text: /****************************************************************************
  Copyright (c) 2008-2010 Ricardo Quesada
  Copyright (c) 2010-2012 cocos2d-x.org
  Copyright (c) 2011      Zynga Inc.
  Copyright (c) 2013-2014 Chukong Technologies Inc.
  
  http://www.cocos2d-x.org
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  ****************************************************************************/
  
  #include "2d/CCScene.h"
  #include "base/CCDirector.h"
  #include "2d/CCCamera.h"
  #include "base/CCEventDispatcher.h"
  #include "base/CCEventListenerCustom.h"
  #include "renderer/CCRenderer.h"
  #include "renderer/CCFrameBuffer.h"
  #include "deprecated/CCString.h"
  
  #if CC_USE_PHYSICS
  #include "physics/CCPhysicsWorld.h"
  #endif
  
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
  #include "physics3d/CCPhysics3DWorld.h"
  #include "physics3d/CCPhysics3DComponent.h"
  #endif
  
  #if CC_USE_NAVMESH
  #include "navmesh/CCNavMesh.h"
  #endif
  
  NS_CC_BEGIN
  
  Scene::Scene()
  #if CC_USE_PHYSICS
  : _physicsWorld(nullptr)
  #endif
  {
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
      _physics3DWorld = nullptr;
      _physics3dDebugCamera = nullptr;
  #endif
  #if CC_USE_NAVMESH
      _navMesh = nullptr;
      _navMeshDebugCamera = nullptr;
  #endif
      _ignoreAnchorPointForPosition = true;
      setAnchorPoint(Vec2(0.5f, 0.5f));
      
      _cameraOrderDirty = true;
      
      //create default camera
      _defaultCamera = Camera::create();
      addChild(_defaultCamera);
      
      _event = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_PROJECTION_CHANGED, std::bind(&Scene::onProjectionChanged, this, std::placeholders::_1));
      _event->retain();
  }
  
  Scene::~Scene()
  {
  #if CC_USE_PHYSICS
      CC_SAFE_DELETE(_physicsWorld);
  #endif
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
      CC_SAFE_RELEASE(_physics3DWorld);
      CC_SAFE_RELEASE(_physics3dDebugCamera);
  #endif
  #if CC_USE_NAVMESH
      CC_SAFE_RELEASE(_navMesh);
  #endif
      Director::getInstance()->getEventDispatcher()->removeEventListener(_event);
      CC_SAFE_RELEASE(_event);
  }
  
  #if CC_USE_NAVMESH
  void Scene::setNavMesh(NavMesh* navMesh)
  {
      if (_navMesh != navMesh)
      {
          CC_SAFE_RETAIN(navMesh);
          CC_SAFE_RELEASE(_navMesh);
          _navMesh = navMesh;
      }
  }
  #endif
  
  bool Scene::init()
  {
      auto size = Director::getInstance()->getWinSize();
      return initWithSize(size);
  }
  
  bool Scene::initWithSize(const Size& size)
  {
      setContentSize(size);
      return true;
  }
  
  Scene* Scene::create()
  {
      Scene *ret = new (std::nothrow) Scene();
      if (ret && ret->init())
      {
          ret->autorelease();
          return ret;
      }
      else
      {
          CC_SAFE_DELETE(ret);
          return nullptr;
      }
  }
  
  Scene* Scene::createWithSize(const Size& size)
  {
      Scene *ret = new (std::nothrow) Scene();
      if (ret && ret->initWithSize(size))
      {
          ret->autorelease();
          return ret;
      }
      else
      {
          CC_SAFE_DELETE(ret);
          return nullptr;
      }
  }
  
  std::string Scene::getDescription() const
  {
      return StringUtils::format("<Scene | tag = %d>", _tag);
  }
  
  void Scene::onProjectionChanged(EventCustom* event)
  {
      if (_defaultCamera)
      {
          _defaultCamera->initDefault();
      }
  }
  
  static bool camera_cmp(const Camera* a, const Camera* b)
  {
      return a->getRenderOrder() < b->getRenderOrder();
  }
  
  void Scene::render(Renderer* renderer)
  {
      auto director = Director::getInstance();
      Camera* defaultCamera = nullptr;
      const auto& transform = getNodeToParentTransform();
      if (_cameraOrderDirty)
      {
          stable_sort(_cameras.begin(), _cameras.end(), camera_cmp);
          _cameraOrderDirty = false;
      }
      
      for (const auto& camera : _cameras)
      {
          if (!camera->isVisible())
              continue;
          
