//! This example demonstrates how you can add your own custom primitives to bevy highlighting
//! traits you may want to implement for your primitives to achieve different functionalities.

use std::f32::consts::{PI, SQRT_2};

#[cfg(not(target_family = "wasm"))]
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};

use bevy::{
    asset::RenderAssetUsages,
    camera::ScalingMode,
    color::palettes::css::{RED, WHITE},
    input::common_conditions::{input_just_pressed, input_toggle_active},
    math::{
        bounding::{
            Aabb2d, Bounded2d, Bounded3d, BoundedExtrusion, BoundingCircle, BoundingVolume,
        },
        Isometry2d,
    },
    mesh::{Extrudable, ExtrusionBuilder, PerimeterSegment},
    prelude::*,
};

const HEART: Heart = Heart::new(0.5);
const HOLLOW: Heart = Heart::new(0.3);
// By implementing these traits we can construct the 2D ring version of this shape
const RING: Ring<Heart> = Ring::new(HEART, HOLLOW);
// By implementing these traits we can construct the 3D extrusion of this shape
const EXTRUSION: Extrusion<Heart> = Extrusion {
    base_shape: HEART,
    half_depth: 0.5,
};
const RING_EXTRUSION: Extrusion<Ring<Heart>> = Extrusion {
    base_shape: RING,
    half_depth: 0.5,
};

// The transform of the camera in 2D
const TRANSFORM_2D: Transform = Transform {
    translation: Vec3::ZERO,
    rotation: Quat::IDENTITY,
    scale: Vec3::ONE,
};
// The projection used for the camera in 2D
const PROJECTION_2D: Projection = Projection::Orthographic(OrthographicProjection {
    near: -1.0,
    far: 10.0,
    scale: 1.0,
    viewport_origin: Vec2::new(0.5, 0.5),
    scaling_mode: ScalingMode::AutoMax {
        max_width: 8.0,
        max_height: 20.0,
    },
    area: Rect {
        min: Vec2::NEG_ONE,
        max: Vec2::ONE,
    },
});

// The transform of the camera in 3D
const TRANSFORM_3D: Transform = Transform {
    translation: Vec3::ZERO,
    // The camera is pointing at the 3D shape
    rotation: Quat::from_xyzw(-0.2669336, -0.0, -0.0, 0.96371484),
    scale: Vec3::ONE,
};
// The projection used for the camera in 3D
const PROJECTION_3D: Projection = Projection::Perspective(PerspectiveProjection {
    fov: PI / 4.0,
    near: 0.1,
    far: 1000.0,
    aspect_ratio: 1.0,
    near_clip_plane: vec4(0.0, 0.0, -1.0, -0.1),
});

/// State for tracking the currently displayed shape
///
/// Also a component for associating the entity with this state, for toggling visibility
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect, Component)]
enum ShapeActive {
    #[default]
    /// The 2D heart shape is displayed
    Heart,
    /// The 2D heart ring shape is displayed
    Ring,
    /// The 3D extruded heart shape is displayed
    Extrusion,
    /// The 3D extruded heart ring shape is displayed
    RingExtrusion,
}

impl ShapeActive {
    const SHAPES: [ShapeActive; 4] = [
        ShapeActive::Heart,
        ShapeActive::Ring,
        ShapeActive::Extrusion,
        ShapeActive::RingExtrusion,
    ];

    fn next_shape(self) -> Self {
        Self::SHAPES
            .into_iter()
            .cycle()
            .skip_while(|shape| *shape != self)
            .nth(1) // move to the next element
            .unwrap()
    }
}

/// State for tracking the currently displayed shape
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, States, Default, Reflect)]
enum BoundingShape {
    #[default]
    /// No bounding shapes
    None,
    /// The bounding sphere or circle of the shape
    BoundingSphere,
    /// The Axis Aligned Bounding Box (AABB) of the shape
    BoundingBox,
}

/// A marker component for our 2D shapes so we can query them separately from the camera
#[derive(Component)]
struct Shape2d;

/// A marker component for our 3D shapes so we can query them separately from the camera
#[derive(Component)]
struct Shape3d;

fn main() {
    let mut app = App::new();

    app.add_plugins(DefaultPlugins);

