//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose: 
//
//=============================================================================

#include "stdafx.h"
#include "Box3D.h"
#include "GameData.h"
#include "StockSolids.h"
#include "GlobalFunctions.h"
#include "worldcraft_mathlib.h"
#include "MapDoc.h"
#include "MapEntity.h"
#include "MapWorld.h"
#include "../common/KeyFrame/KeyFrame.h"
#include "MapKeyFrame.h"
#include "MapAnimator.h"
#include "Render3D.h"
#include "TextureSystem.h"
#include "materialsystem/IMesh.h"
#include "Material.h"

IMPLEMENT_MAPCLASS( CMapKeyFrame );


//-----------------------------------------------------------------------------
// Purpose: Factory function. Used for creating a CMapKeyFrame from a set
//			of string parameters from the FGD file.
// Input  : *pInfo - Pointer to helper info class which gives us information
//				about how to create the class.
// Output : Returns a pointer to the class, NULL if an error occurs.
//-----------------------------------------------------------------------------
CMapClass *CMapKeyFrame::CreateMapKeyFrame(CHelperInfo *pHelperInfo, CMapEntity *pParent)
{
	return(new CMapKeyFrame);
}


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CMapKeyFrame::CMapKeyFrame()
{
	m_pAnimator = NULL;
	m_pNextKeyFrame = NULL;
	m_flMoveTime = 0;
	m_flSpeed = 0;
	m_bRebuildPath = false;
	ZeroVector(m_Angles);

	// setup the quaternion identity
	m_qAngles[0] = m_qAngles[1] = m_qAngles[2] = 0;
	m_qAngles[3] = 1;
	
	m_pPositionInterpolator = NULL;
	m_iPositionInterpolator = -1;
	m_iChangeFrame = -1;
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMapKeyFrame::~CMapKeyFrame()
{
	if( m_pPositionInterpolator )
		m_pPositionInterpolator->Release();
}


//-----------------------------------------------------------------------------
// Purpose: 
// Input  : bFullUpdate - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::CalcBounds(BOOL bFullUpdate)
{
	CMapClass::CalcBounds(bFullUpdate);

	//
	// Calculate the 3D bounds to include all points on our line.
	//
	m_CullBox.ResetBounds();
	m_CullBox.UpdateBounds(m_Origin);

	if( m_pNextKeyFrame )
	{
		// Expand the bbox by the target entity's origin.
		Vector vNextOrigin;
		m_pNextKeyFrame->GetOrigin( vNextOrigin );
		m_CullBox.UpdateBounds(vNextOrigin);

		// Expand the bbox by the points on our line.
		for ( int i=0; i < MAX_LINE_POINTS; i++ )
		{
			m_CullBox.UpdateBounds(m_LinePoints[i]);
		}
	}

	//
	// Our 2D bounds are just a point, because we don't render in 2D.
	//
	m_Render2DBox.ResetBounds();
	m_Render2DBox.UpdateBounds(m_Origin, m_Origin);
}


//-----------------------------------------------------------------------------
// Purpose: 
// Output : CMapClass *
//-----------------------------------------------------------------------------
CMapClass *CMapKeyFrame::Copy(bool bUpdateDependencies)
{
	CMapKeyFrame *pNew = new CMapKeyFrame;
	pNew->CopyFrom(this, bUpdateDependencies);
	return pNew;
}


//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pObj - 
// Output : CMapClass *
//-----------------------------------------------------------------------------
CMapClass *CMapKeyFrame::CopyFrom(CMapClass *pObj, bool bUpdateDependencies)
{
	CMapClass::CopyFrom(pObj, bUpdateDependencies);

	CMapKeyFrame *pFrom = dynamic_cast<CMapKeyFrame*>( pObj );
	ASSERT( pFrom != NULL );

	m_qAngles = pFrom->m_qAngles;
	m_Angles = pFrom->m_Angles;
	m_flSpeed = pFrom->m_flSpeed;
	m_flMoveTime = pFrom->m_flMoveTime;

	if (bUpdateDependencies)
	{
		m_pNextKeyFrame = (CMapKeyFrame *)UpdateDependency(m_pNextKeyFrame, pFrom->m_pNextKeyFrame);
	}
	else
	{
		m_pNextKeyFrame = pFrom->m_pNextKeyFrame;
	}

	m_bRebuildPath = true;

	return this;
}


//-----------------------------------------------------------------------------
// Purpose: notifies the keyframe that it has been cloned
//			inserts the clone into the correct place in the keyframe list
// Input  : *pClone - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::OnClone( CMapClass *pClone, CMapWorld *pWorld, CMapObjectList &OriginalList, CMapObjectList &NewList )
{
	CMapClass::OnClone( pClone, pWorld, OriginalList, NewList );