          Camera::_visitingCamera = camera;
          if (Camera::_visitingCamera->getCameraFlag() == CameraFlag::DEFAULT)
          {
              defaultCamera = Camera::_visitingCamera;
          }
          
          director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
          director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix());
          camera->apply();
          //clear background with max depth
          camera->clearBackground(1.0);
          //visit the scene
          visit(renderer, transform, 0);
  #if CC_USE_NAVMESH
          if (_navMesh && _navMeshDebugCamera == camera)
          {
              _navMesh->debugDraw(renderer);
          }
  #endif
          
          renderer->render();
          
          director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
      }
      
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
      if (_physics3DWorld && _physics3DWorld->isDebugDrawEnabled())
      {
          director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
          director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _physics3dDebugCamera != nullptr ? _physics3dDebugCamera->getViewProjectionMatrix() : defaultCamera->getViewProjectionMatrix());
          _physics3DWorld->debugDraw(renderer);
          renderer->render();
          director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
      }
  #endif
  
      Camera::_visitingCamera = nullptr;
      experimental::FrameBuffer::applyDefaultFBO();
  }
  
  void Scene::removeAllChildren()
  {
      if (_defaultCamera)
          _defaultCamera->retain();
      
      Node::removeAllChildren();
      
      if (_defaultCamera)
      {
          addChild(_defaultCamera);
          _defaultCamera->release();
      }
  }
  
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
  void Scene::setPhysics3DDebugCamera(Camera* camera)
  {
      CC_SAFE_RETAIN(camera);
      CC_SAFE_RELEASE(_physics3dDebugCamera);
      _physics3dDebugCamera = camera;
  }
  #endif
  
  #if CC_USE_NAVMESH
  void Scene::setNavMeshDebugCamera(Camera *camera)
  {
      CC_SAFE_RETAIN(camera);
      CC_SAFE_RELEASE(_navMeshDebugCamera);
      _navMeshDebugCamera = camera;
  }
  
  #endif
  
  #if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION))
  void Scene::addChild(Node* child, int zOrder, int tag)
  {
      Node::addChild(child, zOrder, tag);
  #if CC_USE_PHYSICS
      addChildToPhysicsWorld(child);
  #endif
  }
  
  void Scene::addChild(Node* child, int zOrder, const std::string &name)
  {
      Node::addChild(child, zOrder, name);
  #if CC_USE_PHYSICS
      addChildToPhysicsWorld(child);
  #endif
  }
  
  Scene* Scene::createWithPhysics()
  {
      Scene *ret = new (std::nothrow) Scene();
      if (ret && ret->initWithPhysics())
      {
          ret->autorelease();
          return ret;
      }
      else
      {
          CC_SAFE_DELETE(ret);
          return nullptr;
      }
  }
  
  bool Scene::initWithPhysics()
  {
      bool ret = false;
      do
      {
          Director * director;
          CC_BREAK_IF( ! (director = Director::getInstance()) );
          
          this->setContentSize(director->getWinSize());
  #if CC_USE_PHYSICS
          CC_BREAK_IF(! (_physicsWorld = PhysicsWorld::construct(*this)));
  #endif
          
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
          Physics3DWorldDes info;
          CC_BREAK_IF(! (_physics3DWorld = Physics3DWorld::create(&info)));
          _physics3DWorld->retain();
  #endif
          
          // success
          ret = true;
      } while (0);
      return ret;
  }
  
  void Scene::addChildToPhysicsWorld(Node* child)
  {
  #if CC_USE_PHYSICS
      if (_physicsWorld)
      {
          std::function<void(Node*)> addToPhysicsWorldFunc = nullptr;
          addToPhysicsWorldFunc = [this, &addToPhysicsWorldFunc](Node* node) -> void
          {
              node->_physicsWorld = _physicsWorld;
  
              if (node->getPhysicsBody())
              {
                  _physicsWorld->addBody(node->getPhysicsBody());
              }
              
              auto& children = node->getChildren();
              for( const auto &n : children) {
                  addToPhysicsWorldFunc(n);
              }
          };
          
          addToPhysicsWorldFunc(child);
      }
  #endif
  }
  
  #endif
  
  #if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION) || CC_USE_NAVMESH)
  void Scene::stepPhysicsAndNavigation(float deltaTime)
  {
  #if CC_USE_PHYSICS
      if (_physicsWorld && _physicsWorld->isAutoStep())
      {
          _physicsWorld->update(deltaTime, false);
      }
  #endif
  #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
      if (_physics3DWorld)
      {
          _physics3DWorld->stepSimulate(deltaTime);
      }
  #endif
  #if CC_USE_NAVMESH
      if (_navMesh)
      {
          _navMesh->update(deltaTime);
      }
  #endif
  }
  #endif
  
  NS_CC_END
  