﻿/*
MIT License

Copyright(c) 2019 Mitchel Thompson
www.angryarugula.com

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.
*/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

namespace Arugula.Prototypical
{
    [CustomEditor(typeof(VolumetricSensor))]
    public class VolumetricSensorInspector : Editor
    {
        SerializedProperty shape, axis, angle, radius, min, max, continuous, layerMask, drawGizmos;

        private void OnEnable()
        {
            continuous = serializedObject.FindProperty("continuous");
            layerMask = serializedObject.FindProperty("layerMask");
            shape = serializedObject.FindProperty("shape");
            axis = serializedObject.FindProperty("axis");
            angle = serializedObject.FindProperty("angle");
            radius = serializedObject.FindProperty("radius");
            min = serializedObject.FindProperty("min");
            max = serializedObject.FindProperty("max");
            drawGizmos = serializedObject.FindProperty("drawGizmos");
            
        }

        Quaternion previousRot = Quaternion.identity;
        private void OnSceneGUI()
        {
            EditorGUI.BeginChangeCheck();
            var s = (VolumetricSensor.Shape)shape.enumValueIndex;

            VolumetricSensor sensor = (VolumetricSensor)target;



            Vector3 dir = sensor.transform.TransformDirection(sensor.axis).normalized;
            Quaternion rot = Quaternion.LookRotation(dir, sensor.transform.up);
            switch (s)
            {
                case VolumetricSensor.Shape.Plane:
                    {
                        Transform t = sensor.transform;
                        Vector3 pos;
                        Vector3 posResult;
                        Vector3 localPos;
                        Vector3 localPosResult;
                        float result;

                        pos = sensor.transform.position + (dir * sensor.MinDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = sensor.MinDistance + (localPosResult.z - localPos.z);
                        SetVector(min, VecComponent.Z, result);

                        pos = sensor.transform.position + (dir * sensor.MaxDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = sensor.MaxDistance + (localPosResult.z - localPos.z);
                        SetVector(max, VecComponent.Z, result);
                    }
                    break;
                case VolumetricSensor.Shape.Cone:
                    {
                        Transform t = sensor.transform;
                        Vector3 pos;
                        Vector3 posResult;
                        Vector3 localPos;
                        Vector3 localPosResult;
                        float result;

                        pos = sensor.transform.position + (dir * sensor.MinDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = Mathf.Clamp(sensor.MinDistance + (localPosResult.z - localPos.z), 0, float.MaxValue);
                        SetVector(min, VecComponent.Z, result);

                        pos = sensor.transform.position + (dir * sensor.MaxDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = Mathf.Clamp(sensor.MaxDistance + (localPosResult.z - localPos.z), 0, float.MaxValue);
                        SetVector(max, VecComponent.Z, result);
                    }
                    break;
                case VolumetricSensor.Shape.Cylinder:
                    {
                        Transform t = sensor.transform;
                        Vector3 pos;
                        Vector3 posResult;
                        Vector3 localPos;
                        Vector3 localPosResult;
                        float result;

                        pos = sensor.transform.position + (dir * sensor.MinDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = sensor.MinDistance + (localPosResult.z - localPos.z);
                        SetVector(min, VecComponent.Z, result);

                        pos = sensor.transform.position + (dir * sensor.MaxDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = sensor.MaxDistance + (localPosResult.z - localPos.z);
                        SetVector(max, VecComponent.Z, result);

                        Handles.DrawWireDisc(pos, dir, sensor.radius);
                        dir = rot * Quaternion.Euler(90, 0, 0) * Vector3.forward;
                        rot = Quaternion.LookRotation(dir, sensor.transform.up);
                        pos = pos + (dir * sensor.radius);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = sensor.radius + (localPosResult.z - localPos.z);
                        radius.floatValue = result;


