/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com                 *
* Copyright (c) 2010-2018 Daniel Chappuis                                       *
*********************************************************************************
*                                                                               *
* 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.    *
*                                                                               *
********************************************************************************/

// Libraries
#include <reactphysics3d/systems/ConstraintSolverSystem.h>
#include <reactphysics3d/components/JointComponents.h>
#include <reactphysics3d/components/BallAndSocketJointComponents.h>
#include <reactphysics3d/utils/Profiler.h>
#include <reactphysics3d/engine/Island.h>

using namespace reactphysics3d;

// Constructor
ConstraintSolverSystem::ConstraintSolverSystem(PhysicsWorld& world, Islands& islands, RigidBodyComponents& rigidBodyComponents,
                                               TransformComponents& transformComponents,
                                               JointComponents& jointComponents,
                                               BallAndSocketJointComponents& ballAndSocketJointComponents,
                                               FixedJointComponents& fixedJointComponents,
                                               HingeJointComponents& hingeJointComponents,
                                               SliderJointComponents& sliderJointComponents)
                 : mIsWarmStartingActive(true), mIslands(islands),
                   mConstraintSolverData(rigidBodyComponents, jointComponents),
                   mSolveBallAndSocketJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, ballAndSocketJointComponents),
                   mSolveFixedJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, fixedJointComponents),
                   mSolveHingeJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, hingeJointComponents),
                   mSolveSliderJointSystem(world, rigidBodyComponents, transformComponents, jointComponents, sliderJointComponents) {

#ifdef IS_RP3D_PROFILING_ENABLED


	mProfiler = nullptr;

#endif

}

// Initialize the constraint solver
void ConstraintSolverSystem::initialize(decimal dt) {

    RP3D_PROFILE("ConstraintSolverSystem::initialize()", mProfiler);

    // Set the current time step
    mTimeStep = dt;

    // Initialize the constraint solver data used to initialize and solve the constraints
    mConstraintSolverData.timeStep = mTimeStep;
    mConstraintSolverData.isWarmStartingActive = mIsWarmStartingActive;

    mSolveBallAndSocketJointSystem.setTimeStep(dt);
    mSolveBallAndSocketJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
    mSolveFixedJointSystem.setTimeStep(dt);
    mSolveFixedJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
    mSolveHingeJointSystem.setTimeStep(dt);
    mSolveHingeJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);
    mSolveSliderJointSystem.setTimeStep(dt);
    mSolveSliderJointSystem.setIsWarmStartingActive(mIsWarmStartingActive);

    mSolveBallAndSocketJointSystem.initBeforeSolve();
    mSolveFixedJointSystem.initBeforeSolve();
    mSolveHingeJointSystem.initBeforeSolve();
    mSolveSliderJointSystem.initBeforeSolve();

    if (mIsWarmStartingActive) {
        mSolveBallAndSocketJointSystem.warmstart();
        mSolveFixedJointSystem.warmstart();
        mSolveHingeJointSystem.warmstart();
        mSolveSliderJointSystem.warmstart();
    }
}

// Solve the velocity constraints
void ConstraintSolverSystem::solveVelocityConstraints() {

    RP3D_PROFILE("ConstraintSolverSystem::solveVelocityConstraints()", mProfiler);

    mSolveBallAndSocketJointSystem.solveVelocityConstraint();
    mSolveFixedJointSystem.solveVelocityConstraint();
    mSolveHingeJointSystem.solveVelocityConstraint();
    mSolveSliderJointSystem.solveVelocityConstraint();
}

// Solve the position constraints
void ConstraintSolverSystem::solvePositionConstraints() {

    RP3D_PROFILE("ConstraintSolverSystem::solvePositionConstraints()", mProfiler);

    mSolveBallAndSocketJointSystem.solvePositionConstraint();
    mSolveFixedJointSystem.solvePositionConstraint();
    mSolveHingeJointSystem.solvePositionConstraint();
    mSolveSliderJointSystem.solvePositionConstraint();
}