/**************************************************************************/
/*  skeleton_modification_2d_lookat.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      */
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/**************************************************************************/

#include "skeleton_modification_2d_lookat.h"
#include "scene/2d/skeleton_2d.h"

#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif // TOOLS_ENABLED

bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant &p_value) {
	String path = p_path;

	if (path.begins_with("enable_constraint")) {
		set_enable_constraint(p_value);
	} else if (path.begins_with("constraint_angle_min")) {
		set_constraint_angle_min(Math::deg_to_rad(float(p_value)));
	} else if (path.begins_with("constraint_angle_max")) {
		set_constraint_angle_max(Math::deg_to_rad(float(p_value)));
	} else if (path.begins_with("constraint_angle_invert")) {
		set_constraint_angle_invert(p_value);
	} else if (path.begins_with("constraint_in_localspace")) {
		set_constraint_in_localspace(p_value);
	} else if (path.begins_with("additional_rotation")) {
		set_additional_rotation(Math::deg_to_rad(float(p_value)));
	}
#ifdef TOOLS_ENABLED
	else if (path.begins_with("editor/draw_gizmo")) {
		set_editor_draw_gizmo(p_value);
	}
#endif // TOOLS_ENABLED
	else {
		return false;
	}

	return true;
}

bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret) const {
	String path = p_path;

	if (path.begins_with("enable_constraint")) {
		r_ret = get_enable_constraint();
	} else if (path.begins_with("constraint_angle_min")) {
		r_ret = Math::rad_to_deg(get_constraint_angle_min());
	} else if (path.begins_with("constraint_angle_max")) {
		r_ret = Math::rad_to_deg(get_constraint_angle_max());
	} else if (path.begins_with("constraint_angle_invert")) {
		r_ret = get_constraint_angle_invert();
	} else if (path.begins_with("constraint_in_localspace")) {
		r_ret = get_constraint_in_localspace();
	} else if (path.begins_with("additional_rotation")) {
		r_ret = Math::rad_to_deg(get_additional_rotation());
	}
#ifdef TOOLS_ENABLED
	else if (path.begins_with("editor/draw_gizmo")) {
		r_ret = get_editor_draw_gizmo();
	}
#endif // TOOLS_ENABLED
	else {
		return false;
	}

	return true;
}

void SkeletonModification2DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {
	p_list->push_back(PropertyInfo(Variant::BOOL, "enable_constraint", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
	if (enable_constraint) {
		p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_min", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
		p_list->push_back(PropertyInfo(Variant::FLOAT, "constraint_angle_max", PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
		p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_angle_invert", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
		p_list->push_back(PropertyInfo(Variant::BOOL, "constraint_in_localspace", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
	}
	p_list->push_back(PropertyInfo(Variant::FLOAT, "additional_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));

#ifdef TOOLS_ENABLED
	if (Engine::get_singleton()->is_editor_hint()) {
		p_list->push_back(PropertyInfo(Variant::BOOL, "editor/draw_gizmo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
	}
#endif // TOOLS_ENABLED
}

void SkeletonModification2DLookAt::_execute(float p_delta) {
	ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
			"Modification is not setup and therefore cannot execute!");
	if (!enabled) {
		return;
	}

	if (target_node_cache.is_null()) {
		WARN_PRINT_ONCE("Target cache is out of date. Attempting to update...");
		update_target_cache();
		return;
	}

	if (bone2d_node_cache.is_null() && !bone2d_node.is_empty()) {
		update_bone2d_cache();
		WARN_PRINT_ONCE("Bone2D node cache is out of date. Attempting to update...");
		return;
	}

	if (target_node_reference == nullptr) {
		target_node_reference = Object::cast_to<Node2D>(ObjectDB::get_instance(target_node_cache));
	}
	if (!target_node_reference || !target_node_reference->is_inside_tree()) {
		ERR_PRINT_ONCE("Target node is not in the scene tree. Cannot execute modification!");
		return;
	}
	if (bone_idx <= -1) {
		ERR_PRINT_ONCE("Bone index is invalid. Cannot execute modification!");
		return;
	}

	Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx);
	if (operation_bone == nullptr) {
		ERR_PRINT_ONCE("bone_idx for modification does not point to a valid bone! Cannot execute modification");
		return;
	}

	Transform2D operation_transform = operation_bone->get_global_transform();
	Transform2D target_trans = target_node_reference->get_global_transform();

	// Look at the target!
	operation_transform = operation_transform.looking_at(target_trans.get_origin());
	// Apply whatever scale it had prior to looking_at
	operation_transform.set_scale(operation_bone->get_global_scale());

	// Account for the direction the bone faces in:
	operation_transform.set_rotation(operation_transform.get_rotation() - operation_bone->get_bone_angle());

	// Apply additional rotation
	operation_transform.set_rotation(operation_transform.get_rotation() + additional_rotation);

	// Apply constraints in globalspace:
	if (enable_constraint && !constraint_in_localspace) {
		operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert));
	}

