/*************************************************************************/
/*  sprite_3d.cpp                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "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:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "sprite_3d.h"
#include "scene/scene_string_names.h"
#include "core_string_names.h"


Color SpriteBase3D::_get_color_accum() {

	if (!color_dirty)
		return color_accum;

	if (parent_sprite)
		color_accum=parent_sprite->_get_color_accum();
	else
		color_accum=Color(1,1,1,1);

	color_accum.r*=modulate.r;
	color_accum.g*=modulate.g;
	color_accum.b*=modulate.b;
	color_accum.a*=modulate.a;
	color_dirty=false;
	return color_accum;
}

void SpriteBase3D::_propagate_color_changed() {

	if (color_dirty)
		return;

	color_dirty=true;
	_queue_update();

	for (List<SpriteBase3D*>::Element *E=children.front();E;E=E->next()) {

		E->get()->_propagate_color_changed();
	}
}

void SpriteBase3D::_notification(int p_what) {

	if (p_what==NOTIFICATION_ENTER_TREE) {

		if (!pending_update)
			_im_update();

		Node *parent=get_parent();
		if (parent) {

			parent_sprite=parent->cast_to<SpriteBase3D>();
			if (parent_sprite) {
				pI=parent_sprite->children.push_back(this);
			}
		}
	}

	if (p_what==NOTIFICATION_EXIT_TREE) {


		if (parent_sprite) {

			parent_sprite->children.erase(pI);
			pI=NULL;
			parent_sprite=NULL;
		}
	}

}


void SpriteBase3D::set_centered(bool p_center) {

	centered=p_center;
	_queue_update();

}

bool SpriteBase3D::is_centered() const {

	return centered;
}

void SpriteBase3D::set_offset(const Point2& p_offset) {

	offset=p_offset;
	_queue_update();

}
Point2 SpriteBase3D::get_offset() const {

	return offset;
}

void SpriteBase3D::set_flip_h(bool p_flip) {

	hflip=p_flip;
	_queue_update();
}
bool SpriteBase3D::is_flipped_h() const {

	return hflip;
}

void SpriteBase3D::set_flip_v(bool p_flip) {

	vflip=p_flip;
	_queue_update();
}
bool SpriteBase3D::is_flipped_v() const {

	return vflip;
}



void SpriteBase3D::set_modulate(const Color& p_color) {

	modulate=p_color;
	_propagate_color_changed();
	_queue_update();
}

Color SpriteBase3D::get_modulate() const{

	return modulate;
}


void SpriteBase3D::set_pixel_size(float p_amount) {

	pixel_size=p_amount;
	_queue_update();
}
float SpriteBase3D::get_pixel_size() const {

	return pixel_size;
}

void SpriteBase3D::set_opacity(float p_amount) {

	opacity=p_amount;
	_queue_update();
}
float SpriteBase3D::get_opacity() const {

	return opacity;
}


void SpriteBase3D::set_axis(Vector3::Axis p_axis) {

	axis=p_axis;
	_queue_update();
}
Vector3::Axis SpriteBase3D::get_axis() const {

	return axis;
}



void SpriteBase3D::_im_update() {


	_draw();


	pending_update=false;

	//texture->draw_rect_region(ci,dst_rect,src_rect,modulate);

}

void SpriteBase3D::_queue_update(){

	if  (pending_update)
		return;

	pending_update=true;
	call_deferred(SceneStringNames::get_singleton()->_im_update);
}


Rect3 SpriteBase3D::get_aabb() const {

	return aabb;
}
PoolVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {

	return PoolVector<Face3>();

}

void SpriteBase3D::set_draw_flag(DrawFlags p_flag,bool p_enable) {

	ERR_FAIL_INDEX(p_flag,FLAG_MAX);
	flags[p_flag]=p_enable;
	_queue_update();
}

bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const{
	ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
	return flags[p_flag];
}

void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode){

	ERR_FAIL_INDEX(p_mode,3);
	alpha_cut=p_mode;
	_queue_update();

}

SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const{

	return alpha_cut;
}


void SpriteBase3D::_bind_methods() {


	ClassDB::bind_method(D_METHOD("set_centered","centered"),&SpriteBase3D::set_centered);
	ClassDB::bind_method(D_METHOD("is_centered"),&SpriteBase3D::is_centered);

