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#
#  This program is free software; you can redistribute it and/or
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#  as published by the Free Software Foundation; either version 2
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
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#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# <pep8 compliant>
import bpy
import mathutils


def add_torus(major_rad, minor_rad, major_seg, minor_seg):
    from math import cos, sin, pi

    Vector = mathutils.Vector
    Quaternion = mathutils.Quaternion

    PI_2 = pi * 2.0
    z_axis = 0.0, 0.0, 1.0

    verts = []
    faces = []
    i1 = 0
    tot_verts = major_seg * minor_seg
    for major_index in range(major_seg):
        quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)

        for minor_index in range(minor_seg):
            angle = 2 * pi * minor_index / minor_seg

            vec = Vector((major_rad + (cos(angle) * minor_rad), 0.0,
                        (sin(angle) * minor_rad))) * quat

            verts.extend(vec[:])

            if minor_index + 1 == minor_seg:
                i2 = (major_index) * minor_seg
                i3 = i1 + minor_seg
                i4 = i2 + minor_seg

            else:
                i2 = i1 + 1
                i3 = i1 + minor_seg
                i4 = i3 + 1

            if i2 >= tot_verts:
                i2 = i2 - tot_verts
            if i3 >= tot_verts:
                i3 = i3 - tot_verts
            if i4 >= tot_verts:
                i4 = i4 - tot_verts

            # stupid eekadoodle
            if i2:
                faces.extend([i1, i3, i4, i2])
            else:
                faces.extend([i2, i1, i3, i4])

            i1 += 1

    return verts, faces

from bpy.props import FloatProperty, IntProperty, BoolProperty, FloatVectorProperty


class AddTorus(bpy.types.Operator):
    '''Add a torus mesh'''
    bl_idname = "mesh.primitive_torus_add"
    bl_label = "Add Torus"
    bl_options = {'REGISTER', 'UNDO'}

    major_radius = FloatProperty(name="Major Radius",
            description="Radius from the origin to the center of the cross sections",
            default=1.0, min=0.01, max=100.0)
    minor_radius = FloatProperty(name="Minor Radius",
            description="Radius of the torus' cross section",
            default=0.25, min=0.01, max=100.0)
    major_segments = IntProperty(name="Major Segments",
            description="Number of segments for the main ring of the torus",
            default=48, min=3, max=256)
    minor_segments = IntProperty(name="Minor Segments",
            description="Number of segments for the minor ring of the torus",
            default=12, min=3, max=256)
    use_abso = BoolProperty(name="Use Int+Ext Controls",
            description="Use the Int / Ext controls for torus dimensions",
            default=False)
    abso_major_rad = FloatProperty(name="Exterior Radius",
            description="Total Exterior Radius of the torus",
            default=1.0, min=0.01, max=100.0)
    abso_minor_rad = FloatProperty(name="Inside Radius",
            description="Total Interior Radius of the torus",
            default=0.5, min=0.01, max=100.0)

    # generic transform props
    view_align = BoolProperty(name="Align to View",
            default=False)
    location = FloatVectorProperty(name="Location",
            subtype='TRANSLATION')
    rotation = FloatVectorProperty(name="Rotation",
            subtype='EULER')

    def execute(self, context):

        if self.use_abso == True:
            extra_helper = (self.abso_major_rad - self.abso_minor_rad) * 0.5
            self.major_radius = self.abso_minor_rad + extra_helper
            self.minor_radius = extra_helper

        verts_loc, faces = add_torus(self.major_radius,
                                    self.minor_radius,
                                    self.major_segments,
                                    self.minor_segments)

        mesh = bpy.data.meshes.new("Torus")

        mesh.vertices.add(len(verts_loc) // 3)
        mesh.faces.add(len(faces) // 4)

        mesh.vertices.foreach_set("co", verts_loc)
        mesh.faces.foreach_set("vertices_raw", faces)
        mesh.update()

        import add_object_utils
        add_object_utils.object_data_add(context, mesh, operator=self)

        return {'FINISHED'}