	// Convert from a global transform to a local transform via the Bone2D node
	operation_bone->set_global_transform(operation_transform);
	operation_transform = operation_bone->get_transform();

	// Apply constraints in localspace:
	if (enable_constraint && constraint_in_localspace) {
		operation_transform.set_rotation(clamp_angle(operation_transform.get_rotation(), constraint_angle_min, constraint_angle_max, constraint_angle_invert));
	}

	// Set the local pose override, and to make sure child bones are also updated, set the transform of the bone.
	stack->skeleton->set_bone_local_pose_override(bone_idx, operation_transform, stack->strength, true);
	operation_bone->set_transform(operation_transform);
}

void SkeletonModification2DLookAt::_setup_modification(SkeletonModificationStack2D *p_stack) {
	stack = p_stack;

	if (stack != nullptr) {
		is_setup = true;
		update_target_cache();
		update_bone2d_cache();
	}
}

void SkeletonModification2DLookAt::_draw_editor_gizmo() {
	if (!enabled || !is_setup) {
		return;
	}

	Bone2D *operation_bone = stack->skeleton->get_bone(bone_idx);
	editor_draw_angle_constraints(operation_bone, constraint_angle_min, constraint_angle_max,
			enable_constraint, constraint_in_localspace, constraint_angle_invert);
}

void SkeletonModification2DLookAt::update_bone2d_cache() {
	if (!is_setup || !stack) {
		ERR_PRINT_ONCE("Cannot update Bone2D cache: modification is not properly setup!");
		return;
	}

	bone2d_node_cache = ObjectID();
	if (stack->skeleton) {
		if (stack->skeleton->is_inside_tree()) {
			if (stack->skeleton->has_node(bone2d_node)) {
				Node *node = stack->skeleton->get_node(bone2d_node);
				ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
						"Cannot update Bone2D cache: node is this modification's skeleton or cannot be found!");
				ERR_FAIL_COND_MSG(!node->is_inside_tree(),
						"Cannot update Bone2D cache: node is not in the scene tree!");
				bone2d_node_cache = node->get_instance_id();

				Bone2D *bone = Object::cast_to<Bone2D>(node);
				if (bone) {
					bone_idx = bone->get_index_in_skeleton();
				} else {
					ERR_FAIL_MSG("Error Bone2D cache: Nodepath to Bone2D is not a Bone2D node!");
				}

				// Set this to null so we update it
				target_node_reference = nullptr;
			}
		}
	}
}

void SkeletonModification2DLookAt::set_bone2d_node(const NodePath &p_target_node) {
	bone2d_node = p_target_node;
	update_bone2d_cache();
}

NodePath SkeletonModification2DLookAt::get_bone2d_node() const {
	return bone2d_node;
}

int SkeletonModification2DLookAt::get_bone_index() const {
	return bone_idx;
}

void SkeletonModification2DLookAt::set_bone_index(int p_bone_idx) {
	ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");

	if (is_setup && stack) {
		if (stack->skeleton) {
			ERR_FAIL_INDEX_MSG(p_bone_idx, stack->skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
			bone_idx = p_bone_idx;
			bone2d_node_cache = stack->skeleton->get_bone(p_bone_idx)->get_instance_id();
			bone2d_node = stack->skeleton->get_path_to(stack->skeleton->get_bone(p_bone_idx));
		} else {
			WARN_PRINT("Cannot verify the bone index for this modification...");
			bone_idx = p_bone_idx;
		}
	} else {
		WARN_PRINT("Cannot verify the bone index for this modification...");
		bone_idx = p_bone_idx;
	}

	notify_property_list_changed();
}

void SkeletonModification2DLookAt::update_target_cache() {
	if (!is_setup || !stack) {
		ERR_PRINT_ONCE("Cannot update target cache: modification is not properly setup!");
		return;
	}

	target_node_cache = ObjectID();
	if (stack->skeleton) {
		if (stack->skeleton->is_inside_tree()) {
			if (stack->skeleton->has_node(target_node)) {
				Node *node = stack->skeleton->get_node(target_node);
				ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
						"Cannot update target cache: node is this modification's skeleton or cannot be found!");
				ERR_FAIL_COND_MSG(!node->is_inside_tree(),
						"Cannot update target cache: node is not in the scene tree!");
				target_node_cache = node->get_instance_id();
			}
		}
	}
}

void SkeletonModification2DLookAt::set_target_node(const NodePath &p_target_node) {
	target_node = p_target_node;
	update_target_cache();
}