	ClassDB::bind_method(D_METHOD("set_offset","offset"),&SpriteBase3D::set_offset);
	ClassDB::bind_method(D_METHOD("get_offset"),&SpriteBase3D::get_offset);

	ClassDB::bind_method(D_METHOD("set_flip_h","flip_h"),&SpriteBase3D::set_flip_h);
	ClassDB::bind_method(D_METHOD("is_flipped_h"),&SpriteBase3D::is_flipped_h);

	ClassDB::bind_method(D_METHOD("set_flip_v","flip_v"),&SpriteBase3D::set_flip_v);
	ClassDB::bind_method(D_METHOD("is_flipped_v"),&SpriteBase3D::is_flipped_v);


	ClassDB::bind_method(D_METHOD("set_modulate","modulate"),&SpriteBase3D::set_modulate);
	ClassDB::bind_method(D_METHOD("get_modulate"),&SpriteBase3D::get_modulate);

	ClassDB::bind_method(D_METHOD("set_opacity","opacity"),&SpriteBase3D::set_opacity);
	ClassDB::bind_method(D_METHOD("get_opacity"),&SpriteBase3D::get_opacity);

	ClassDB::bind_method(D_METHOD("set_pixel_size","pixel_size"),&SpriteBase3D::set_pixel_size);
	ClassDB::bind_method(D_METHOD("get_pixel_size"),&SpriteBase3D::get_pixel_size);

	ClassDB::bind_method(D_METHOD("set_axis","axis"),&SpriteBase3D::set_axis);
	ClassDB::bind_method(D_METHOD("get_axis"),&SpriteBase3D::get_axis);

	ClassDB::bind_method(D_METHOD("set_draw_flag","flag","enabled"),&SpriteBase3D::set_draw_flag);
	ClassDB::bind_method(D_METHOD("get_draw_flag","flag"),&SpriteBase3D::get_draw_flag);

	ClassDB::bind_method(D_METHOD("set_alpha_cut_mode","mode"),&SpriteBase3D::set_alpha_cut_mode);
	ClassDB::bind_method(D_METHOD("get_alpha_cut_mode"),&SpriteBase3D::get_alpha_cut_mode);

	ClassDB::bind_method(D_METHOD("get_item_rect"),&SpriteBase3D::get_item_rect);

	ClassDB::bind_method(D_METHOD("_queue_update"),&SpriteBase3D::_queue_update);
	ClassDB::bind_method(D_METHOD("_im_update"),&SpriteBase3D::_im_update);


	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "centered"), "set_centered","is_centered");
	ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset"), "set_offset","get_offset");
	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_h"), "set_flip_h","is_flipped_h");
	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_v"), "set_flip_v","is_flipped_v");
	ADD_PROPERTY( PropertyInfo( Variant::COLOR, "modulate"), "set_modulate","get_modulate");
	ADD_PROPERTY( PropertyInfo( Variant::REAL, "opacity",PROPERTY_HINT_RANGE,"0,1,0.01"), "set_opacity","get_opacity");
	ADD_PROPERTY( PropertyInfo( Variant::REAL, "pixel_size",PROPERTY_HINT_RANGE,"0.0001,128,0.0001"), "set_pixel_size","get_pixel_size");
	ADD_PROPERTY( PropertyInfo( Variant::INT, "axis",PROPERTY_HINT_ENUM,"X-Axis,Y-Axis,Z-Axis"), "set_axis","get_axis");
	ADD_GROUP("Flags","");
	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "transparent"), "set_draw_flag","get_draw_flag",FLAG_TRANSPARENT);
	ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "shaded"), "set_draw_flag","get_draw_flag",FLAG_SHADED);
	ADD_PROPERTY( PropertyInfo( Variant::INT, "alpha_cut",PROPERTY_HINT_ENUM,"Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode","get_alpha_cut_mode");


	BIND_CONSTANT( FLAG_TRANSPARENT );
	BIND_CONSTANT( FLAG_SHADED );
	BIND_CONSTANT( FLAG_MAX );

	BIND_CONSTANT( ALPHA_CUT_DISABLED );
	BIND_CONSTANT( ALPHA_CUT_DISCARD );
	BIND_CONSTANT( ALPHA_CUT_OPAQUE_PREPASS );