    #[cfg(not(target_family = "wasm"))]
    app.add_plugins(WireframePlugin::default());

    app.init_state::<BoundingShape>()
        .init_state::<ShapeActive>()
        .add_systems(Startup, setup)
        .add_systems(
            Update,
            (
                (
                    rotate_2d_shapes.run_if(input_toggle_active(true, KeyCode::KeyR)),
                    bounding_shapes_2d,
                )
                    .run_if(state_in_one_of([ShapeActive::Heart, ShapeActive::Ring])),
                (
                    rotate_3d_shapes.run_if(input_toggle_active(true, KeyCode::KeyR)),
                    bounding_shapes_3d,
                )
                    .run_if(state_in_one_of([
                        ShapeActive::Extrusion,
                        ShapeActive::RingExtrusion,
                    ])),
                update_bounding_shape.run_if(input_just_pressed(KeyCode::KeyB)),
                switch_shapes.run_if(input_just_pressed(KeyCode::Tab)),
            ),
        );

    #[cfg(not(target_family = "wasm"))]
    app.add_systems(
        Update,
        toggle_wireframes.run_if(input_just_pressed(KeyCode::Space)),
    );

    app.run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Spawn the camera
    commands.spawn((Camera3d::default(), TRANSFORM_2D, PROJECTION_2D));

    // Spawn the 2D heart
    commands.spawn((
        // We can use the methods defined on the `MeshBuilder` to customize the mesh.
        Mesh3d(meshes.add(HEART.mesh().resolution(50))),
        MeshMaterial3d(materials.add(StandardMaterial {
            emissive: RED.into(),
            base_color: RED.into(),
            ..Default::default()
        })),
        Transform::from_xyz(0.0, 0.0, 0.0),
        Shape2d,
        Visibility::Visible,
        ShapeActive::Heart,
    ));

    // Spawn the 2D heart ring
    commands.spawn((
        // We can use the methods defined on the `MeshBuilder` to customize the mesh.
        Mesh3d(meshes.add(RING.mesh().with_inner(|heart| heart.resolution(50)))),
        MeshMaterial3d(materials.add(StandardMaterial {
            emissive: RED.into(),
            base_color: RED.into(),
            ..Default::default()
        })),
        Transform::from_xyz(0.0, 0.0, 0.0),
        Shape2d,
        Visibility::Hidden,
        ShapeActive::Ring,
    ));

    // Spawn an extrusion of the heart
    commands.spawn((
        // We can set a custom resolution for the round parts of the extrusion as well.
        Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
        MeshMaterial3d(materials.add(StandardMaterial {
            base_color: RED.into(),
            ..Default::default()
        })),
        Transform::from_xyz(0., -3., -5.).with_rotation(Quat::from_rotation_x(-PI / 4.)),
        Shape3d,
        Visibility::Hidden,
        ShapeActive::Extrusion,
    ));

    // Spawn an extrusion of the heart ring
    commands.spawn((
        // We can set a custom resolution for the round parts of the extrusion as well.
        Mesh3d(
            meshes.add(
                RING_EXTRUSION
                    .mesh()
                    .with_inner(|ring| ring.with_inner(|heart| heart.resolution(50))),
            ),
        ),
        MeshMaterial3d(materials.add(StandardMaterial {
            base_color: RED.into(),
            ..Default::default()
        })),
        Transform::from_xyz(0., -3., -5.).with_rotation(Quat::from_rotation_x(-PI / 4.)),
        Shape3d,
        Visibility::Hidden,
        ShapeActive::RingExtrusion,
    ));

    // Point light for 3D
    commands.spawn((
        PointLight {
            shadows_enabled: true,
            intensity: 10_000_000.,
            range: 100.0,
            shadow_depth_bias: 0.2,
            ..default()
        },
        Transform::from_xyz(8.0, 12.0, 1.0),
    ));

    let mut text = "\
        Press 'B' to cycle between no bounding shapes, bounding boxes (AABBs) and bounding spheres / circles\n\
        Press 'Tab' to cycle between 2D and 3D shapes\n\
        Press 'R' to pause/resume rotation".to_string();
    #[cfg(not(target_family = "wasm"))]
    text.push_str("\nPress 'Space' to toggle display of wireframes");
    // Example instructions
    commands.spawn((
        Text::new(text),
        Node {
            position_type: PositionType::Absolute,
            top: px(12),
            left: px(12),
            ..default()
        },
    ));
}