NodePath SkeletonModification2DLookAt::get_target_node() const {
	return target_node;
}

float SkeletonModification2DLookAt::get_additional_rotation() const {
	return additional_rotation;
}

void SkeletonModification2DLookAt::set_additional_rotation(float p_rotation) {
	additional_rotation = p_rotation;
}

void SkeletonModification2DLookAt::set_enable_constraint(bool p_constraint) {
	enable_constraint = p_constraint;
	notify_property_list_changed();
#ifdef TOOLS_ENABLED
	if (stack && is_setup) {
		stack->set_editor_gizmos_dirty(true);
	}
#endif // TOOLS_ENABLED
}

bool SkeletonModification2DLookAt::get_enable_constraint() const {
	return enable_constraint;
}

void SkeletonModification2DLookAt::set_constraint_angle_min(float p_angle_min) {
	constraint_angle_min = p_angle_min;
#ifdef TOOLS_ENABLED
	if (stack && is_setup) {
		stack->set_editor_gizmos_dirty(true);
	}
#endif // TOOLS_ENABLED
}

float SkeletonModification2DLookAt::get_constraint_angle_min() const {
	return constraint_angle_min;
}

void SkeletonModification2DLookAt::set_constraint_angle_max(float p_angle_max) {
	constraint_angle_max = p_angle_max;
#ifdef TOOLS_ENABLED
	if (stack && is_setup) {
		stack->set_editor_gizmos_dirty(true);
	}
#endif // TOOLS_ENABLED
}

float SkeletonModification2DLookAt::get_constraint_angle_max() const {
	return constraint_angle_max;
}

void SkeletonModification2DLookAt::set_constraint_angle_invert(bool p_invert) {
	constraint_angle_invert = p_invert;
#ifdef TOOLS_ENABLED
	if (stack && is_setup) {
		stack->set_editor_gizmos_dirty(true);
	}
#endif // TOOLS_ENABLED
}

bool SkeletonModification2DLookAt::get_constraint_angle_invert() const {
	return constraint_angle_invert;
}

void SkeletonModification2DLookAt::set_constraint_in_localspace(bool p_constraint_in_localspace) {
	constraint_in_localspace = p_constraint_in_localspace;
#ifdef TOOLS_ENABLED
	if (stack && is_setup) {
		stack->set_editor_gizmos_dirty(true);
	}
#endif // TOOLS_ENABLED
}

bool SkeletonModification2DLookAt::get_constraint_in_localspace() const {
	return constraint_in_localspace;
}

void SkeletonModification2DLookAt::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_bone2d_node", "bone2d_nodepath"), &SkeletonModification2DLookAt::set_bone2d_node);
	ClassDB::bind_method(D_METHOD("get_bone2d_node"), &SkeletonModification2DLookAt::get_bone2d_node);
	ClassDB::bind_method(D_METHOD("set_bone_index", "bone_idx"), &SkeletonModification2DLookAt::set_bone_index);
	ClassDB::bind_method(D_METHOD("get_bone_index"), &SkeletonModification2DLookAt::get_bone_index);

	ClassDB::bind_method(D_METHOD("set_target_node", "target_nodepath"), &SkeletonModification2DLookAt::set_target_node);
	ClassDB::bind_method(D_METHOD("get_target_node"), &SkeletonModification2DLookAt::get_target_node);

	ClassDB::bind_method(D_METHOD("set_additional_rotation", "rotation"), &SkeletonModification2DLookAt::set_additional_rotation);
	ClassDB::bind_method(D_METHOD("get_additional_rotation"), &SkeletonModification2DLookAt::get_additional_rotation);

	ClassDB::bind_method(D_METHOD("set_enable_constraint", "enable_constraint"), &SkeletonModification2DLookAt::set_enable_constraint);
	ClassDB::bind_method(D_METHOD("get_enable_constraint"), &SkeletonModification2DLookAt::get_enable_constraint);
	ClassDB::bind_method(D_METHOD("set_constraint_angle_min", "angle_min"), &SkeletonModification2DLookAt::set_constraint_angle_min);
	ClassDB::bind_method(D_METHOD("get_constraint_angle_min"), &SkeletonModification2DLookAt::get_constraint_angle_min);
	ClassDB::bind_method(D_METHOD("set_constraint_angle_max", "angle_max"), &SkeletonModification2DLookAt::set_constraint_angle_max);
	ClassDB::bind_method(D_METHOD("get_constraint_angle_max"), &SkeletonModification2DLookAt::get_constraint_angle_max);
	ClassDB::bind_method(D_METHOD("set_constraint_angle_invert", "invert"), &SkeletonModification2DLookAt::set_constraint_angle_invert);
	ClassDB::bind_method(D_METHOD("get_constraint_angle_invert"), &SkeletonModification2DLookAt::get_constraint_angle_invert);

	ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_index"), "set_bone_index", "get_bone_index");
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_node", "get_bone2d_node");
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_target_node", "get_target_node");
}

SkeletonModification2DLookAt::SkeletonModification2DLookAt() {
	stack = nullptr;
	is_setup = false;
	bone_idx = -1;
	additional_rotation = 0;
	enable_constraint = false;
	constraint_angle_min = 0;
	constraint_angle_max = Math_PI * 2;
	constraint_angle_invert = false;
	enabled = true;

	editor_draw_gizmo = true;
}

SkeletonModification2DLookAt::~SkeletonModification2DLookAt() {
}