}




SpriteBase3D::SpriteBase3D() {

	color_dirty=true;
	centered=true;
	hflip=false;
	vflip=false;
	parent_sprite=NULL;
	pI=NULL;

	for(int i=0;i<FLAG_MAX;i++)
		flags[i]=i==FLAG_TRANSPARENT;

	axis=Vector3::AXIS_Z;
	pixel_size=0.01;
	modulate=Color(1,1,1,1);
	pending_update=false;
	opacity=1.0;
	immediate = VisualServer::get_singleton()->immediate_create();
	set_base(immediate);
}


SpriteBase3D::~SpriteBase3D() {

	VisualServer::get_singleton()->free(immediate);
}


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


void Sprite3D::_draw() {

	RID immediate = get_immediate();

	VS::get_singleton()->immediate_clear(immediate);
	if (!texture.is_valid())
		return; //no texuture no life
	Vector2 tsize = texture->get_size();
	if (tsize.x==0 || tsize.y==0)
		return;

	Size2i s;
	Rect2i src_rect;

	if (region) {

		s=region_rect.size;
		src_rect=region_rect;
	} else {
		s = texture->get_size();
		s=s/Size2i(hframes,vframes);

		src_rect.size=s;
		src_rect.pos.x+=(frame%hframes)*s.x;
		src_rect.pos.y+=(frame/hframes)*s.y;

	}

	Point2i ofs=get_offset();
	if (is_centered())
		ofs-=s/2;

	Rect2i dst_rect(ofs,s);


	Rect2 final_rect;
	Rect2 final_src_rect;
	if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
		return;


	if (final_rect.size.x==0 || final_rect.size.y==0)
		return;

	Color color=_get_color_accum();
	color.a*=get_opacity();

	float pixel_size=get_pixel_size();

	Vector2 vertices[4]={

		(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
		(final_rect.pos+final_rect.size) * pixel_size,
		(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
		final_rect.pos * pixel_size,


	};
	Vector2 uvs[4]={
		final_src_rect.pos / tsize,
		(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
		(final_src_rect.pos+final_src_rect.size) / tsize,
		(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
	};

	if (is_flipped_h()) {
		SWAP(uvs[0],uvs[1]);
		SWAP(uvs[2],uvs[3]);
	}
	if (is_flipped_v()) {

		SWAP(uvs[0],uvs[3]);
		SWAP(uvs[1],uvs[2]);
	}


	Vector3 normal;
	int axis = get_axis();
	normal[axis]=1.0;

	RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
	VS::get_singleton()->immediate_set_material(immediate,mat);

	VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());

	int x_axis = ((axis + 1) % 3);
	int y_axis = ((axis + 2) % 3);

	if (axis!=Vector3::AXIS_Z) {
		SWAP(x_axis,y_axis);

		for(int i=0;i<4;i++) {
			//uvs[i] = Vector2(1.0,1.0)-uvs[i];
			//SWAP(vertices[i].x,vertices[i].y);
			if (axis==Vector3::AXIS_Y) {
				vertices[i].y = - vertices[i].y;
			} else if (axis==Vector3::AXIS_X) {
				vertices[i].x = - vertices[i].x;
			}
		}
	}

	Rect3 aabb;

	for(int i=0;i<4;i++) {
		VS::get_singleton()->immediate_normal(immediate,normal);
		VS::get_singleton()->immediate_color(immediate,color);
		VS::get_singleton()->immediate_uv(immediate,uvs[i]);

		Vector3 vtx;
		vtx[x_axis]=vertices[i][0];
		vtx[y_axis]=vertices[i][1];
		VS::get_singleton()->immediate_vertex(immediate,vtx);
		if (i==0) {
			aabb.pos=vtx;
			aabb.size=Vector3();
		} else {
			aabb.expand_to(vtx);
		}
	}
	set_aabb(aabb);
	VS::get_singleton()->immediate_end(immediate);


}

void Sprite3D::set_texture(const Ref<Texture>& p_texture) {

	if (p_texture==texture)
		return;
	if (texture.is_valid()) {
		texture->disconnect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_queue_update);
	}
	texture=p_texture;
	if (texture.is_valid()) {
		texture->set_flags(texture->get_flags()); //remove repeat from texture, it looks bad in sprites
		texture->connect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_queue_update);
	}
	_queue_update();

