/*************************************************************************/
/*  mesh_editor_plugin.cpp                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/* "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:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/

#include "mesh_editor_plugin.h"

#include "editor/editor_scale.h"

void MeshEditor::_gui_input(Ref<InputEvent> p_event) {
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
		rot_x -= mm->get_relative().y * 0.01;
		rot_y -= mm->get_relative().x * 0.01;
		if (rot_x < -Math_PI / 2) {
			rot_x = -Math_PI / 2;
		} else if (rot_x > Math_PI / 2) {
			rot_x = Math_PI / 2;
		}
		_update_rotation();
	}
}

void MeshEditor::_notification(int p_what) {
	if (p_what == NOTIFICATION_READY) {
		//get_scene()->connect("node_removed",this,"_node_removed");

		if (first_enter) {
			//it's in propertyeditor so. could be moved around

			light_1_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight1", "EditorIcons"));
			light_1_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight1Off", "EditorIcons"));
			light_2_switch->set_normal_texture(get_theme_icon("MaterialPreviewLight2", "EditorIcons"));
			light_2_switch->set_pressed_texture(get_theme_icon("MaterialPreviewLight2Off", "EditorIcons"));
			first_enter = false;
		}
	}
}

void MeshEditor::_update_rotation() {
	Transform t;
	t.basis.rotate(Vector3(0, 1, 0), -rot_y);
	t.basis.rotate(Vector3(1, 0, 0), -rot_x);
	rotation->set_transform(t);
}

void MeshEditor::edit(Ref<Mesh> p_mesh) {
	mesh = p_mesh;
	mesh_instance->set_mesh(mesh);

	rot_x = Math::deg2rad(-15.0);
	rot_y = Math::deg2rad(30.0);
	_update_rotation();

	AABB aabb = mesh->get_aabb();
	Vector3 ofs = aabb.position + aabb.size * 0.5;
	float m = aabb.get_longest_axis_size();
	if (m != 0) {
		m = 1.0 / m;
		m *= 0.5;
		Transform xform;
		xform.basis.scale(Vector3(m, m, m));
		xform.origin = -xform.basis.xform(ofs); //-ofs*m;
		//xform.origin.z -= aabb.get_longest_axis_size() * 2;
		mesh_instance->set_transform(xform);
	}
}

void MeshEditor::_button_pressed(Node *p_button) {
	if (p_button == light_1_switch) {
		light1->set_visible(!light_1_switch->is_pressed());
	}

	if (p_button == light_2_switch) {
		light2->set_visible(!light_2_switch->is_pressed());
	}
}

void MeshEditor::_bind_methods() {
	ClassDB::bind_method(D_METHOD("_gui_input"), &MeshEditor::_gui_input);
}

MeshEditor::MeshEditor() {
	viewport = memnew(SubViewport);
	Ref<World3D> world_3d;
	world_3d.instance();
	viewport->set_world_3d(world_3d); //use own world
	add_child(viewport);
	viewport->set_disable_input(true);
	viewport->set_msaa(Viewport::MSAA_2X);
	set_stretch(true);
	camera = memnew(Camera3D);
	camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
	camera->set_perspective(45, 0.1, 10);
	viewport->add_child(camera);

	light1 = memnew(DirectionalLight3D);
	light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
	viewport->add_child(light1);

	light2 = memnew(DirectionalLight3D);
	light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
	light2->set_color(Color(0.7, 0.7, 0.7));
	viewport->add_child(light2);

	rotation = memnew(Node3D);
	viewport->add_child(rotation);
	mesh_instance = memnew(MeshInstance3D);
	rotation->add_child(mesh_instance);

	set_custom_minimum_size(Size2(1, 150) * EDSCALE);

	HBoxContainer *hb = memnew(HBoxContainer);
	add_child(hb);
	hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);

	hb->add_spacer();

	VBoxContainer *vb_light = memnew(VBoxContainer);
	hb->add_child(vb_light);

	light_1_switch = memnew(TextureButton);
	light_1_switch->set_toggle_mode(true);
	vb_light->add_child(light_1_switch);
	light_1_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed), varray(light_1_switch));

	light_2_switch = memnew(TextureButton);
	light_2_switch->set_toggle_mode(true);
	vb_light->add_child(light_2_switch);
	light_2_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed), varray(light_2_switch));

	first_enter = true;

	rot_x = 0;
	rot_y = 0;
}

///////////////////////

bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
	return Object::cast_to<Mesh>(p_object) != nullptr;
}

void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
	Mesh *mesh = Object::cast_to<Mesh>(p_object);
	if (!mesh) {
		return;
	}
	Ref<Mesh> m(mesh);

	MeshEditor *editor = memnew(MeshEditor);
	editor->edit(m);
	add_custom_control(editor);
}

MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
	Ref<EditorInspectorPluginMesh> plugin;
	plugin.instance();
	add_inspector_plugin(plugin);
}