#ifndef SPATIAL_H
#define SPATIAL_H
/*************************************************************************/
/*  spatial.h                                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* a copy of this software and associated documentation files (the       */
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/*************************************************************************/

#include "scene/main/node.h"
#include "scene/main/scene_tree.h"

class World3D;

class SpatialGizmo : public Reference {
	GDCLASS(SpatialGizmo, Reference);

public:
	virtual void create() = 0;
	virtual void transform() = 0;
	virtual void clear() = 0;
	virtual void redraw() = 0;
	virtual void free() = 0;

	SpatialGizmo();
	virtual ~SpatialGizmo() {}
};

class Spatial : public Node {
	GDCLASS(Spatial, Node);
	OBJ_CATEGORY("3D");

	// optionally stored if we need to do interpolation
	// client side (i.e. not in RenderingServer) so interpolated transforms
	// can be read back with get_global_transform_interpolated()
	struct ClientPhysicsInterpolationData {
		Transform global_xform_curr;
		Transform global_xform_prev;
		uint64_t current_physics_tick = 0;
		uint64_t timeout_physics_tick = 0;
	};

	enum TransformDirty {
		DIRTY_NONE = 0,
		DIRTY_VECTORS = 1,
		DIRTY_LOCAL = 2,
		DIRTY_GLOBAL = 4
	};

	mutable SelfList<Node> xform_change;
	SelfList<Spatial> _client_physics_interpolation_spatials_list;

	struct Data {
		mutable Transform global_transform;
		mutable Transform local_transform;
		mutable Vector3 rotation;
		mutable Vector3 scale;

		mutable int dirty;

		bool toplevel_active : 1;
		bool toplevel : 1;
		bool inside_world : 1;

		// this is cached, and only currently kept up to date in visual instances
		// this is set if a visual instance is
		// (a) in the tree AND (b) visible via is_visible_in_tree() call
		bool vi_visible : 1;

		bool ignore_notification : 1;
		bool notify_local_transform : 1;
		bool notify_transform : 1;

		bool visible : 1;
		bool disable_scale : 1;

		int children_lock;
		Spatial *parent;
		List<Spatial *> children;
		List<Spatial *>::Element *C;

		ClientPhysicsInterpolationData *client_physics_interpolation_data;

#ifdef TOOLS_ENABLED
		Vector<Ref<SpatialGizmo>> gizmos;
		bool gizmos_disabled : 1;
		bool gizmos_dirty : 1;
		bool transform_gizmo_visible : 1;
#endif

	} data;

	void _update_gizmos();
	void _notify_dirty();
	void _propagate_transform_changed(Spatial *p_origin);

	void _propagate_visibility_changed();

protected:
	_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) {
		data.ignore_notification = p_ignore;
	}
	_FORCE_INLINE_ void _update_local_transform() const;

	void _set_vi_visible(bool p_visible);
	bool _is_vi_visible() const {
		return data.vi_visible;
	}
	Transform _get_global_transform_interpolated(real_t p_interpolation_fraction);
	void _disable_client_physics_interpolation();

	void _notification(int p_what);
	static void _bind_methods();

public:
	enum {

		NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED,
		NOTIFICATION_ENTER_WORLD = 41,
		NOTIFICATION_EXIT_WORLD = 42,
		NOTIFICATION_VISIBILITY_CHANGED = 43,
		NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 44,
		NOTIFICATION_ENTER_GAMEPLAY = 45,
		NOTIFICATION_EXIT_GAMEPLAY = 46,
	};

	virtual void notification_callback(int p_message_type);
	Spatial *get_parent_spatial() const;

	Ref<World3D> get_world_3d() const;

	void set_translation(const Vector3 &p_translation);
	void set_rotation(const Vector3 &p_euler_rad);
	void set_rotation_degrees(const Vector3 &p_euler_deg);
	void set_scale(const Vector3 &p_scale);

	void set_global_translation(const Vector3 &p_translation);
	void set_global_rotation(const Vector3 &p_euler_rad);

	Vector3 get_translation() const;
	Vector3 get_rotation() const;
	Vector3 get_rotation_degrees() const;
	Vector3 get_scale() const;

	Vector3 get_global_translation() const;
	Vector3 get_global_rotation() const;

	void set_transform(const Transform &p_transform);
	void set_global_transform(const Transform &p_transform);

	Transform get_transform() const;
	Transform get_global_transform() const;
	Transform get_global_transform_interpolated();
	bool update_client_physics_interpolation_data();

#ifdef TOOLS_ENABLED
	virtual Transform get_global_gizmo_transform() const;
	virtual Transform get_local_gizmo_transform() const;
	virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; };
	virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
	virtual AABB get_fallback_gizmo_aabb() const;
#endif

	void set_as_toplevel(bool p_enabled);
	bool is_set_as_toplevel() const;

	void set_disable_scale(bool p_enabled);
	bool is_scale_disabled() const;

	void set_disable_gizmos(bool p_enabled);
	void update_gizmos();
	void set_subgizmo_selection(Ref<SpatialGizmo> p_gizmo, int p_id, Transform p_transform = Transform());
	void clear_subgizmo_selection();
	Vector<Ref<SpatialGizmo>> get_gizmos() const;
	Vector<Variant> get_gizmos_bind() const;
	void add_gizmo(Ref<SpatialGizmo> p_gizmo);
	void remove_gizmo(Ref<SpatialGizmo> p_gizmo);
	void clear_gizmos();

	_FORCE_INLINE_ bool is_inside_world() const {
		return data.inside_world;
	}

	Transform get_relative_transform(const Node *p_parent) const;

	void rotate(const Vector3 &p_axis, float p_angle);
	void rotate_x(float p_angle);
	void rotate_y(float p_angle);
	void rotate_z(float p_angle);
	void translate(const Vector3 &p_offset);
	void scale(const Vector3 &p_ratio);

	void rotate_object_local(const Vector3 &p_axis, float p_angle);
	void scale_object_local(const Vector3 &p_scale);
	void translate_object_local(const Vector3 &p_offset);

	void global_rotate(const Vector3 &p_axis, float p_angle);
	void global_scale(const Vector3 &p_scale);
	void global_translate(const Vector3 &p_offset);

	void look_at(const Vector3 &p_target, const Vector3 &p_up);
	void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up);

	Vector3 to_local(Vector3 p_global) const;
	Vector3 to_global(Vector3 p_local) const;

	void set_notify_transform(bool p_enable);
	bool is_transform_notification_enabled() const;

	void set_notify_local_transform(bool p_enable);
	bool is_local_transform_notification_enabled() const;

	void orthonormalize();
	void set_identity();

	void set_visible(bool p_visible);
	bool is_visible() const;
	void show();
	void hide();
	bool is_visible_in_tree() const;

	void force_update_transform();

	Spatial();
	~Spatial();
};

#endif
