot))
		{
			rot.setRotation(qrot);
			return true;
		}
	}
	else if (size == 3) {
		/* 3x3 matrix or euler */
		MT_Vector3 erot;
		if (PyVecTo(pyval, erot))
		{
			rot.setEuler(erot);
			return true;
		}
		PyErr_Clear();
		
		if (PyMatTo(pyval, rot))
		{
			return true;
		}
	}
	
	PyErr_Format(PyExc_TypeError, "%s, could not set the orientation from a 3x3 matrix, quaternion or euler sequence", error_prefix);
	return false;
}

bool PyQuatTo(PyObject *pyval, MT_Quaternion &qrot)
{
	if (!PyVecTo(pyval, qrot))
		return false;

	/* annoying!, Blender/Mathutils have the W axis first! */
	MT_Scalar w = qrot[0]; /* from python, this is actually the W */
	qrot[0] = qrot[1];
	qrot[1] = qrot[2];
	qrot[2] = qrot[3];
	qrot[3] = w;

	return true;
}

PyObject *PyObjectFrom(const MT_Matrix4x4 &mat)
{
#ifdef USE_MATHUTILS
	float fmat[16];
	mat.getValue(fmat);
	return Matrix_CreatePyObject(fmat, 4, 4, NULL);
#else
	PyObject *collist = PyList_New(4);
	PyObject *col;
	int i;
	
	for (i=0; i < 4; i++) {
		col = PyList_New(4);
		PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i]));
		PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i]));
		PyList_SET_ITEM(col, 2, PyFloat_FromDouble(mat[2][i]));
		PyList_SET_ITEM(col, 3, PyFloat_FromDouble(mat[3][i]));
		PyList_SET_ITEM(collist, i, col);
	}
	
	return collist;
#endif
}

PyObject *PyObjectFrom(const MT_Matrix3x3 &mat)
{
#ifdef USE_MATHUTILS
	float fmat[9];
	mat.getValue3x3(fmat);
	return Matrix_CreatePyObject(fmat, 3, 3, NULL);
#else
	PyObject *collist = PyList_New(3);
	PyObject *col;
	int i;
	
	for (i=0; i < 3; i++) {
		col = PyList_New(3);
		PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i]));
		PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i]));
		PyList_SET_ITEM(col, 2, PyFloat_FromDouble(mat[2][i]));
		PyList_SET_ITEM(collist, i, col);
	}
	
	return collist;
#endif
}

#ifdef USE_MATHUTILS
PyObject *PyObjectFrom(const MT_Quaternion &qrot)
{
	/* NOTE, were re-ordering here for Mathutils compat */
	float fvec[4];
	qrot.getValue(fvec);
	return Quaternion_CreatePyObject(fvec, NULL);
}
#endif

PyObject *PyObjectFrom(const MT_Tuple4 &vec)
{
#ifdef USE_MATHUTILS
	float fvec[4];
	vec.getValue(fvec);
	return Vector_CreatePyObject(fvec, 4, NULL);
#else
	PyObject *list = PyList_New(4);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
	PyList_SET_ITEM(list, 3, PyFloat_FromDouble(vec[3]));
	return list;
#endif
}

PyObject *PyObjectFrom(const MT_Tuple3 &vec)
{
#ifdef USE_MATHUTILS
	float fvec[3];
	vec.getValue(fvec);
	return Vector_CreatePyObject(fvec, 3, NULL);
#else
	PyObject *list = PyList_New(3);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
	return list;
#endif
}

PyObject *PyObjectFrom(const MT_Tuple2 &vec)
{
#ifdef USE_MATHUTILS
	float fvec[2];
	vec.getValue(fvec);
	return Vector_CreatePyObject(fvec, 2, NULL);
#else
	PyObject *list = PyList_New(2);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
	return list;
#endif
}

PyObject *PyColorFromVector(const MT_Vector3 &vec)
{
#ifdef USE_MATHUTILS
	float fvec[3];
	vec.getValue(fvec);
	return Color_CreatePyObject(fvec, NULL);
#else
	PyObject *list = PyList_New(3);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
	return list;
#endif
}

#endif // WITH_PYTHON
