using System;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Rendering;

namespace CodeImp.DoomBuilder.GZBuilder.Rendering
{
	sealed class ThingBoundingBox : IDisposable
	{
		public VertexBuffer Cage { get { return cage; }}
		public VertexBuffer Arrow { get { return arrow; } }

		private VertexBuffer cage;
		private VertexBuffer arrow;
		
		public ThingBoundingBox(Device device) {
			WorldVertex v0 = new WorldVertex(-1.0f, -1.0f, 0.0f);
			WorldVertex v1 = new WorldVertex(-1.0f, 1.0f, 0.0f);
			WorldVertex v2 = new WorldVertex(1.0f, 1.0f, 0.0f);
			WorldVertex v3 = new WorldVertex(1.0f, -1.0f, 0.0f);

			WorldVertex v4 = new WorldVertex(-1.0f, -1.0f, 1.0f);
			WorldVertex v5 = new WorldVertex(-1.0f, 1.0f, 1.0f);
			WorldVertex v6 = new WorldVertex(1.0f, 1.0f, 1.0f);
			WorldVertex v7 = new WorldVertex(1.0f, -1.0f, 1.0f);

			//cage
			WorldVertex[] cageVerts = new WorldVertex[] { v0, v1,
														  v1, v2,
														  v2, v3,
														  v3, v0,
														  v4, v5, 
														  v5, v6,
														  v6, v7,
														  v7, v4,
														  v0, v4,
														  v1, v5,
														  v2, v6,
														  v3, v7 };

			cage = new VertexBuffer(device, WorldVertex.Stride * cageVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
			cage.Lock(0, WorldVertex.Stride * cageVerts.Length, LockFlags.None).WriteRange<WorldVertex>(cageVerts);
			cage.Unlock();
			
			//arrow
			WorldVertex a0 = new WorldVertex(); //start
			WorldVertex a1 = new WorldVertex(1.5f, 0.0f, 0.0f); //end
			WorldVertex a2 = new WorldVertex(1.1f, 0.2f, 0.2f);
			WorldVertex a3 = new WorldVertex(1.1f, -0.2f, 0.2f);
			WorldVertex a4 = new WorldVertex(1.1f, 0.2f, -0.2f);
			WorldVertex a5 = new WorldVertex(1.1f, -0.2f, -0.2f);

			WorldVertex[] arrowVerts = new WorldVertex[] {a0, a1,
														  a1, a2,
														  a1, a3,
														  a1, a4,
														  a1, a5};

			arrow = new VertexBuffer(device, WorldVertex.Stride * arrowVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
			arrow.Lock(0, WorldVertex.Stride * arrowVerts.Length, LockFlags.None).WriteRange<WorldVertex>(arrowVerts);
			arrow.Unlock();
		}

		public void Dispose() {
			if (arrow != null) arrow.Dispose();
			if (cage != null) cage.Dispose();
		}
	}
}