}

Ref<Texture> Sprite3D::get_texture() const {

	return texture;
}

void Sprite3D::set_region(bool p_region) {

	if (p_region==region)
		return;

	region=p_region;
	_queue_update();
}

bool Sprite3D::is_region() const{

	return region;
}

void Sprite3D::set_region_rect(const Rect2& p_region_rect) {

	bool changed=region_rect!=p_region_rect;
	region_rect=p_region_rect;
	if (region && changed) {
		_queue_update();
	}
}

Rect2 Sprite3D::get_region_rect() const {

	return region_rect;
}

void Sprite3D::set_frame(int p_frame) {

	ERR_FAIL_INDEX(p_frame,vframes*hframes);

	if (frame != p_frame)

	frame=p_frame;
	_queue_update();
	emit_signal(SceneStringNames::get_singleton()->frame_changed);

}

int Sprite3D::get_frame() const {

	return frame;
}

void Sprite3D::set_vframes(int p_amount) {

	ERR_FAIL_COND(p_amount<1);
	vframes=p_amount;
	_queue_update();
	_change_notify("frame");
}
int Sprite3D::get_vframes() const {

	return vframes;
}

void Sprite3D::set_hframes(int p_amount) {

	ERR_FAIL_COND(p_amount<1);
	hframes=p_amount;
	_queue_update();
	_change_notify("frame");
}
int Sprite3D::get_hframes() const {

	return hframes;
}

Rect2 Sprite3D::get_item_rect() const {

	if (texture.is_null())
		return Rect2(0,0,1,1);
	/*
	if (texture.is_null())
		return CanvasItem::get_item_rect();
	*/

	Size2i s;

	if (region) {

		s=region_rect.size;
	} else {
		s = texture->get_size();
		s=s/Point2(hframes,vframes);
	}

	Point2i ofs=get_offset();
	if (is_centered())
		ofs-=s/2;

	if (s==Size2(0,0))
		s=Size2(1,1);

	return Rect2(ofs,s);
}


void Sprite3D::_validate_property(PropertyInfo& property) const {

	if (property.name=="frame") {

		property.hint=PROPERTY_HINT_SPRITE_FRAME;

		property.hint_string="0,"+itos(vframes*hframes-1)+",1";
	}
}

void Sprite3D::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_texture","texture:Texture"),&Sprite3D::set_texture);
	ClassDB::bind_method(D_METHOD("get_texture:Texture"),&Sprite3D::get_texture);

	ClassDB::bind_method(D_METHOD("set_region","enabled"),&Sprite3D::set_region);
	ClassDB::bind_method(D_METHOD("is_region"),&Sprite3D::is_region);

	ClassDB::bind_method(D_METHOD("set_region_rect","rect"),&Sprite3D::set_region_rect);
	ClassDB::bind_method(D_METHOD("get_region_rect"),&Sprite3D::get_region_rect);

	ClassDB::bind_method(D_METHOD("set_frame","frame"),&Sprite3D::set_frame);
	ClassDB::bind_method(D_METHOD("get_frame"),&Sprite3D::get_frame);

	ClassDB::bind_method(D_METHOD("set_vframes","vframes"),&Sprite3D::set_vframes);
	ClassDB::bind_method(D_METHOD("get_vframes"),&Sprite3D::get_vframes);

	ClassDB::bind_method(D_METHOD("set_hframes","hframes"),&Sprite3D::set_hframes);
	ClassDB::bind_method(D_METHOD("get_hframes"),&Sprite3D::get_hframes);

	ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture"), "set_texture","get_texture");
	ADD_PROPERTY( PropertyInfo( Variant::INT, "vframes",PROPERTY_HINT_RANGE,"1,16384,1"), "set_vframes","get_vframes");
	ADD_PROPERTY( PropertyInfo( Variant::INT, "hframes",PROPERTY_HINT_RANGE,"1,16384,1"), "set_hframes","get_hframes");
	ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), "set_frame","get_frame");
	ADD_PROPERTY( PropertyInfo( Variant::BOOL, "region"), "set_region","is_region");
	ADD_PROPERTY( PropertyInfo( Variant::RECT2, "region_rect"), "set_region_rect","get_region_rect");