                        //Handles.SphereHandleCap(0, radiusNibPos, Quaternion.identity, 0.1f, EventType.Repaint);
                    }
                    break;
                case VolumetricSensor.Shape.Sphere:
                    {
                        Transform t = sensor.transform;
                        Vector3 pos;
                        Vector3 posResult;
                        Vector3 localPos;
                        Vector3 localPosResult;
                        float result;

                        pos = sensor.transform.position + (dir * sensor.MinDistance);
                        Handles.DrawWireArc(sensor.transform.position, rot * Vector3.up, Quaternion.AngleAxis(sensor.angle/-2, rot * Vector3.up) * dir * sensor.MinDistance, sensor.angle, sensor.MinDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = Mathf.Clamp(sensor.MinDistance + (localPosResult.z - localPos.z), 0, float.MaxValue);
                        SetVector(min, VecComponent.Z, result);

                        pos = sensor.transform.position + (dir * sensor.MaxDistance);
                        Handles.DrawWireArc(sensor.transform.position, rot * Vector3.up, Quaternion.AngleAxis(sensor.angle / -2, rot * Vector3.up) * dir * sensor.MaxDistance, sensor.angle, sensor.MaxDistance);
                        posResult = Handles.Slider(pos, dir, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(rot) * pos;
                        localPosResult = Quaternion.Inverse(rot) * posResult;
                        result = Mathf.Clamp(sensor.MaxDistance + (localPosResult.z - localPos.z), 0, float.MaxValue);
                        SetVector(max, VecComponent.Z, result);

                        //angle drag handle
                        pos = sensor.transform.position;
                        //Vector3 b = Quaternion.AngleAxis(sensor.angle / 2, rot * Vector3.up) * dir * sensor.MaxDistance;
                        //Handles.DrawLine(pos, b);
                        Handles.Label(pos + dir * Mathf.Lerp(sensor.MinDistance, sensor.MaxDistance, 0.5f), sensor.angle.ToString("f2") + "°");
                        Vector3 axis = Quaternion.AngleAxis(90, rot * Vector3.right) * dir.normalized;
                        Quaternion resultRot = Handles.Disc(previousRot, pos, axis, Mathf.Lerp(sensor.MinDistance, sensor.MaxDistance, 0.5f), false, 0);
                        Vector3 resultFwd = resultRot * Vector3.forward;
                        Vector3 localFwd = previousRot * Vector3.forward;
                        result = Vector3.SignedAngle(resultFwd, localFwd, Vector3.up);
                        previousRot = resultRot;
                        angle.floatValue = Mathf.Clamp(angle.floatValue + -result, 0, 360);

                    }
                    break;
                case VolumetricSensor.Shape.Arc:
                    {
                        Transform t = sensor.transform;
                        Vector3 pos;
                        Vector3 posResult;
                        Vector3 localPos;
                        Vector3 localPosResult;
                        float result;

                        pos = t.position + (t.forward * sensor.MinDistance) + (t.up * sensor.Floor);
                        Handles.DrawWireArc(t.position + (t.up * sensor.Floor), t.rotation * Vector3.up, Quaternion.AngleAxis(sensor.angle / -2, t.rotation * Vector3.up) * t.forward * sensor.MinDistance, sensor.angle, sensor.MinDistance);
                        posResult = Handles.Slider(pos, t.forward, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = Mathf.Clamp(sensor.MinDistance + (localPosResult.z - localPos.z), 0, float.MaxValue);
                        SetVector(min, VecComponent.Z, result);

                        pos = t.position + (t.forward * sensor.MaxDistance) + (t.up * sensor.Floor);
                        Handles.DrawWireArc(t.position + (t.up * sensor.Floor), t.rotation * Vector3.up, Quaternion.AngleAxis(sensor.angle / -2, t.rotation * Vector3.up) * t.forward * sensor.MaxDistance, sensor.angle, sensor.MaxDistance);
                        posResult = Handles.Slider(pos, t.forward, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = Mathf.Clamp(sensor.MaxDistance + (localPosResult.z - localPos.z), 0, float.MaxValue);
                        SetVector(max, VecComponent.Z, result);

