# ---------------------------------------------------------------------------
# demo-interior-exterior-dynamics — scene switching demo with a CellGrid
# interior and a terrain/sky/water exterior
# ---------------------------------------------------------------------------
# Same scene-switch-door setup as demos/demo-scene-switching-extra, but
# the exterior scene replaces the flat colored floor with a real outdoor
# environment: a STREAMING terrain entity (worldSizeUnits 10000, 5x5 pages
# of 2000 units, base heights from TerrainComponent::baseNoise —
# OpenSimplex2 seed 55, 3 octaves, frequency 0.0003, amplitude 15: an
# archipelago of large islands, ~34% land — with the shipped heightmap.bin
# kept staged for non-streaming fallback), a sky entity (skybox + sun) and
# a water entity (waterPlane + waterPhysics), modeled on town8.json.  The
# bounded streaming world spans [-1000, 9000] on both axes around the
# terrain entity at the origin, so all exterior content (exteriorOnly
# CellGrid shell, arrival_b, spawner s1, sky, water) is placed near the
# world center at ~(4000, 4000) on an island with 500+ units of dry land
# in every direction, with the grid floor and arrival marker resting on
# the terrain surface (heights probed from the engine) and the water level
# at Y 6 so the site (terrain ~10) stays dry while everything below is
# ocean floor.  The sky entity sits at the content site because
# EditorSunSystem keeps the sun's light node on its transform node (the
# sun/moon spheres themselves orbit the camera).  The interior scene is
# unchanged: an "interrior" entity
# with a CellGridComponent (a room with a floor, ceiling, interior walls
# and an exit door) that carries its own ProceduralMaterial +
# ProceduralTexture.  The grid's texture rectangle names reference the
# texture's named rects ("floor" / "ceiling"), demonstrating material/UV
# pickup from a grid entity without a Lot/District/Town parent.
#
# The executable is self-contained in this build directory: a POST_BUILD
# step (stage_runtime.cmake) copies resources.cfg, the
# character prefab (prefabs/char_2.json, written by a previous editor/game
# run) and any runtime config JSONs here, and symlinks both demo scenes
# (demo_scene_interior.json / demo_scene_exterior.json, so scene edits in
# the source tree are visible without a rebuild) plus the big pre-staged
# runtime directories (resources/, characters/, lua-scripts/) from the
# editScene binary directory; the terrain heightmap is staged separately
# by configure_file (see below) so source changes re-copy it on the next
# build.  Run it from here:
#   cd <build>/src/features/editScene/demos/demo-interior-exterior-dynamics
#   ./demoInteriorExteriorDynamics
# Controls: mouse = look, W/A/S/D = move, Shift = run, E = use door,
# Escape = pause menu (frees the cursor).

get_filename_component(EDITSCENE_SOURCE_DIR
	"${CMAKE_CURRENT_SOURCE_DIR}/../.." ABSOLUTE)
get_filename_component(EDITSCENE_BINARY_DIR
	"${CMAKE_CURRENT_BINARY_DIR}/../.." ABSOLUTE)

# Reuse the editScene sources, swapping main.cpp for demo_main.cpp.
set(DEMO_SOURCES ${EDITSCENE_SOURCES})
list(REMOVE_ITEM DEMO_SOURCES main.cpp)
list(TRANSFORM DEMO_SOURCES PREPEND "${EDITSCENE_SOURCE_DIR}/")