	ADD_SIGNAL(MethodInfo("frame_changed"));

}

Sprite3D::Sprite3D() {


	region=false;
	frame=0;
	vframes=1;
	hframes=1;

}

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

#if 0

void AnimatedSprite3D::_draw() {

	RID immediate = get_immediate();
	VS::get_singleton()->immediate_clear(immediate);

	if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
		return;
	}

	Ref<Texture> texture = frames->get_frame(animation,frame);
	if (!texture.is_valid())
		return; //no texuture no life
	Vector2 tsize = texture->get_size();
	if (tsize.x==0 || tsize.y==0)
		return;

	Size2i s=tsize;
	Rect2i src_rect;

	src_rect.size=s;

	Point2i ofs=get_offset();
	if (is_centered())
		ofs-=s/2;

	Rect2i dst_rect(ofs,s);


	Rect2 final_rect;
	Rect2 final_src_rect;
	if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
		return;


	if (final_rect.size.x==0 || final_rect.size.y==0)
		return;

	Color color=_get_color_accum();
	color.a*=get_opacity();

	float pixel_size=get_pixel_size();

	Vector2 vertices[4]={

		(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
		(final_rect.pos+final_rect.size) * pixel_size,
		(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
		final_rect.pos * pixel_size,


	};
	Vector2 uvs[4]={
		final_src_rect.pos / tsize,
		(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
		(final_src_rect.pos+final_src_rect.size) / tsize,
		(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
	};

	if (is_flipped_h()) {
		SWAP(uvs[0],uvs[1]);
		SWAP(uvs[2],uvs[3]);
	}
	if (is_flipped_v()) {

		SWAP(uvs[0],uvs[3]);
		SWAP(uvs[1],uvs[2]);
	}


	Vector3 normal;
	int axis = get_axis();
	normal[axis]=1.0;

	RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
	VS::get_singleton()->immediate_set_material(immediate,mat);

	VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());

	int x_axis = ((axis + 1) % 3);
	int y_axis = ((axis + 2) % 3);

	if (axis!=Vector3::AXIS_Z) {
		SWAP(x_axis,y_axis);

		for(int i=0;i<4;i++) {
			//uvs[i] = Vector2(1.0,1.0)-uvs[i];
			//SWAP(vertices[i].x,vertices[i].y);
			if (axis==Vector3::AXIS_Y) {
				vertices[i].y = - vertices[i].y;
			} else if (axis==Vector3::AXIS_X) {
				vertices[i].x = - vertices[i].x;
			}
		}
	}

	AABB aabb;

	for(int i=0;i<4;i++) {
		VS::get_singleton()->immediate_normal(immediate,normal);
		VS::get_singleton()->immediate_color(immediate,color);
		VS::get_singleton()->immediate_uv(immediate,uvs[i]);

		Vector3 vtx;
		vtx[x_axis]=vertices[i][0];
		vtx[y_axis]=vertices[i][1];
		VS::get_singleton()->immediate_vertex(immediate,vtx);
		if (i==0) {
			aabb.pos=vtx;
			aabb.size=Vector3();
		} else {
			aabb.expand_to(vtx);
		}
	}
	set_aabb(aabb);
	VS::get_singleton()->immediate_end(immediate);

}

void AnimatedSprite3D::_bind_methods(){

	ClassDB::bind_method(D_METHOD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
	ClassDB::bind_method(D_METHOD("get_sprite_frames:Texture"),&AnimatedSprite3D::get_sprite_frames);
	ClassDB::bind_method(D_METHOD("set_frame","frame"),&AnimatedSprite3D::set_frame);
	ClassDB::bind_method(D_METHOD("get_frame"),&AnimatedSprite3D::get_frame);

	ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), "set_sprite_frames","get_sprite_frames");
	ADD_PROPERTY( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), "set_frame","get_frame");

	ADD_SIGNAL(MethodInfo("frame_changed"));

}




void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames>& p_sprite_frames) {


	if (frames==p_sprite_frames)
		return;

	if (frames.is_valid())
		frames->disconnect("changed",this,"_queue_update");
	frames=p_sprite_frames;
	if (frames.is_valid())
		frames->connect("changed",this,"_queue_update");

	if (!frames.is_valid() || frame >=frames->get_frame_count(animation)) {
		frame=0;