                        //angle drag handle
                        pos = t.position + (t.up * sensor.Floor);
                        Handles.Label(pos + t.forward * Mathf.Lerp(sensor.MinDistance, sensor.MaxDistance, 0.5f), sensor.angle.ToString("f2") + "°");
                        Vector3 axis = Quaternion.AngleAxis(90, t.rotation * Vector3.right) * t.forward.normalized;
                        Quaternion resultRot = Handles.Disc(previousRot, pos, axis, Mathf.Lerp(sensor.MinDistance, sensor.MaxDistance, 0.5f), false, 0);
                        Vector3 resultFwd = resultRot * Vector3.forward;
                        Vector3 localFwd = previousRot * Vector3.forward;
                        result = Vector3.SignedAngle(resultFwd, localFwd, Vector3.up);
                        previousRot = resultRot;
                        angle.floatValue = Mathf.Clamp(angle.floatValue + -result, 0, 360);

                        pos = t.position + (t.up * sensor.Ceiling);
                        posResult = Handles.Slider(pos, t.up, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.Ceiling + (localPosResult.y - localPos.y);
                        SetVector(max, VecComponent.Y, result);

                        pos = t.position + (t.up * sensor.Floor);
                        posResult = Handles.Slider(pos, t.up, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.Floor + (localPosResult.y - localPos.y);
                        SetVector(min, VecComponent.Y, result);
                    }
                    break;
                case VolumetricSensor.Shape.Cube:
                    {
                        Transform t = sensor.transform;
                        Vector3 pos;
                        Vector3 posResult;
                        Vector3 localPos;
                        Vector3 localPosResult;
                        float result;

                        Bounds b = new Bounds(sensor.min, Vector3.zero);
                        b.Encapsulate(sensor.max);

                        //max x
                        pos = t.position + (t.rotation * new Vector3(b.max.x, b.center.y, b.center.z));
                        posResult = Handles.Slider(pos, t.right, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.max.x + (localPosResult.x - localPos.x);
                        SetVector(max, VecComponent.X, result);

                        //max y
                        pos = t.position + (t.rotation * new Vector3(b.center.x, b.max.y, b.center.z));
                        posResult = Handles.Slider(pos, t.up, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.max.y + (localPosResult.y - localPos.y);
                        SetVector(max, VecComponent.Y, result);

                        //max z
                        pos = t.position + (t.rotation * new Vector3(b.center.x, b.center.y, b.max.z));
                        posResult = Handles.Slider(pos, t.forward, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.max.z + (localPosResult.z - localPos.z);
                        SetVector(max, VecComponent.Z, result);

                        //min x
                        pos = t.position + (t.rotation * new Vector3(b.min.x, b.center.y, b.center.z));
                        posResult = Handles.Slider(pos, t.right, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.min.x + (localPosResult.x - localPos.x);
                        SetVector(min, VecComponent.X, result);

                        //min y
                        pos = t.position + (t.rotation * new Vector3(b.center.x, b.min.y, b.center.z));
                        posResult = Handles.Slider(pos, t.up, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.min.y + (localPosResult.y - localPos.y);
                        SetVector(min, VecComponent.Y, result);

                        //min z
                        pos = t.position + (t.rotation * new Vector3(b.center.x, b.center.y, b.min.z));
                        posResult = Handles.Slider(pos, t.forward, HandleUtility.GetHandleSize(pos) * 0.03f, Handles.DotHandleCap, 0);
                        localPos = Quaternion.Inverse(t.rotation) * pos;
                        localPosResult = Quaternion.Inverse(t.rotation) * posResult;
                        result = sensor.min.z + (localPosResult.z - localPos.z);
                        SetVector(min, VecComponent.Z, result);
                    }
                    break;
            }


            if (EditorGUI.EndChangeCheck())
            {
                serializedObject.ApplyModifiedProperties();
            }
        }

        public override void OnInspectorGUI()
        {
            EditorGUI.BeginChangeCheck();
            var shp = (VolumetricSensor.Shape)shape.enumValueIndex;

