/**************************************************************************/
/*  gpu_particles_3d_gizmo_plugin.cpp                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 "gpu_particles_3d_gizmo_plugin.h"

#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/gpu_particles_3d.h"

GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() {
	Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4));
	create_material("particles_material", gizmo_color);
	gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0);
	create_material("particles_solid_material", gizmo_color);
	create_icon_material("particles_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoGPUParticles3D"), EditorStringName(EditorIcons)));
	create_handle_material("handles");
}

bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
	return Object::cast_to<GPUParticles3D>(p_spatial) != nullptr;
}

String GPUParticles3DGizmoPlugin::get_gizmo_name() const {
	return "GPUParticles3D";
}

int GPUParticles3DGizmoPlugin::get_priority() const {
	return -1;
}

bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const {
	return true;
}

String GPUParticles3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
	switch (p_id) {
		case 0:
			return "Size X";
		case 1:
			return "Size Y";
		case 2:
			return "Size Z";
		case 3:
			return "Pos X";
		case 4:
			return "Pos Y";
		case 5:
			return "Pos Z";
	}

	return "";
}

Variant GPUParticles3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
	GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
	return particles->get_visibility_aabb();
}

void GPUParticles3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
	GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());

	Transform3D gt = particles->get_global_transform();
	Transform3D gi = gt.affine_inverse();

	bool move = p_id >= 3;
	p_id = p_id % 3;

	AABB aabb = particles->get_visibility_aabb();
	Vector3 ray_from = p_camera->project_ray_origin(p_point);
	Vector3 ray_dir = p_camera->project_ray_normal(p_point);

	Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };

	Vector3 ofs = aabb.get_center();

	Vector3 axis;
	axis[p_id] = 1.0;

	if (move) {
		Vector3 ra, rb;
		Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb);

		float d = ra[p_id];
		if (Node3DEditor::get_singleton()->is_snap_enabled()) {
			d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
		}

		aabb.position[p_id] = d - 1.0 - aabb.size[p_id] * 0.5;
		particles->set_visibility_aabb(aabb);

	} else {
		Vector3 ra, rb;
		Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb);

		float d = ra[p_id] - ofs[p_id];
		if (Node3DEditor::get_singleton()->is_snap_enabled()) {
			d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
		}

		if (d < 0.001) {
			d = 0.001;
		}
		//resize
		aabb.position[p_id] = (aabb.position[p_id] + aabb.size[p_id] * 0.5) - d;
		aabb.size[p_id] = d * 2;
		particles->set_visibility_aabb(aabb);
	}
}

void GPUParticles3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
	GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());

	if (p_cancel) {
		particles->set_visibility_aabb(p_restore);
		return;
	}

	EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
	ur->create_action(TTR("Change Particles AABB"));
	ur->add_do_method(particles, "set_visibility_aabb", particles->get_visibility_aabb());
	ur->add_undo_method(particles, "set_visibility_aabb", p_restore);
	ur->commit_action();
}

void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
	p_gizmo->clear();

	if (p_gizmo->is_selected()) {
		GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());

		Vector<Vector3> lines;
		AABB aabb = particles->get_visibility_aabb();

		for (int i = 0; i < 12; i++) {
			Vector3 a, b;
			aabb.get_edge(i, a, b);
			lines.push_back(a);
			lines.push_back(b);
		}

		Vector<Vector3> handles;

		for (int i = 0; i < 3; i++) {
			Vector3 ax;
			ax[i] = aabb.position[i] + aabb.size[i];
			ax[(i + 1) % 3] = aabb.position[(i + 1) % 3] + aabb.size[(i + 1) % 3] * 0.5;
			ax[(i + 2) % 3] = aabb.position[(i + 2) % 3] + aabb.size[(i + 2) % 3] * 0.5;
			handles.push_back(ax);
		}

		Vector3 center = aabb.get_center();
		for (int i = 0; i < 3; i++) {
			Vector3 ax;
			ax[i] = 1.0;
			handles.push_back(center + ax);
			lines.push_back(center);
			lines.push_back(center + ax);
		}

		Ref<Material> material = get_material("particles_material", p_gizmo);

		p_gizmo->add_lines(lines, material);

		Ref<Material> solid_material = get_material("particles_solid_material", p_gizmo);
		p_gizmo->add_solid_box(solid_material, aabb.get_size(), aabb.get_center());

		p_gizmo->add_handles(handles, get_material("handles"));
	}

	Ref<Material> icon = get_material("particles_icon", p_gizmo);
	p_gizmo->add_unscaled_billboard(icon, 0.05);
}
