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use std::ops::{BitOr, Shl, Shr};

// TODO: Make u8 not rely on enum position
#[derive(Debug, Clone, Copy)]
pub enum Orientation {
    LBU,
    LFU,
    LFD,
    LBD,
    RBD,
    RFD,
    RFU,
    RBU,
    N,
    L,
    R,
    F,
    B,
    U,
    D,
    LF,
    LB,
    RF,
    RB,
    FU,
    FD,
    BU,
    BD,
    LU,
    LD,
    RU,
    RD,
}

type Center = (f64, f64, f64);

pub fn get_level_from_loc_code<L>(mut loc_code: L) -> u32
where
    L: Eq + From<u8> + Shr<Output = L> + Shl<Output = L>,
{
    let mut level = 1;
    while loc_code != L::from(1) {
        loc_code = loc_code >> L::from(3);
        level += 1;
    }
    level
}

impl Orientation {
    pub fn make_new_center<L>(self, loc_code: L, center: Center) -> Center
    where
        L: Eq + From<u8> + Shr<Output = L> + Shl<Output = L>,
    {
        let offset: f64 = 1.0 / ((2 as u32).pow(get_level_from_loc_code(loc_code)) as f64);
        match self {
            Self::LBU => (center.0 - offset, center.1 + offset, center.2 - offset),
            Self::LFU => (center.0 - offset, center.1 + offset, center.2 + offset),
            Self::LFD => (center.0 - offset, center.1 - offset, center.2 + offset),
            Self::LBD => (center.0 - offset, center.1 - offset, center.2 - offset),
            Self::RBD => (center.0 + offset, center.1 - offset, center.2 - offset),
            Self::RFD => (center.0 + offset, center.1 - offset, center.2 + offset),
            Self::RFU => (center.0 + offset, center.1 + offset, center.2 + offset),
            Self::RBU => (center.0 + offset, center.1 + offset, center.2 - offset),
            _ => center,
        }
    }
}

/// TODO: Make this TryInto
impl Into<u8> for Orientation {
    fn into(self) -> u8 {
        match self {
            Self::LBU => 0,
            Self::LFU => 1,
            Self::LFD => 2,
            Self::LBD => 3,
            Self::RBD => 4,
            Self::RFD => 5,
            Self::RFU => 6,
            Self::RBU => 7,
            _ => 8,
        }
    }
}

impl BitOr for Orientation {
    type Output = Orientation;

    fn bitor(self, rh: Self) -> Self {
        match (&self, &rh) {
            // X | Z
            (Self::L, Self::F) => Self::LF,
            (Self::L, Self::B) => Self::LB,
            (Self::R, Self::F) => Self::RF,
            (Self::R, Self::B) => Self::RB,
            (Self::F, Self::L) => Self::LF,
            (Self::F, Self::R) => Self::RF,
            (Self::B, Self::L) => Self::LB,
            (Self::B, Self::R) => Self::RB,

            // Z | Y
            (Self::F, Self::U) => Self::FU,
            (Self::F, Self::D) => Self::FD,
            (Self::B, Self::U) => Self::BU,
            (Self::B, Self::D) => Self::BD,
            (Self::U, Self::F) => Self::FU,
            (Self::U, Self::B) => Self::BU,
            (Self::D, Self::F) => Self::FD,
            (Self::D, Self::B) => Self::BD,

            // Y | X
            (Self::L, Self::U) => Self::LU,
            (Self::L, Self::D) => Self::LD,
            (Self::R, Self::U) => Self::RU,
            (Self::R, Self::D) => Self::RD,
            (Self::U, Self::L) => Self::LU,
            (Self::U, Self::R) => Self::RU,
            (Self::D, Self::L) => Self::LD,
            (Self::D, Self::R) => Self::RD,

