/*************************************************************************/
/*  mesh_editor_plugin.cpp                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* 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 "mesh_editor_plugin.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_FIXED_PROCESS) {
	}

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

	if (p_what == NOTIFICATION_DRAW) {

		Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
		Size2 size = get_size();

		//draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
	}
}

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);

	if (mesh.is_null()) {

		hide();
	} else {
		rot_x = 0;
		rot_y = 0;
		_update_rotation();

		Rect3 aabb = mesh->get_aabb();
		print_line("aabb: " + 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;
			//print_line("scale: "+rtos(m));
			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);
	ClassDB::bind_method(D_METHOD("_button_pressed"), &MeshEditor::_button_pressed);
}

MeshEditor::MeshEditor() {

	viewport = memnew(Viewport);
	Ref<World> world;
	world.instance();
	viewport->set_world(world); //use own world
	add_child(viewport);
	viewport->set_disable_input(true);
	set_stretch(true);

	camera = memnew(Camera);
	camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
	camera->set_perspective(45, 0.1, 10);
	viewport->add_child(camera);

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

	light2 = memnew(DirectionalLight);
	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(Spatial);
	viewport->add_child(rotation);
	mesh_instance = memnew(MeshInstance);
	rotation->add_child(mesh_instance);

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

	HBoxContainer *hb = memnew(HBoxContainer);
	add_child(hb);
	hb->set_area_as_parent_rect(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", this, "_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", this, "_button_pressed", varray(light_2_switch));

	first_enter = true;

	rot_x = 0;
	rot_y = 0;
}

void MeshEditorPlugin::edit(Object *p_object) {

	Mesh *s = p_object->cast_to<Mesh>();
	if (!s)
		return;

	mesh_editor->edit(Ref<Mesh>(s));
}

bool MeshEditorPlugin::handles(Object *p_object) const {

	return p_object->is_class("Mesh");
}

void MeshEditorPlugin::make_visible(bool p_visible) {

	if (p_visible) {
		mesh_editor->show();
		//mesh_editor->set_process(true);
	} else {

		mesh_editor->hide();
		//mesh_editor->set_process(false);
	}
}

MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {

	editor = p_node;
	mesh_editor = memnew(MeshEditor);
	add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, mesh_editor);
	mesh_editor->hide();
}

MeshEditorPlugin::~MeshEditorPlugin() {
}