// Rotate the 2D shapes.
fn rotate_2d_shapes(mut shapes: Query<&mut Transform, With<Shape2d>>, time: Res<Time>) {
    let elapsed_seconds = time.elapsed_secs();

    for mut transform in shapes.iter_mut() {
        transform.rotation = Quat::from_rotation_z(elapsed_seconds);
    }
}

// Draw bounding boxes or circles for the 2D shapes.
fn bounding_shapes_2d(
    shapes: Query<&Transform, With<Shape2d>>,
    mut gizmos: Gizmos,
    bounding_shape: Res<State<BoundingShape>>,
) {
    for transform in shapes.iter() {
        // Get the rotation angle from the 3D rotation.
        let rotation = transform.rotation.to_scaled_axis().z;
        let rotation = Rot2::radians(rotation);
        let isometry = Isometry2d::new(transform.translation.xy(), rotation);

        match bounding_shape.get() {
            BoundingShape::None => (),
            BoundingShape::BoundingBox => {
                // Get the AABB of the primitive with the rotation and translation of the mesh.
                let aabb = HEART.aabb_2d(isometry);
                gizmos.rect_2d(aabb.center(), aabb.half_size() * 2., WHITE);
            }
            BoundingShape::BoundingSphere => {
                // Get the bounding sphere of the primitive with the rotation and translation of the mesh.
                let bounding_circle = HEART.bounding_circle(isometry);
                gizmos
                    .circle_2d(bounding_circle.center(), bounding_circle.radius(), WHITE)
                    .resolution(64);
            }
        }
    }
}

// Rotate the 3D shapes.
fn rotate_3d_shapes(mut shapes: Query<&mut Transform, With<Shape3d>>, time: Res<Time>) {
    let delta_seconds = time.delta_secs();

    for mut transform in shapes.iter_mut() {
        transform.rotate_y(delta_seconds);
    }
}

// Draw the AABBs or bounding spheres for the 3D shapes.
fn bounding_shapes_3d(
    shapes: Query<&Transform, With<Shape3d>>,
    mut gizmos: Gizmos,
    bounding_shape: Res<State<BoundingShape>>,
) {
    for transform in shapes.iter() {
        match bounding_shape.get() {
            BoundingShape::None => (),
            BoundingShape::BoundingBox => {
                // Get the AABB of the extrusion with the rotation and translation of the mesh.
                let aabb = EXTRUSION.aabb_3d(transform.to_isometry());

                gizmos.primitive_3d(
                    &Cuboid::from_size(Vec3::from(aabb.half_size()) * 2.),
                    aabb.center(),
                    WHITE,
                );
            }
            BoundingShape::BoundingSphere => {
                // Get the bounding sphere of the extrusion with the rotation and translation of the mesh.
                let bounding_sphere = EXTRUSION.bounding_sphere(transform.to_isometry());

                gizmos.sphere(bounding_sphere.center(), bounding_sphere.radius(), WHITE);
            }
        }
    }
}

// Switch to the next bounding shape.
fn update_bounding_shape(
    current: Res<State<BoundingShape>>,
    mut next: ResMut<NextState<BoundingShape>>,
) {
    next.set(match current.get() {
        BoundingShape::None => BoundingShape::BoundingBox,
        BoundingShape::BoundingBox => BoundingShape::BoundingSphere,
        BoundingShape::BoundingSphere => BoundingShape::None,
    });
}

// Switch between shapes, and update 2D and 3D cameras.
fn switch_shapes(
    current: Res<State<ShapeActive>>,
    mut next: ResMut<NextState<ShapeActive>>,
    camera: Single<(&mut Transform, &mut Projection)>,
    mut shapes: Query<(&mut Visibility, &ShapeActive)>,
) {
    let next_state = current.get().next_shape();
    next.set(next_state);

    for (mut visibility, shape) in &mut shapes {
        if next_state == *shape {
            *visibility = Visibility::Visible;
        } else {
            *visibility = Visibility::Hidden;
        }
    }

    let (mut transform, mut projection) = camera.into_inner();
    match next_state {
        ShapeActive::Heart | ShapeActive::Ring => {
            *transform = TRANSFORM_2D;
            *projection = PROJECTION_2D;
        }
        ShapeActive::Extrusion | ShapeActive::RingExtrusion => {
            *transform = TRANSFORM_3D;
            *projection = PROJECTION_3D;
        }
    };
}

fn toggle_wireframes(mut wireframe_config: ResMut<WireframeConfig>) {
    wireframe_config.global = !wireframe_config.global;
}