            // XZ | Y
            (Self::LF, Self::U) => Self::LFU,
            (Self::LF, Self::D) => Self::LFD,
            (Self::LB, Self::U) => Self::LBU,
            (Self::LB, Self::D) => Self::LBD,
            (Self::RF, Self::U) => Self::RFU,
            (Self::RF, Self::D) => Self::RFD,
            (Self::RB, Self::U) => Self::RBU,
            (Self::RB, Self::D) => Self::RBD,
            (Self::U, Self::LF) => Self::LFU,
            (Self::U, Self::LB) => Self::LBU,
            (Self::U, Self::RF) => Self::RFU,
            (Self::U, Self::RB) => Self::RBU,
            (Self::D, Self::LF) => Self::LFD,
            (Self::D, Self::LB) => Self::LBD,
            (Self::D, Self::RF) => Self::RFD,
            (Self::D, Self::RB) => Self::RBD,

            // YZ | X
            (Self::FU, Self::L) => Self::LFU,
            (Self::FU, Self::R) => Self::RFU,
            (Self::FD, Self::L) => Self::LFD,
            (Self::FD, Self::R) => Self::RFD,
            (Self::BU, Self::L) => Self::LBU,
            (Self::BU, Self::R) => Self::RBU,
            (Self::BD, Self::L) => Self::LBD,
            (Self::BD, Self::R) => Self::RBD,
            (Self::L, Self::FU) => Self::LFU,
            (Self::L, Self::FD) => Self::LFD,
            (Self::L, Self::BU) => Self::LBU,
            (Self::L, Self::BD) => Self::LBD,
            (Self::R, Self::FU) => Self::RFU,
            (Self::R, Self::FD) => Self::RFD,
            (Self::R, Self::BU) => Self::RBU,
            (Self::R, Self::BD) => Self::RBD,

            // XY | Z
            (Self::LU, Self::F) => Self::LFU,
            (Self::LU, Self::B) => Self::LBU,
            (Self::LD, Self::F) => Self::LFD,
            (Self::LD, Self::B) => Self::LBD,
            (Self::RU, Self::F) => Self::RFU,
            (Self::RU, Self::B) => Self::RBU,
            (Self::RD, Self::F) => Self::RFD,
            (Self::RD, Self::B) => Self::RBD,
            (Self::F, Self::LU) => Self::LFU,
            (Self::F, Self::LD) => Self::LFD,
            (Self::F, Self::RU) => Self::RFU,
            (Self::F, Self::RD) => Self::RFD,
            (Self::B, Self::LU) => Self::LBU,
            (Self::B, Self::LD) => Self::LBD,
            (Self::B, Self::RU) => Self::RBU,
            (Self::B, Self::RD) => Self::RBD,

            // Otherwise
            (Self::N, _) => rh,
            _ => self,
        }
    }
}

pub enum PlaneAxis {
    X,
    Y,
    Z,
}

pub struct Plane(f64, PlaneAxis);

#[derive(Debug, Clone)]
pub struct AABB {
    x1: f64,
    y1: f64,
    z1: f64,
    x2: f64,
    y2: f64,
    z2: f64,
    pub orientation: Orientation,
}

#[inline]
pub fn min<T: PartialOrd>(a: T, b: T) -> T {
    if a > b {
        b
    } else {
        a
    }
}

#[inline]
pub fn max<T: PartialOrd>(a: T, b: T) -> T {
    if a < b {
        b
    } else {
        a
    }
}

impl AABB {
    pub fn new(x1: f64, y1: f64, z1: f64, x2: f64, y2: f64, z2: f64) -> Self {
        Self {
            x1: min(x1, x2),
            y1: min(y1, y2),
            z1: min(z1, z2),
            x2: max(x2, x1),
            y2: max(y1, y2),
            z2: max(z1, z2),
            orientation: Orientation::N,
        }
    }

    pub fn with_orientation(mut self, orientation: Orientation) -> Self {
        self.orientation = orientation;
        self
    }