            EditorGUILayout.PropertyField(drawGizmos);
            EditorGUILayout.PropertyField(continuous);
            EditorGUILayout.PropertyField(layerMask);
            EditorGUILayout.PropertyField(shape);

            switch (shp)
            {
                case VolumetricSensor.Shape.Plane:
                    EditorGUILayout.PropertyField(axis);
                    VectorField(min, "Min Distance");
                    VectorField(max, "Max Distance");

                    break;
                case VolumetricSensor.Shape.Cube:
                    EditorGUILayout.PropertyField(min);
                    EditorGUILayout.PropertyField(max);
                    break;
                case VolumetricSensor.Shape.Sphere:
                    EditorGUILayout.PropertyField(axis);
                    VectorField(min, "Min Distance");
                    VectorField(max, "Max Distance");
                    EditorGUILayout.PropertyField(angle);
                    break;
                case VolumetricSensor.Shape.Cone:
                    EditorGUILayout.PropertyField(axis);
                    VectorField(min, "Min Distance");
                    VectorField(max, "Max Distance");
                    EditorGUILayout.PropertyField(angle);
                    break;
                case VolumetricSensor.Shape.Cylinder:
                    EditorGUILayout.PropertyField(axis);
                    VectorField(min, "Min Distance");
                    VectorField(max, "Max Distance");
                    EditorGUILayout.PropertyField(radius);
                    break;
                case VolumetricSensor.Shape.Arc:
                    VectorField(min, "Floor", VecComponent.Y);
                    VectorField(max, "Ceiling", VecComponent.Y);
                    VectorField(min, "Min Distance");
                    VectorField(max, "Max Distance");
                    EditorGUILayout.PropertyField(angle);
                    break;
            }

            if (EditorGUI.EndChangeCheck())
            {
                serializedObject.ApplyModifiedProperties();
            }

            VolumetricSensor sensor = (VolumetricSensor)target;

            EditorGUILayout.PrefixLabel("Detected Objects");
            EditorGUI.indentLevel++;
            foreach(var s in sensor.DetectedObjects)
            {
                if (s == null)
                    continue;
                EditorGUILayout.LabelField(s.GameObject.name, EditorStyles.miniLabel);
                Rect r = GUILayoutUtility.GetLastRect();
                if(Event.current.type == EventType.MouseDown && r.Contains(Event.current.mousePosition))
                {
                    Event.current.Use();
                    EditorGUIUtility.PingObject(s.GameObject);
                }
            }
            EditorGUI.indentLevel--;
        }

        enum VecComponent { X, Y, Z, W };
        void VectorField(SerializedProperty prop, string name = null, VecComponent component = VecComponent.Z)
        {
            var vec = prop.vector3Value;
            if(name == null)
            {
                name = prop.name;
                string capitalizeFirst = name[0].ToString().ToUpper();
                name = name.Remove(0, 1);
                name = capitalizeFirst + name;
            }
            switch (component)
            {
                case VecComponent.X:
                    vec.x = EditorGUILayout.FloatField(name, prop.vector3Value.x);
                    break;
                case VecComponent.Y:
                    vec.y = EditorGUILayout.FloatField(name, prop.vector3Value.y);
                    break;
                case VecComponent.Z:
                    vec.z = EditorGUILayout.FloatField(name, prop.vector3Value.z);
                    break;
            }
            
            prop.vector3Value = vec;
        }

        void SetVector(SerializedProperty prop, VecComponent component, float val)
        {
            var vec = prop.vector3Value;
            switch (component)
            {
                case VecComponent.X:
                    vec.x = val;
                    break;
                case VecComponent.Y:
                    vec.y = val;
                    break;
                case VecComponent.Z:
                    vec.z = val;
                    break;
            }

            prop.vector3Value = vec;
        }

    }

}
