/*************************************************************************/
/*  skeleton_modification_3d.cpp                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "skeleton_modification_3d.h"
#include "../nodes/skeleton.h"

#include "skeleton_modification_stack_3d.h"

void SkeletonModification3D::set_enabled(bool p_enabled) {
	enabled = p_enabled;
}

bool SkeletonModification3D::get_enabled() {
	return enabled;
}

// Helper function. Needed for CCDIK.
real_t SkeletonModification3D::clamp_angle(real_t p_angle, real_t p_min_bound, real_t p_max_bound, bool p_invert) {
	// Map to the 0 to 360 range (in radians though) instead of the -180 to 180 range.
	if (p_angle < 0) {
		p_angle = Math_TAU + p_angle;
	}

	// Make min and max in the range of 0 to 360 (in radians), and make sure they are in the right order
	if (p_min_bound < 0) {
		p_min_bound = Math_TAU + p_min_bound;
	}
	if (p_max_bound < 0) {
		p_max_bound = Math_TAU + p_max_bound;
	}
	if (p_min_bound > p_max_bound) {
		SWAP(p_min_bound, p_max_bound);
	}

	bool is_beyond_bounds = (p_angle < p_min_bound || p_angle > p_max_bound);
	bool is_within_bounds = (p_angle > p_min_bound && p_angle < p_max_bound);

	// Note: May not be the most optimal way to clamp, but it always constraints to the nearest angle.
	if ((!p_invert && is_beyond_bounds) || (p_invert && is_within_bounds)) {
		Vector2 min_bound_vec = Vector2(Math::cos(p_min_bound), Math::sin(p_min_bound));
		Vector2 max_bound_vec = Vector2(Math::cos(p_max_bound), Math::sin(p_max_bound));
		Vector2 angle_vec = Vector2(Math::cos(p_angle), Math::sin(p_angle));

		if (angle_vec.distance_squared_to(min_bound_vec) <= angle_vec.distance_squared_to(max_bound_vec)) {
			p_angle = p_min_bound;
		} else {
			p_angle = p_max_bound;
		}
	}

	return p_angle;
}

bool SkeletonModification3D::_print_execution_error(bool p_condition, String p_message) {
	// If the modification is not setup, don't bother printing the error
	if (!is_setup) {
		return p_condition;
	}

	if (p_condition && !execution_error_found) {
		ERR_PRINT(p_message);
		execution_error_found = true;
	}
	return p_condition;
}

Ref<SkeletonModificationStack3D> SkeletonModification3D::get_modification_stack() {
	return stack;
}

void SkeletonModification3D::set_is_setup(bool p_is_setup) {
	is_setup = p_is_setup;
}

bool SkeletonModification3D::get_is_setup() const {
	return is_setup;
}

void SkeletonModification3D::set_execution_mode(int p_mode) {
	execution_mode = p_mode;
}

int SkeletonModification3D::get_execution_mode() const {
	return execution_mode;
}

void SkeletonModification3D::execute(real_t p_delta) {
	if (!enabled) {
		return;
	}

	call("_execute", p_delta);
}

void SkeletonModification3D::setup_modification(Ref<SkeletonModificationStack3D> p_stack) {
	stack = p_stack.ptr();

	if (stack) {
		is_setup = true;
	} else {
		WARN_PRINT("Could not setup modification with name " + this->get_name());
	}

	call("_setup_modification", p_stack);
}

void SkeletonModification3D::_execute(real_t p_delta) {
}
void SkeletonModification3D::_setup_modification(Ref<SkeletonModificationStack3D> p_stack) {
}

void SkeletonModification3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModification3D::set_enabled);
	ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModification3D::get_enabled);
	ClassDB::bind_method(D_METHOD("get_modification_stack"), &SkeletonModification3D::get_modification_stack);
	ClassDB::bind_method(D_METHOD("set_is_setup", "is_setup"), &SkeletonModification3D::set_is_setup);
	ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModification3D::get_is_setup);
	ClassDB::bind_method(D_METHOD("set_execution_mode", "execution_mode"), &SkeletonModification3D::set_execution_mode);
	ClassDB::bind_method(D_METHOD("get_execution_mode"), &SkeletonModification3D::get_execution_mode);
	ClassDB::bind_method(D_METHOD("clamp_angle", "angle", "min", "max", "invert"), &SkeletonModification3D::clamp_angle);

	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process, physics_process"), "set_execution_mode", "get_execution_mode");

	ClassDB::bind_method(D_METHOD("execute", "p_delta"), &SkeletonModification3D::execute);
	ClassDB::bind_method(D_METHOD("setup_modification", "stack"), &SkeletonModification3D::setup_modification);

	BIND_VMETHOD(MethodInfo("_execute", PropertyInfo(Variant::OBJECT, "delta")));
	BIND_VMETHOD(MethodInfo("_setup_modification", PropertyInfo(Variant::OBJECT, "stack", PROPERTY_HINT_RESOURCE_TYPE, "SkeletonModificationStack3D")));
	ClassDB::bind_method(D_METHOD("_execute", "p_delta"), &SkeletonModification3D::_execute);
	ClassDB::bind_method(D_METHOD("_setup_modification", "stack"), &SkeletonModification3D::_setup_modification);
}

SkeletonModification3D::SkeletonModification3D() {
	stack = nullptr;
	is_setup = false;

	execution_mode = 0; // 0 = process

	enabled = true;
	execution_error_found = false;
}