    pub fn slice(self, plane: Plane) -> Vec<Self> {
        let orientation = self.orientation;
        match plane.1 {
            PlaneAxis::X => {
                if self.x1 < plane.0 && self.x2 > plane.0 {
                    vec![
                        Self::new(self.x1, self.y1, self.z1, plane.0, self.y2, self.z2)
                            .with_orientation(orientation | Orientation::L),
                        Self::new(plane.0, self.y1, self.z1, self.x2, self.y2, self.z2)
                            .with_orientation(orientation | Orientation::R),
                    ]
                } else if self.x2 <= plane.0 {
                    vec![self.with_orientation(orientation | Orientation::L)]
                } else {
                    vec![self.with_orientation(orientation | Orientation::R)]
                }
            }
            PlaneAxis::Y => {
                if self.y1 < plane.0 && self.y2 > plane.0 {
                    vec![
                        Self::new(self.x1, self.y1, self.z1, self.x2, plane.0, self.z2)
                            .with_orientation(orientation | Orientation::D),
                        Self::new(self.x1, plane.0, self.z1, self.x2, self.y2, self.z2)
                            .with_orientation(orientation | Orientation::U),
                    ]
                } else if self.y2 <= plane.0 {
                    vec![self.with_orientation(orientation | Orientation::D)]
                } else {
                    vec![self.with_orientation(orientation | Orientation::U)]
                }
            }
            PlaneAxis::Z => {
                if self.z1 < plane.0 && self.z2 > plane.0 {
                    vec![
                        Self::new(self.x1, self.y1, self.z1, self.x2, self.y2, plane.0)
                            .with_orientation(orientation | Orientation::B),
                        Self::new(self.x1, self.y1, plane.0, self.x2, self.y2, self.z2)
                            .with_orientation(orientation | Orientation::F),
                    ]
                } else if self.z2 <= plane.0 {
                    vec![self.with_orientation(orientation | Orientation::B)]
                } else {
                    vec![self.with_orientation(orientation | Orientation::F)]
                }
            }
        }
    }

    pub fn explode(self, center: (f64, f64, f64)) -> Vec<Self> {
        self.slice(Plane(center.0, PlaneAxis::X))
            .into_iter()
            .map(|aabb| aabb.slice(Plane(center.1, PlaneAxis::Y)))
            .flatten()
            .map(|aabb| aabb.slice(Plane(center.2, PlaneAxis::Z)))
            .flatten()
            .collect()
    }

    pub fn fit_in(&self, depth: u32, max_depth: u32) -> bool {
        let edge_size = 1_f64 / (2_usize.pow(depth) as f64);
        (((self.x1 - self.x2).abs() - edge_size).abs() < std::f64::EPSILON
            && ((self.y1 - self.y2).abs() - edge_size).abs() < std::f64::EPSILON
            && ((self.z1 - self.z2).abs() - edge_size).abs() < std::f64::EPSILON)
            || depth == max_depth
    }

    pub fn offset(mut self, offset: (f64, f64, f64)) -> Self {
        self.x1 += offset.0;
        self.y1 += offset.1;
        self.z1 += offset.2;
        self.x2 += offset.0;
        self.y2 += offset.1;
        self.z2 += offset.2;
        self
    }

    pub fn normalize(self) -> Self {
        let max_x = max(self.x1, self.x2);
        let max_y = max(self.x1, self.x2);
        let max_z = max(self.x1, self.x2);
        Self::new(
            self.x1 / max_x,
            self.y1 / max_y,
            self.z1 / max_z,
            self.x2 / max_x,
            self.y2 / max_y,
            self.z2 / max_z,
        )
    }

    pub fn normalize_with(self, normalization_vector: (f64, f64, f64)) -> Self {
        Self::new(
            self.x1 / normalization_vector.0,
            self.y1 / normalization_vector.1,
            self.z1 / normalization_vector.2,
            self.x2 / normalization_vector.0,
            self.y2 / normalization_vector.1,
            self.z2 / normalization_vector.2,
        )
    }
}