/// A custom 2D heart primitive. The heart is made up of two circles centered at `Vec2::new(±radius, 0.)` each with the same `radius`.
///
/// The tip of the heart connects the two circles at a 45° angle from `Vec3::NEG_Y`.
#[derive(Copy, Clone)]
struct Heart {
    /// The radius of each wing of the heart
    radius: f32,
}

// The `Primitive2d` or `Primitive3d` trait is required by almost all other traits for primitives in bevy.
// Depending on your shape, you should implement either one of them.
impl Primitive2d for Heart {}

impl Heart {
    const fn new(radius: f32) -> Self {
        Self { radius }
    }
}

// The `Measured2d` and `Measured3d` traits are used to compute the perimeter, the area or the volume of a primitive.
// If you implement `Measured2d` for a 2D primitive, `Measured3d` is automatically implemented for `Extrusion<T>`.
impl Measured2d for Heart {
    fn perimeter(&self) -> f32 {
        self.radius * (2.5 * PI + ops::powf(2f32, 1.5) + 2.0)
    }

    fn area(&self) -> f32 {
        let circle_area = PI * self.radius * self.radius;
        let triangle_area = self.radius * self.radius * (1.0 + 2f32.sqrt()) / 2.0;
        let cutout = triangle_area - circle_area * 3.0 / 16.0;

        2.0 * circle_area + 4.0 * cutout
    }
}

// The `Bounded2d` or `Bounded3d` traits are used to compute the Axis Aligned Bounding Boxes or bounding circles / spheres for primitives.
impl Bounded2d for Heart {
    fn aabb_2d(&self, isometry: impl Into<Isometry2d>) -> Aabb2d {
        let isometry = isometry.into();

        // The center of the circle at the center of the right wing of the heart
        let circle_center = isometry.rotation * Vec2::new(self.radius, 0.0);
        // The maximum X and Y positions of the two circles of the wings of the heart.
        let max_circle = circle_center.abs() + Vec2::splat(self.radius);
        // Since the two circles of the heart are mirrored around the origin, the minimum position is the negative of the maximum.
        let min_circle = -max_circle;

        // The position of the tip at the bottom of the heart
        let tip_position = isometry.rotation * Vec2::new(0.0, -self.radius * (1. + SQRT_2));

        Aabb2d {
            min: isometry.translation + min_circle.min(tip_position),
            max: isometry.translation + max_circle.max(tip_position),
        }
    }

    fn bounding_circle(&self, isometry: impl Into<Isometry2d>) -> BoundingCircle {
        let isometry = isometry.into();

        // The bounding circle of the heart is not at its origin. This `offset` is the offset between the center of the bounding circle and its translation.
        let offset = self.radius / ops::powf(2f32, 1.5);
        // The center of the bounding circle
        let center = isometry * Vec2::new(0.0, -offset);
        // The radius of the bounding circle
        let radius = self.radius * (1.0 + 2f32.sqrt()) - offset;

        BoundingCircle::new(center, radius)
    }
}
// You can implement the `BoundedExtrusion` trait to implement `Bounded3d for Extrusion<Heart>`. There is a default implementation for both AABBs and bounding spheres,
// but you may be able to find faster solutions for your specific primitives.
impl BoundedExtrusion for Heart {}

// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
impl Meshable for Heart {
    // The `MeshBuilder` can be used to create the actual mesh for that primitive.
    type Output = HeartMeshBuilder;

    fn mesh(&self) -> Self::Output {
        Self::Output {
            heart: *self,
            resolution: 32,
        }
    }
}

// You can include any additional information needed for meshing the primitive in the `MeshBuilder`.
struct HeartMeshBuilder {
    heart: Heart,
    // The resolution determines the amount of vertices used for each wing of the heart
    resolution: usize,
}

// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D `MeshBuilder`.
trait HeartBuilder {
    /// Set the resolution for each of the wings of the heart.
    fn resolution(self, resolution: usize) -> Self;
}

impl HeartBuilder for HeartMeshBuilder {
    fn resolution(mut self, resolution: usize) -> Self {
        self.resolution = resolution;
        self
    }
}

impl HeartBuilder for ExtrusionBuilder<Heart> {
    fn resolution(mut self, resolution: usize) -> Self {
        self.base_builder.resolution = resolution;
        self
    }
}

impl MeshBuilder for HeartMeshBuilder {
    // This is where you should build the actual mesh.
    fn build(&self) -> Mesh {
        let radius = self.heart.radius;
        // The curved parts of each wing (half) of the heart have an angle of `PI * 1.25` or 225°
        let wing_angle = PI * 1.25;

        // We create buffers for the vertices, their normals and UVs, as well as the indices used to connect the vertices.
        let mut vertices = Vec::with_capacity(2 * self.resolution);
        let mut uvs = Vec::with_capacity(2 * self.resolution);
        let mut indices = Vec::with_capacity(6 * self.resolution - 9);
        // Since the heart is flat, we know all the normals are identical already.
        let normals = vec![[0f32, 0f32, 1f32]; 2 * self.resolution];

        // The point in the middle of the two curved parts of the heart
        vertices.push([0.0; 3]);
        uvs.push([0.5, 0.5]);

        // The left wing of the heart, starting from the point in the middle.
        for i in 1..self.resolution {
            let angle = (i as f32 / self.resolution as f32) * wing_angle;
            let (sin, cos) = ops::sin_cos(angle);
            vertices.push([radius * (cos - 1.0), radius * sin, 0.0]);
            uvs.push([0.5 - (cos - 1.0) / 4., 0.5 - sin / 2.]);
        }

        // The bottom tip of the heart
        vertices.push([0.0, radius * (-1. - SQRT_2), 0.0]);
        uvs.push([0.5, 1.]);

        // The right wing of the heart, starting from the bottom most point and going towards the middle point.
        for i in 0..self.resolution - 1 {
            let angle = (i as f32 / self.resolution as f32) * wing_angle - PI / 4.;
            let (sin, cos) = ops::sin_cos(angle);
            vertices.push([radius * (cos + 1.0), radius * sin, 0.0]);
            uvs.push([0.5 - (cos + 1.0) / 4., 0.5 - sin / 2.]);
        }

        // This is where we build all the triangles from the points created above.
        // Each triangle has one corner on the middle point with the other two being adjacent points on the perimeter of the heart.
        for i in 2..2 * self.resolution as u32 {
            indices.extend_from_slice(&[i - 1, i, 0]);
        }

        // Here, the actual `Mesh` is created. We set the indices, vertices, normals and UVs created above and specify the topology of the mesh.
        Mesh::new(
            bevy::mesh::PrimitiveTopology::TriangleList,
            RenderAssetUsages::default(),
        )
        .with_inserted_indices(bevy::mesh::Indices::U32(indices))
        .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vertices)
        .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
        .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
    }
}

// The `Extrudable` trait can be used to easily implement meshing for extrusions.
impl Extrudable for HeartMeshBuilder {
    fn perimeter(&self) -> Vec<PerimeterSegment> {
        let resolution = self.resolution as u32;
        vec![
            // The left wing of the heart
            PerimeterSegment::Smooth {
                // The normals of the first and last vertices of smooth segments have to be specified manually.
                first_normal: Vec2::X,
                last_normal: Vec2::new(-1.0, -1.0).normalize(),
                // These indices are used to index into the `ATTRIBUTE_POSITION` vec of your 2D mesh.
                indices: (0..resolution).collect(),
            },
            // The bottom tip of the heart
            PerimeterSegment::Flat {
                indices: vec![resolution - 1, resolution, resolution + 1],
            },
            // The right wing of the heart
            PerimeterSegment::Smooth {
                first_normal: Vec2::new(1.0, -1.0).normalize(),
                last_normal: Vec2::NEG_X,
                indices: (resolution + 1..2 * resolution).chain([0]).collect(),
            },
        ]
    }
}

// Helper run condition for matching multiple states
fn state_in_one_of<S: States, const N: usize>(
    states: [S; N],
) -> impl FnMut(Option<Res<State<S>>>) -> bool + Clone {
    move |current_state: Option<Res<State<S>>>| match current_state {
        Some(current_state) => states.contains(&current_state),
        None => false,
    }
}