	}
	_queue_update();

}

Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const{

	return frames;
}

void AnimatedSprite3D::set_frame(int p_frame){

	if (frames.is_null())
		return;

	ERR_FAIL_INDEX(p_frame,frames->get_frame_count(animation));

	if (frame==p_frame)
		return;

	frame=p_frame;
	_queue_update();
	emit_signal(SceneStringNames::get_singleton()->frame_changed);

}
int AnimatedSprite3D::get_frame() const{

	return frame;
}

Rect2 AnimatedSprite3D::get_item_rect() const {

	if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
		return Rect2(0,0,1,1);
	}

	Ref<Texture> t = frames->get_frame(animation,frame);
	if (t.is_null())
		return Rect2(0,0,1,1);
	Size2i s = t->get_size();

	Point2i ofs=get_offset();
	if (is_centered())
		ofs-=s/2;

	if (s==Size2(0,0))
		s=Size2(1,1);

	return Rect2(ofs,s);
}



AnimatedSprite3D::AnimatedSprite3D() {

	animation="current";
	frame=0;
}



#endif


void AnimatedSprite3D::_draw() {

	RID immediate = get_immediate();
	VS::get_singleton()->immediate_clear(immediate);


	if (frames.is_null()) {
		return;
	}

	if (frame<0) {
		return;
	}

	if (!frames->has_animation(animation)) {
		return;
	}


	Ref<Texture> texture = frames->get_frame(animation,frame);
	if (!texture.is_valid())
		return; //no texuture no life
	Vector2 tsize = texture->get_size();
	if (tsize.x==0 || tsize.y==0)
		return;

	Size2i s=tsize;
	Rect2i src_rect;

	src_rect.size=s;

	Point2i ofs=get_offset();
	if (is_centered())
		ofs-=s/2;

	Rect2i dst_rect(ofs,s);


	Rect2 final_rect;
	Rect2 final_src_rect;
	if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
		return;


	if (final_rect.size.x==0 || final_rect.size.y==0)
		return;

	Color color=_get_color_accum();
	color.a*=get_opacity();

	float pixel_size=get_pixel_size();

	Vector2 vertices[4]={

		(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
		(final_rect.pos+final_rect.size) * pixel_size,
		(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
		final_rect.pos * pixel_size,


	};
	Vector2 uvs[4]={
		final_src_rect.pos / tsize,
		(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
		(final_src_rect.pos+final_src_rect.size) / tsize,
		(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
	};

	if (is_flipped_h()) {
		SWAP(uvs[0],uvs[1]);
		SWAP(uvs[2],uvs[3]);
	}
	if (is_flipped_v()) {

		SWAP(uvs[0],uvs[3]);
		SWAP(uvs[1],uvs[2]);
	}


	Vector3 normal;
	int axis = get_axis();
	normal[axis]=1.0;

	RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
	VS::get_singleton()->immediate_set_material(immediate,mat);

	VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());

	int x_axis = ((axis + 1) % 3);
	int y_axis = ((axis + 2) % 3);

	if (axis!=Vector3::AXIS_Z) {
		SWAP(x_axis,y_axis);

		for(int i=0;i<4;i++) {
			//uvs[i] = Vector2(1.0,1.0)-uvs[i];
			//SWAP(vertices[i].x,vertices[i].y);
			if (axis==Vector3::AXIS_Y) {
				vertices[i].y = - vertices[i].y;
			} else if (axis==Vector3::AXIS_X) {
				vertices[i].x = - vertices[i].x;
			}
		}
	}

	Rect3 aabb;

	for(int i=0;i<4;i++) {
		VS::get_singleton()->immediate_normal(immediate,normal);
		VS::get_singleton()->immediate_color(immediate,color);
		VS::get_singleton()->immediate_uv(immediate,uvs[i]);

		Vector3 vtx;
		vtx[x_axis]=vertices[i][0];
		vtx[y_axis]=vertices[i][1];
		VS::get_singleton()->immediate_vertex(immediate,vtx);
		if (i==0) {
			aabb.pos=vtx;
			aabb.size=Vector3();
		} else {
			aabb.expand_to(vtx);
		}
	}
	set_aabb(aabb);
	VS::get_singleton()->immediate_end(immediate);