# --- Embedded project configuration (F8 release binary) ---------------
# Read project.json at configure time and embed its parameters into the
# binary via a generated project.h, so the release binary is attached to
# its project directory without needing --project.  Editing project.json
# re-triggers the CMake configure step (CMAKE_CONFIGURE_DEPENDS).
set(PROJECT_JSON_PATH "${CMAKE_CURRENT_SOURCE_DIR}/project.json")
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
	"${PROJECT_JSON_PATH}")
file(READ "${PROJECT_JSON_PATH}" PROJECT_JSON_TEXT)
string(JSON PROJECT_APP_NAME GET "${PROJECT_JSON_TEXT}" appName)
string(JSON PROJECT_START_SCENE GET "${PROJECT_JSON_TEXT}" startScene)
string(JSON PROJECT_GAME_MODE GET "${PROJECT_JSON_TEXT}" gameMode)
if(PROJECT_GAME_MODE)
	set(PROJECT_GAME_MODE_VALUE 1)
else()
	set(PROJECT_GAME_MODE_VALUE 0)
endif()
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/project.h.in"
	"${CMAKE_CURRENT_BINARY_DIR}/generated/project.h" @ONLY)

# Terrain heightmap for the exterior scene's terrain entity (terrainId
# 4242424300000001, heightmapFile heightmap.bin — TerrainSystem resolves it
# as heightmaps/<terrainId>/<heightmapFile> relative to the CWD).  Generated
# in the source tree by gen_heightmap.py.  The terrain runs in streaming
# mode (base heights come from baseNoise, not the heightmap), but the file
# stays staged so flipping streamingEnabled off keeps working.  A
# configure_file COPYONLY copy is used on purpose: it registers a configure
# dependency on the source file, so regenerating heightmap.bin re-copies it
# into the staging directory on the next build without manual intervention.
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/heightmap.bin"
	"${CMAKE_CURRENT_BINARY_DIR}/heightmaps/4242424300000001/heightmap.bin"
	COPYONLY)

add_executable(demoInteriorExteriorDynamics
	demo_main.cpp
	${DEMO_SOURCES}
)

target_compile_definitions(demoInteriorExteriorDynamics
	PRIVATE EDITSCENE_HAS_EMBEDDED_PROJECT)

add_dependencies(demoInteriorExteriorDynamics morph)

# Define JPH_DEBUG_RENDERER for physics debug drawing (same as editor)
target_compile_definitions(demoInteriorExteriorDynamics PRIVATE JPH_DEBUG_RENDERER)

target_link_libraries(demoInteriorExteriorDynamics
	OgreMain
	OgreBites
	OgreOverlay
	OgreMeshLodGenerator
	OgrePaging
	OgreTerrain
	flecs::flecs_static
	nlohmann_json::nlohmann_json
	Jolt::Jolt
	OgreProcedural::OgreProcedural
	RecastNavigation::Recast
	RecastNavigation::Detour
	RecastNavigation::DetourTileCache
	RecastNavigation::DetourCrowd
	RecastNavigation::DebugUtils
	PackageArchive
	RoadGeometryLib
	lua
	SDL2::SDL2
)

target_include_directories(demoInteriorExteriorDynamics PRIVATE
	${CMAKE_CURRENT_BINARY_DIR}/generated
	${EDITSCENE_SOURCE_DIR}
	${EDITSCENE_SOURCE_DIR}/recastnavigation/Recast/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/Detour/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/DetourTileCache/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/DetourCrowd/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/DebugUtils/Include
	${CMAKE_SOURCE_DIR}/src/FastNoiseLite
	${CMAKE_SOURCE_DIR}/src/lua/lua-5.4.8/src
	${CMAKE_SOURCE_DIR}/src/lua/lpeg-1.1.0
)

# Stage the standalone runtime next to the executable (see header comment).
add_custom_command(TARGET demoInteriorExteriorDynamics POST_BUILD
	COMMAND ${CMAKE_COMMAND}
		-DDEMO_DIR=${CMAKE_CURRENT_BINARY_DIR}
		-DEDITSCENE_BIN=${EDITSCENE_BINARY_DIR}
		-DEDITSCENE_SRC=${EDITSCENE_SOURCE_DIR}
		-DSRC_DIR=${CMAKE_CURRENT_SOURCE_DIR}
		-P "${CMAKE_CURRENT_SOURCE_DIR}/stage_runtime.cmake"
	COMMENT "Staging demo-interior-exterior-dynamics standalone runtime"
)
