@tool
class_name XRToolsVignette
extends Node3D

@export var radius : float = 1.0: set = set_radius
@export var fade : float = 0.05: set = set_fade
@export var steps : int = 32: set = set_steps

@export var auto_adjust : bool = true: set = set_auto_adjust
@export var auto_inner_radius : float = 0.35
@export var auto_fade_out_factor : float = 1.5
@export var auto_fade_delay : float = 1.0
@export var auto_rotation_limit : float = 20.0: set = set_auto_rotation_limit
@export var auto_velocity_limit : float = 10.0

var material : ShaderMaterial = preload("res://addons/godot-xr-tools/effects/vignette.tres")

var auto_first = true
var fade_delay = 0.0
var origin_node = null
var last_origin_basis : Basis
var last_location : Vector3
@onready var auto_rotation_limit_rad = deg_to_rad(auto_rotation_limit)

func set_radius(new_radius : float) -> void:
	radius = new_radius
	if is_inside_tree():
		_update_radius()

func _update_radius() -> void:
	if radius < 1.0:
		if material:
			material.set_shader_parameter("radius", radius * sqrt(2))
		$Mesh.visible = true
	else:
		$Mesh.visible = false

func set_fade(new_fade : float) -> void:
	fade = new_fade
	if is_inside_tree():
		_update_fade()

func _update_fade() -> void:
	if material:
		material.set_shader_parameter("fade", fade)


func set_steps(new_steps : int) -> void:
	steps = new_steps
	if is_inside_tree():
		_update_mesh()

func _update_mesh() -> void:
	var vertices : PackedVector3Array
	var indices : PackedInt32Array

	vertices.resize(2 * steps)
	indices.resize(6 * steps)
	for i in steps:
		var v : Vector3 = Vector3.RIGHT.rotated(Vector3.FORWARD, deg_to_rad((360.0 * i) / steps))
		vertices[i] = v
		vertices[steps+i] = v * 2.0

		var off = i * 6
		var i2 = ((i + 1) % steps)
		indices[off + 0] = steps + i
		indices[off + 1] = steps + i2
		indices[off + 2] = i2
		indices[off + 3] = steps + i
		indices[off + 4] = i2
		indices[off + 5] = i

	# update our mesh
	var arr_mesh = ArrayMesh.new()
	var arr : Array
	arr.resize(ArrayMesh.ARRAY_MAX)
	arr[ArrayMesh.ARRAY_VERTEX] = vertices
	arr[ArrayMesh.ARRAY_INDEX] = indices
	arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
	arr_mesh.custom_aabb = AABB(Vector3(-1.0, -1.0, -1.0), Vector3(1.0, 1.0, 1.0))

	$Mesh.mesh = arr_mesh
	$Mesh.set_surface_override_material(0, material)

func set_auto_adjust(new_auto_adjust : bool) -> void:
	auto_adjust = new_auto_adjust
	if is_inside_tree() and !Engine.is_editor_hint():
		_update_auto_adjust()

func _update_auto_adjust() -> void:
	# Turn process on if auto adjust is true.
	# Note we don't turn it off here, we want to finish fading out the vignette if needed
	if auto_adjust:
		set_process(true)

func set_auto_rotation_limit(new_auto_rotation_limit : float) -> void:
	auto_rotation_limit = new_auto_rotation_limit
	auto_rotation_limit_rad = deg_to_rad(auto_rotation_limit)


# Add support for is_xr_class on XRTools classes
func is_xr_class(name : String) -> bool:
	return name == "XRToolsVignette"


# Called when the node enters the scene tree for the first time.
func _ready():
	if !Engine.is_editor_hint():
		origin_node = XRHelpers.get_xr_origin(self)
		_update_mesh()
		_update_radius()
		_update_fade()
		_update_auto_adjust()
	else:
		set_process(false)

# Called on process
func _process(delta):
	if Engine.is_editor_hint():
		return

	if !origin_node:
		return

	if !auto_adjust:
		# set to true for next time this is enabled
		auto_first = true

		# We are done, turn off process
		set_process(false)

		return

	if auto_first:
		# first time we run process since starting, just record transform
		last_origin_basis = origin_node.global_transform.basis
		last_location = global_transform.origin
		auto_first = false
		return

	# Get our delta transform
	var delta_b = origin_node.global_transform.basis * last_origin_basis.inverse()
	var delta_v = global_transform.origin - last_location

	# Adjust radius based on rotation speed of our origin point (not of head movement).
	# We convert our delta rotation to a quaterion.
	# A quaternion represents a rotation around an angle.
	var q = delta_b.get_rotation_quaternion()

	# We get our angle from our w component and then adjust to get a
	# rotation speed per second by dividing by delta
	var angle = (2 * acos(q.w)) / delta

	# Calculate what our radius should be for our rotation speed
	var target_radius = 1.0
	if auto_rotation_limit > 0:
		target_radius = 1.0 - (
			clamp(angle / auto_rotation_limit_rad, 0.0, 1.0) * (1.0 - auto_inner_radius))

	# Now do the same for speed, this includes players physical speed but there
	# isn't much we can do there.
	if auto_velocity_limit > 0:
		var velocity = delta_v.length() / delta
		target_radius = min(target_radius, 1.0 - (
				clamp(velocity / auto_velocity_limit, 0.0, 1.0) * (1.0 - auto_inner_radius)))

	# if our radius is small then our current we apply it
	if target_radius < radius:
		set_radius(target_radius)
		fade_delay = auto_fade_delay
	elif fade_delay > 0.0:
		fade_delay -= delta
	else:
		set_radius(clamp(radius + delta / auto_fade_out_factor, 0.0, 1.0))

	last_origin_basis = origin_node.global_transform.basis
	last_location = global_transform.origin

# This method verifies the vignette has a valid configuration.
# Specifically it checks the following:
# - XROrigin3D is a parent
# - XRCamera3D is our parent
func _get_configuration_warnings() -> PackedStringArray:
	var warnings := PackedStringArray()

	# Check the origin node
	if !XRHelpers.get_xr_origin(self):
		warnings.append("Parent node must be in a branch from XROrigin3D")

	# check camera node
	var parent = get_parent()
	if !parent or !parent is XRCamera3D:
		warnings.append("Parent node must be an XRCamera3D")

	return warnings