	CMapKeyFrame *pNewKey = dynamic_cast<CMapKeyFrame*>( pClone );
	ASSERT( pNewKey != NULL );
	if ( !pNewKey )
		return;

	CMapEntity *pEntity = dynamic_cast<CMapEntity*>( Parent );
	CMapEntity *pNewEntity = dynamic_cast<CMapEntity*>( pClone->GetParent() );

	// insert the newly created keyframe into the sequence

	// point the clone's next at what we were pointing at
	const char *nextKey = pEntity->GetKeyValue( "NextKey" );
	if ( nextKey )
	{
		pNewEntity->SetKeyValue( "NextKey", nextKey );
	}

	// create a new targetname for the clone
	char newName[128];
	const char *oldName = pEntity->GetKeyValue( "targetname" );
	if ( !oldName || oldName[0] == 0 )
		oldName = "keyframe";

	CMapEntity::GenerateNewTargetname( oldName, newName, 127 );
	pNewEntity->SetKeyValue( "targetname", newName );

	// point the current keyframe at the clone
	pEntity->SetKeyValue( "NextKey", newName );
}


//-----------------------------------------------------------------------------
// Purpose: Called just after this object has been removed from the world so
//			that it can unlink itself from other objects in the world.
// Input  : pWorld - The world that we were just removed from.
//			bNotifyChildren - Whether we should forward notification to our children.
//-----------------------------------------------------------------------------
void CMapKeyFrame::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren)
{
	CMapClass::OnRemoveFromWorld(pWorld, bNotifyChildren);

	//
	// Detach ourselves from the next keyframe in the path.
	//
	m_pNextKeyFrame = (CMapKeyFrame *)UpdateDependency(m_pNextKeyFrame, NULL);
}


//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *outQuat - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::GetQuatAngles( Quaternion &outQuat )
{
	outQuat = m_qAngles;
}


//-----------------------------------------------------------------------------
// Purpose: Recalulates timings based on the new position
// Input  : *pfOrigin - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::SetOrigin( Vector& pfOrigin )
{
	CMapClass::SetOrigin(pfOrigin);
	m_bRebuildPath = true;
}


//-----------------------------------------------------------------------------
// Purpose: Renders the connecting lines between the keyframes
// Input  : pRender - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::Render3D( CRender3D *pRender )
{
	if ( m_bRebuildPath )
	{
		if (GetAnimator() != NULL)
		{
			GetAnimator()->RebuildPath();
		}
	}

	// only draw if we have a valid connection
	if ( m_pNextKeyFrame && m_flSpeed > 0 )
	{
		// only draw if we haven't already been drawn this frame
		if ( GetRenderFrame() != pRender->GetRenderFrame() )
		{
			SetRenderFrame( pRender->GetRenderFrame() );

			Vector o1, o2;
			GetOrigin( o1 );
			m_pNextKeyFrame->GetOrigin( o2 );

			pRender->SetRenderMode(RENDER_MODE_WIREFRAME);
			
			CMeshBuilder meshBuilder;
			IMesh* pMesh = MaterialSystemInterface()->GetDynamicMesh();

			// draw connecting line going from green to red
			meshBuilder.Begin( pMesh, MATERIAL_LINE_STRIP, MAX_LINE_POINTS );

			// start point
			meshBuilder.Color3f( 0, 1.0f, 0 );
			meshBuilder.Position3f( o1[0], o1[1], o1[2] );
			meshBuilder.AdvanceVertex();

			for ( int i = 0; i < MAX_LINE_POINTS; i++ )
			{
				float red = (float)(i+1) / (float)MAX_LINE_POINTS;
				meshBuilder.Color3f( red, 1.0f - red, 0 );
				meshBuilder.Position3f( m_LinePoints[i][0], m_LinePoints[i][1], m_LinePoints[i][2] );
				meshBuilder.AdvanceVertex();
			}

			meshBuilder.End();
		    pMesh->Draw();
		}
	}

	pRender->SetRenderMode(RENDER_MODE_DEFAULT);
}


//-----------------------------------------------------------------------------
// Purpose: Returns the total time remaining in the animation sequence in seconds.
//-----------------------------------------------------------------------------
float CMapKeyFrame::GetRemainingTime( CMapObjectList *pVisited )
{
	CMapObjectList Visited;
	if ( pVisited == NULL )
	{
		pVisited = &Visited;
	}

