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#include "SnippetCamera.h"
#include <ctype.h>
#include "foundation/PxMat33.h"

using namespace physx;

namespace Snippets
{

Camera::Camera(const PxVec3& eye, const PxVec3& dir) : mMouseX(0), mMouseY(0), mSpeed(2.0f)
{
	mEye = eye;
	mDir = dir.getNormalized();
}

void Camera::handleMouse(int button, int state, int x, int y)
{
	PX_UNUSED(state);
	PX_UNUSED(button);
	mMouseX = x;
	mMouseY = y;
}

bool Camera::handleKey(unsigned char key, int x, int y, float speed)
{
	PX_UNUSED(x);
	PX_UNUSED(y);

	const PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
	switch(toupper(key))
	{
		case 'W':	mEye += mDir*mSpeed*speed;	break;
		case 'S':	mEye -= mDir*mSpeed*speed;	break;
		case 'A':	mEye -= viewY*mSpeed*speed;	break;
		case 'D':	mEye += viewY*mSpeed*speed;	break;
		default:								return false;
	}
	return true;
}

void Camera::handleAnalogMove(float x, float y)
{
	PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
	mEye += mDir*y;
	mEye += viewY*x;
}

void Camera::handleMotion(int x, int y)
{
	const int dx = mMouseX - x;
	const int dy = mMouseY - y;

	const PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();

    const float Sensitivity = PxPi * 0.5f / 180.0f;

	const PxQuat qx(Sensitivity * dx, PxVec3(0,1,0));
	mDir = qx.rotate(mDir);
	const PxQuat qy(Sensitivity * dy, viewY);
	mDir = qy.rotate(mDir);

	mDir.normalize();

	mMouseX = x;
	mMouseY = y;
}

PxTransform Camera::getTransform() const
{
	PxVec3 viewY = mDir.cross(PxVec3(0,1,0));

	if(viewY.normalize()<1e-6f) 
		return PxTransform(mEye);

	const PxMat33 m(mDir.cross(viewY), viewY, -mDir);
	return PxTransform(mEye, PxQuat(m));
}

PxVec3 Camera::getEye() const
{ 
	return mEye; 
}

PxVec3 Camera::getDir() const
{ 
	return mDir; 
}

void Camera::setPose(const PxVec3& eye, const PxVec3& dir)
{
	mEye = eye;
	mDir = dir;
}

void Camera::setSpeed(float speed)
{
	mSpeed = speed;
}

}