}



void AnimatedSprite3D::_validate_property(PropertyInfo& property) const {

	if (!frames.is_valid())
		return;
	if (property.name=="animation") {

		property.hint=PROPERTY_HINT_ENUM;
		List<StringName> names;
		frames->get_animation_list(&names);
		names.sort_custom<StringName::AlphCompare>();

		bool current_found=false;

		for (List<StringName>::Element *E=names.front();E;E=E->next()) {
			if (E->prev()) {
				property.hint_string+=",";
			}

			property.hint_string+=String(E->get());
			if (animation==E->get()) {
				current_found=true;
			}
		}

		if (!current_found) {
			if (property.hint_string==String()) {
				property.hint_string=String(animation);
			} else {
				property.hint_string=String(animation)+","+property.hint_string;
			}
		}
	}


	if (property.name=="frame") {

		property.hint=PROPERTY_HINT_RANGE;

		if (frames->has_animation(animation)) {
			property.hint_string="0,"+itos(frames->get_frame_count(animation)-1)+",1";
		} else {
			property.hint_string="0,0,0";
		}
	}

}

void AnimatedSprite3D::_notification(int p_what) {

	switch(p_what) {
		case NOTIFICATION_INTERNAL_PROCESS: {

			if (frames.is_null())
				return;
			if (!frames->has_animation(animation))
				return;
			if (frame<0)
				return;

			float speed = frames->get_animation_speed(animation);
			if (speed==0)
				return; //do nothing

			float remaining = get_process_delta_time();

			while(remaining) {

				if (timeout<=0) {

					timeout=1.0/speed;

					int fc = frames->get_frame_count(animation);
					if (frame>=fc-1) {
						if (frames->get_animation_loop(animation)) {
							frame=0;
						} else {
							frame=fc-1;
						}
					} else {
						frame++;
					}

					_queue_update();
					_change_notify("frame");
				}

				float to_process = MIN(timeout,remaining);
				remaining-=to_process;
				timeout-=to_process;
			}
		} break;
#if 0
		case NOTIFICATION_DRAW: {

			if (frames.is_null()) {
				print_line("no draw no faemos");
				return;
			}

			if (frame<0) {
				print_line("no draw frame <0");
				return;
			}

			if (!frames->has_animation(animation)) {
				print_line("no draw no anim: "+String(animation));
				return;
			}



			Ref<Texture> texture = frames->get_frame(animation,frame);
			if (texture.is_null()) {
				print_line("no draw texture is null");
				return;
			}

			//print_line("DECIDED TO DRAW");

			RID ci = get_canvas_item();

			/*
			texture->draw(ci,Point2());
			break;
			*/

			Size2i s;
			s = texture->get_size();
			Point2 ofs=offset;
			if (centered)
				ofs-=s/2;

			if (OS::get_singleton()->get_use_pixel_snap()) {
				ofs=ofs.floor();
			}
			Rect2 dst_rect(ofs,s);

			if (hflip)
				dst_rect.size.x=-dst_rect.size.x;
			if (vflip)
				dst_rect.size.y=-dst_rect.size.y;

			//texture->draw_rect(ci,dst_rect,false,modulate);
			texture->draw_rect_region(ci,dst_rect,Rect2(Vector2(),texture->get_size()),modulate);
			//VisualServer::get_singleton()->canvas_item_add_texture_rect_region(ci,dst_rect,texture->get_rid(),src_rect,modulate);

		} break;
#endif
	}

}

void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {

	if (frames.is_valid())
		frames->disconnect("changed",this,"_res_changed");
	frames=p_frames;
	if (frames.is_valid())
		frames->connect("changed",this,"_res_changed");

	if (!frames.is_valid()) {
		frame=0;
	} else {
		set_frame(frame);
	}



	_change_notify();
	_reset_timeout();
	_queue_update();
	update_configuration_warning();

}

Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {

	return frames;
}

void AnimatedSprite3D::set_frame(int p_frame) {

	if (!frames.is_valid()) {
		return;
	}

	if (frames->has_animation(animation)) {
		int limit = frames->get_frame_count(animation);
		if (p_frame>=limit)
			p_frame=limit-1;