	//
	// Check for circularities.
	//
	if ( pVisited->Find( this ) )
	{
		return 0.0f;
	}

	pVisited->AddTail( this );

	if ( m_pNextKeyFrame )
	{
		return m_flMoveTime + m_pNextKeyFrame->GetRemainingTime( pVisited );
	}

	return 0.0f;
}


//-----------------------------------------------------------------------------
// Purpose: 
// Output : CMapKeyFrame
//-----------------------------------------------------------------------------
CMapKeyFrame *CMapKeyFrame::NextKeyFrame( void )
{
	if ( !m_pNextKeyFrame )
		return this;

	return m_pNextKeyFrame;
}


//-----------------------------------------------------------------------------
// Purpose: Notifies that the entity this is attached to has had a key change
// Input  : key - 
//			value - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::OnParentKeyChanged( LPCSTR key, LPCSTR value )
{
	if ( !stricmp(key, "NextKey") )
	{
		m_bRebuildPath = true;
	}
	else if ( !stricmp(key, "NextTime") )
	{
		m_flMoveTime = atof( value );
	}
	else if ( !stricmp(key, "MoveSpeed") )
	{
		m_flSpeed = atof( value );
		m_bRebuildPath = true;
	}
	else if (!stricmp(key, "angles"))
	{
		sscanf(value, "%f %f %f", &m_Angles[PITCH], &m_Angles[YAW], &m_Angles[ROLL]);
		AngleQuaternion(m_Angles, m_qAngles);
	}

	if( m_pPositionInterpolator )
	{
		if( m_pPositionInterpolator->ProcessKey( key, value ) )
			m_bRebuildPath = true;
	}
}


//-----------------------------------------------------------------------------
// Purpose: calculates the time the current key frame should take, given
//			the movement speed, and the distance to the next keyframe
//-----------------------------------------------------------------------------
void CMapKeyFrame::RecalculateTimeFromSpeed( void )
{
	if ( m_flSpeed <= 0 )
		return;

	if ( !m_pNextKeyFrame )
		return;

	// calculate the distance to the next key
	Vector o1;
	m_pNextKeyFrame->GetOrigin( o1 );

	Vector o2 = o1 - m_Origin;
	float dist = VectorLength( o2 );

	// couldn't get time from distance, get it from rotation instead
	if ( !dist )
	{
		// speed is in degrees per second
		// find the largest rotation component and use that
		QAngle ang = m_Angles - m_pNextKeyFrame->m_Angles;
		dist = 0;
		for ( int i = 0; i < 3; i++ )
		{
			fixang( ang[i] );
			if ( ang[i] > 180 )
				ang[i] = ang[i] - 360;

			if ( abs(ang[i]) > dist )
			{
				dist = abs(ang[i]);
			}
		}
	}

	// time = distance / speed
	float newTime = dist / m_flSpeed;

	// set the new speed (99.99% of the time this is the same so don't
	// bother forcing it to rebuild the path).
	if( m_flMoveTime != newTime )
	{
		m_flMoveTime = newTime;

		// rebuild the path before we next render
		m_bRebuildPath = true;
	}

	// "NextTime" key removed until we get a real-time updating entity properties dialog		
	/*
	CMapEntity *ent = dynamic_cast<CMapEntity*>( Parent );
	if ( ent )
	{
		char buf[16];
		sprintf( buf, "%.2f", newTime );
		ent->SetKeyValue( "NextTime", buf );
		ent->OnParentKeyChanged( "NextTime", buf );
	}
	*/
}


//-----------------------------------------------------------------------------
// Purpose: Builds the spline points between this keyframe and the previous
//			keyframe.
// Input  : pPrev - 
//-----------------------------------------------------------------------------
void CMapKeyFrame::BuildPathSegment( CMapKeyFrame *pPrev )
{
	RecalculateTimeFromSpeed();

	CMapAnimator *pAnim = GetAnimator();

