/*=========================================================================

   Library: iMSTK

   Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
   & Imaging in Medicine, Rensselaer Polytechnic Institute.

   Licensed under the Apache License, Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

      http://www.apache.org/licenses/LICENSE-2.0.txt

   Unless required by applicable law or agreed to in writing, software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.

=========================================================================*/

#include "imstkSimulationManager.h"
#include "imstkMeshIO.h"
#include "imstkPbdModel.h"
#include "imstkPbdObject.h"
#include "imstkPbdSolver.h"
#include "imstkOneToOneMap.h"
#include "imstkAPIUtilities.h"

using namespace imstk;

///
/// \brief This example demonstrates the soft body simulation
/// using Position based dynamics
///
int main()
{
    auto sdk = std::make_shared<SimulationManager>();
    auto scene = sdk->createNewScene("PBDVolume");
    scene->getCamera()->setPosition(0, 2.0, 15.0);

    // Load a sample mesh
    auto tetMesh = MeshIO::read(iMSTK_DATA_ROOT "/asianDragon/asianDragon.veg");
    if (!tetMesh)
    {
        LOG(WARNING) << "Could not read mesh from file.";
        return 1;
    }

    // Extract the surface mesh
    auto surfMesh = std::make_shared<SurfaceMesh>();
    auto volTetMesh = std::dynamic_pointer_cast<TetrahedralMesh>(tetMesh);
    if (!volTetMesh)
    {
        LOG(WARNING) << "Dynamic pointer cast from PointSet to TetrahedralMesh failed!";
        return 1;
    }
    volTetMesh->extractSurfaceMesh(surfMesh, true);

    auto material = std::make_shared<RenderMaterial>();
    material->setDisplayMode(RenderMaterial::DisplayMode::WIREFRAME_SURFACE);
    auto surfMeshModel = std::make_shared<VisualModel>(surfMesh);
    surfMeshModel->setRenderMaterial(material);

    // Construct a map

    // Construct one to one nodal map based on the above meshes
    auto oneToOneNodalMap = std::make_shared<OneToOneMap>();
    oneToOneNodalMap->setMaster(tetMesh);
    oneToOneNodalMap->setSlave(surfMesh);

    // Compute the map
    oneToOneNodalMap->compute();

    auto deformableObj = std::make_shared<PbdObject>("Beam");
    auto pbdModel = std::make_shared<PbdModel>();
    pbdModel->setModelGeometry(volTetMesh);

    // configure model
    auto pbdParams = std::make_shared<PBDModelConfig>();

    // FEM constraint
    pbdParams->m_YoungModulus = 100.0;
    pbdParams->m_PoissonRatio = 0.3;
    pbdParams->m_fixedNodeIds = {51, 127, 178};
    pbdParams->enableFEMConstraint(PbdConstraint::Type::FEMTet, PbdFEMConstraint::MaterialType::StVK);

    // Other parameters
    pbdParams->m_uniformMassValue = 1.0;
    pbdParams->m_gravity = Vec3d(0, -9.8, 0);
    pbdParams->m_dt = 0.01;
    pbdParams->m_maxIter = 5;

    // Set the parameters
    pbdModel->configure(pbdParams);
    deformableObj->setDynamicalModel(pbdModel);
    deformableObj->addVisualModel(surfMeshModel);
    deformableObj->setPhysicsGeometry(volTetMesh);
    deformableObj->setPhysicsToVisualMap(oneToOneNodalMap); //assign the computed map

    deformableObj->setPbdModel(pbdModel);
    auto pbdSolver = std::make_shared<PbdSolver>();
    pbdSolver->setPbdObject(deformableObj);
    scene->addNonlinearSolver(pbdSolver);

    scene->addSceneObject(deformableObj);

    auto planeGeom = std::make_shared<Plane>();
    planeGeom->setWidth(40);
    planeGeom->setTranslation(0, -6, 0);
    auto planeObj = std::make_shared<CollidingObject>("Plane");
    planeObj->setVisualGeometry(planeGeom);
    planeObj->setCollidingGeometry(planeGeom);
    scene->addSceneObject(planeObj);

    // Light
    auto light = std::make_shared<DirectionalLight>("light");
    light->setFocalPoint(Vec3d(5, -8, -5));
    light->setIntensity(1);
    scene->addLight(light);

    // print UPS
    /*auto ups = std::make_shared<UPSCounter>();
    apiutils::printUPS(sdk->getSceneManager(scene), ups);*/

    sdk->setActiveScene(scene);
    sdk->getViewer()->setBackgroundColors(Vec3d(0.3285, 0.3285, 0.6525), Vec3d(0.13836, 0.13836, 0.2748), true);
    sdk->startSimulation();

    return 0;
}