	}

	if (p_frame<0)
		p_frame=0;


	if (frame==p_frame)
		return;

	frame=p_frame;
	_reset_timeout();
	_queue_update();
	_change_notify("frame");
	emit_signal(SceneStringNames::get_singleton()->frame_changed);



}
int AnimatedSprite3D::get_frame() const {

	return frame;
}



Rect2 AnimatedSprite3D::get_item_rect() const {

	if (!frames.is_valid() || !frames->has_animation(animation) || frame<0 || frame>=frames->get_frame_count(animation)) {
		 return Rect2(0,0,1,1);
	}

	Ref<Texture> t;
	if (animation)
		t = frames->get_frame(animation,frame);
	if (t.is_null())
		return Rect2(0,0,1,1);
	Size2i s = t->get_size();

	Point2 ofs=offset;
	if (centered)
		ofs-=s/2;

	if (s==Size2(0,0))
		s=Size2(1,1);

	return Rect2(ofs,s);
}

void AnimatedSprite3D::_res_changed() {

	set_frame(frame);
	_change_notify("frame");
	_change_notify("animation");
	_queue_update();
}

void AnimatedSprite3D::_set_playing(bool p_playing) {

	if (playing==p_playing)
		return;
	playing=p_playing;
	_reset_timeout();
	set_process_internal(playing);
}

bool AnimatedSprite3D::_is_playing() const {

	return playing;
}

void AnimatedSprite3D::play(const StringName& p_animation) {

	if (p_animation)
		set_animation(p_animation);
	_set_playing(true);
}

void AnimatedSprite3D::stop(){

	_set_playing(false);
}

bool AnimatedSprite3D::is_playing() const {

	return is_processing();
}

void AnimatedSprite3D::_reset_timeout() {

	if (!playing)
		return;

	if (frames.is_valid() && frames->has_animation(animation)) {
		float speed = frames->get_animation_speed(animation);
		if (speed>0) {
			timeout=1.0/speed;
		} else {
			timeout=0;
		}
	} else {
		timeout=0;
	}

}

void AnimatedSprite3D::set_animation(const StringName& p_animation){

	if (animation==p_animation)
		return;

	animation=p_animation;
	_reset_timeout();
	set_frame(0);
	_change_notify();
	_queue_update();
}
StringName AnimatedSprite3D::get_animation() const{

	return animation;
}

String AnimatedSprite3D::get_configuration_warning() const {

	if (frames.is_null()) {
		return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite3D to display frames.");
	}

	return String();
}

void AnimatedSprite3D::_bind_methods() {


	ClassDB::bind_method(D_METHOD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
	ClassDB::bind_method(D_METHOD("get_sprite_frames:SpriteFrames"),&AnimatedSprite3D::get_sprite_frames);

	ClassDB::bind_method(D_METHOD("set_animation","animation"),&AnimatedSprite3D::set_animation);
	ClassDB::bind_method(D_METHOD("get_animation"),&AnimatedSprite3D::get_animation);

	ClassDB::bind_method(D_METHOD("_set_playing","playing"),&AnimatedSprite3D::_set_playing);
	ClassDB::bind_method(D_METHOD("_is_playing"),&AnimatedSprite3D::_is_playing);

	ClassDB::bind_method(D_METHOD("play","anim"),&AnimatedSprite3D::play,DEFVAL(StringName()));
	ClassDB::bind_method(D_METHOD("stop"),&AnimatedSprite3D::stop);
	ClassDB::bind_method(D_METHOD("is_playing"),&AnimatedSprite3D::is_playing);


	ClassDB::bind_method(D_METHOD("set_frame","frame"),&AnimatedSprite3D::set_frame);
	ClassDB::bind_method(D_METHOD("get_frame"),&AnimatedSprite3D::get_frame);

	ClassDB::bind_method(D_METHOD("_res_changed"),&AnimatedSprite3D::_res_changed);

	ADD_SIGNAL(MethodInfo("frame_changed"));

	ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "frames",PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), "set_sprite_frames","get_sprite_frames");
	ADD_PROPERTY( PropertyInfo( Variant::STRING, "animation"), "set_animation","get_animation");
	ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), "set_frame","get_frame");
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "playing"), "_set_playing","_is_playing");


}

AnimatedSprite3D::AnimatedSprite3D() {

	frame=0;
	playing=false;
	animation="default";
	timeout=0;


}