	Quaternion qAngles;
	for ( int i = 0; i < MAX_LINE_POINTS; i++ )
	{
		if (pAnim != NULL)
		{
			CMapAnimator::GetAnimationAtTime( this, pPrev, MoveTime() * ( float )( i + 1 ) / (float)MAX_LINE_POINTS, m_LinePoints[i], qAngles, pAnim->m_iPositionInterpolator, pAnim->m_iRotationInterpolator );
		}
		else
		{
			// FIXME: If we aren't connected to an animator yet, just draw straight lines. This code is never hit, because
			//		 BuildPathSegment is only called from CMapAnimator. To make matters worse, we can only reliably find
			//		 pPrev through an animator.
			CMapAnimator::GetAnimationAtTime( this, pPrev, MoveTime() * (float)( i + 1) / (float)MAX_LINE_POINTS, m_LinePoints[i], qAngles, 0, 0 );
		}
	}

	// HACK: we shouldn't need to do this. CalcBounds alone should work (but it doesn't because of where we
	// call RebuildPath from). Make this work more like other objects.
	if ( Parent )
	{
		Parent->CalcBounds( true );
	}
	else
	{
		CalcBounds();
	}

	m_bRebuildPath = false;
}


//-----------------------------------------------------------------------------
// Purpose: Called when an object that we depend on has changed.
//-----------------------------------------------------------------------------
void CMapKeyFrame::OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType)
{
	CMapClass::OnNotifyDependent(pObject, eNotifyType);

	if ((pObject == m_pAnimator) && (eNotifyType == Notify_Removed))
	{
		SetAnimator(NULL);
	}

	//
	// If our next keyframe was deleted, try to link to the one after it.
	//
	if ((pObject == m_pNextKeyFrame) && (eNotifyType == Notify_Removed))
	{
		CMapEntity *pNextParent = m_pNextKeyFrame->GetParentEntity();
		const char *szNext = pNextParent->GetKeyValue("NextKey");

		CMapEntity *pParent = GetParentEntity();
		pParent->SetKeyValue("NextKey", szNext);
	}

	m_bRebuildPath = true;
}


//-----------------------------------------------------------------------------
// Purpose: returns a pointer to our parent entity
// Output : CMapEntity
//-----------------------------------------------------------------------------
CMapEntity *CMapKeyFrame::GetParentEntity( void )
{
	return dynamic_cast<CMapEntity*>( Parent );
}


//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMapKeyFrame::IsAnyKeyInSequenceSelected( void )
{
	if ( Parent && Parent->IsSelected() )
	{
		return true;
	}

	// search forward
	for ( CMapKeyFrame *find = m_pAnimator; find != NULL; find = find->m_pNextKeyFrame )
	{
		if ( find->Parent && find->Parent->IsSelected() )
		{
			return true;
		}
	}

	// no selected items found
	return false;
}


//-----------------------------------------------------------------------------
// Purpose: 
// Input  : iInterpolator - 
// Output : IPositionInterpolator
//-----------------------------------------------------------------------------
IPositionInterpolator* CMapKeyFrame::SetupPositionInterpolator( int iInterpolator )
{
	if( iInterpolator != m_iPositionInterpolator )
	{
		if( m_pPositionInterpolator )
			m_pPositionInterpolator->Release();

		m_pPositionInterpolator = Motion_GetPositionInterpolator( iInterpolator );
		m_iPositionInterpolator = iInterpolator;

		// Feed keys..
		CMapEntity *pEnt = GetParentEntity();
		if( pEnt )
		{
			for( int i=0; i < pEnt->GetKeyValueCount(); i++ )
			{
				m_pPositionInterpolator->ProcessKey( 
					pEnt->GetKey( i ),
					pEnt->GetKeyValue( i ) );
			}
		}
	}


	return m_pPositionInterpolator;
}


//-----------------------------------------------------------------------------
// Purpose: Marks that we need to relink any pointers defined by target/targetname pairs
//-----------------------------------------------------------------------------
void CMapKeyFrame::UpdateDependencies(CMapWorld *pWorld, CMapClass *pObject)
{
	CMapClass::UpdateDependencies(pWorld, pObject);
	m_bRebuildPath = true;
}


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CMapKeyFrame::SetAnimator(CMapAnimator *pAnimator)
{
	m_pAnimator = (CMapAnimator *)UpdateDependency(m_pAnimator, pAnimator);
}


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CMapKeyFrame::SetNextKeyFrame(CMapKeyFrame *pNext)
{
	m_pNextKeyFrame = (CMapKeyFrame *)UpdateDependency(m_pNextKeyFrame, pNext);
}


