/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System;

namespace Spine {
	/// <summary>Attachment that displays a texture region.</summary>
	public class RegionAttachment : Attachment, IHasRendererObject {
		public const int BLX = 0;
		public const int BLY = 1;
		public const int ULX = 2;
		public const int ULY = 3;
		public const int URX = 4;
		public const int URY = 5;
		public const int BRX = 6;
		public const int BRY = 7;

		internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
		internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
		internal float[] offset = new float[8], uvs = new float[8];
		internal float r = 1, g = 1, b = 1, a = 1;

		public float X { get { return x; } set { x = value; } }
		public float Y { get { return y; } set { y = value; } }
		public float Rotation { get { return rotation; } set { rotation = value; } }
		public float ScaleX { get { return scaleX; } set { scaleX = value; } }
		public float ScaleY { get { return scaleY; } set { scaleY = value; } }
		public float Width { get { return width; } set { width = value; } }
		public float Height { get { return height; } set { height = value; } }

		public float R { get { return r; } set { r = value; } }
		public float G { get { return g; } set { g = value; } }
		public float B { get { return b; } set { b = value; } }
		public float A { get { return a; } set { a = value; } }

		public string Path { get; set; }
		public object RendererObject { get; set; }
		public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
		public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
		public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
		public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
		public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
		public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.

		public float[] Offset { get { return offset; } }
		public float[] UVs { get { return uvs; } }

		public RegionAttachment (string name)
			: base(name) {
		}

		public void UpdateOffset () {
			float regionScaleX = width / regionOriginalWidth * scaleX;
			float regionScaleY = height / regionOriginalHeight * scaleY;
			float localX = -width / 2 * scaleX + regionOffsetX * regionScaleX;
			float localY = -height / 2 * scaleY + regionOffsetY * regionScaleY;
			float localX2 = localX + regionWidth * regionScaleX;
			float localY2 = localY + regionHeight * regionScaleY;
			float cos = MathUtils.CosDeg(this.rotation);
			float sin = MathUtils.SinDeg(this.rotation);
			float x = this.x, y = this.y;
			float localXCos = localX * cos + x;
			float localXSin = localX * sin;
			float localYCos = localY * cos + y;
			float localYSin = localY * sin;
			float localX2Cos = localX2 * cos + x;
			float localX2Sin = localX2 * sin;
			float localY2Cos = localY2 * cos + y;
			float localY2Sin = localY2 * sin;
			float[] offset = this.offset;
			offset[BLX] = localXCos - localYSin;
			offset[BLY] = localYCos + localXSin;
			offset[ULX] = localXCos - localY2Sin;
			offset[ULY] = localY2Cos + localXSin;
			offset[URX] = localX2Cos - localY2Sin;
			offset[URY] = localY2Cos + localX2Sin;
			offset[BRX] = localX2Cos - localYSin;
			offset[BRY] = localYCos + localX2Sin;
		}

		public void SetUVs (float u, float v, float u2, float v2, int degrees) {
			float[] uvs = this.uvs;
			// UV values differ from spine-libgdx.
			if (degrees == 90) {
				uvs[URX] = u;
				uvs[URY] = v2;
				uvs[BRX] = u;
				uvs[BRY] = v;
				uvs[BLX] = u2;
				uvs[BLY] = v;
				uvs[ULX] = u2;
				uvs[ULY] = v2;
			} else {
				uvs[ULX] = u;
				uvs[ULY] = v2;
				uvs[URX] = u;
				uvs[URY] = v;
				uvs[BRX] = u2;
				uvs[BRY] = v;
				uvs[BLX] = u2;
				uvs[BLY] = v2;
			}
		}

		/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
		/// <param name="bone">The parent bone.</param>
		/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
		/// <param name="offset">The worldVertices index to begin writing values.</param>
		/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
		public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) {
			float[] vertexOffset = this.offset;
			float bwx = bone.worldX, bwy = bone.worldY;
			float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
			float offsetX, offsetY;

			// Vertex order is different from RegionAttachment.java
			offsetX = vertexOffset[BRX]; // 0
			offsetY = vertexOffset[BRY]; // 1
			worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
			worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
			offset += stride;

			offsetX = vertexOffset[BLX]; // 2
			offsetY = vertexOffset[BLY]; // 3
			worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
			worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
			offset += stride;

			offsetX = vertexOffset[ULX]; // 4
			offsetY = vertexOffset[ULY]; // 5
			worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
			worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
			offset += stride;

			offsetX = vertexOffset[URX]; // 6
			offsetY = vertexOffset[URY]; // 7
			worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
			worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
			//offset += stride;
		}

		public override Attachment Copy () {
			RegionAttachment copy = new RegionAttachment(this.Name);
			copy.RendererObject = RendererObject;
			copy.regionOffsetX = regionOffsetX;
			copy.regionOffsetY = regionOffsetY;
			copy.regionWidth = regionWidth;
			copy.regionHeight = regionHeight;
			copy.regionOriginalWidth = regionOriginalWidth;
			copy.regionOriginalHeight = regionOriginalHeight;
			copy.Path = Path;
			copy.x = x;
			copy.y = y;
			copy.scaleX = scaleX;
			copy.scaleY = scaleY;
			copy.rotation = rotation;
			copy.width = width;
			copy.height = height;
			Array.Copy(uvs, 0, copy.uvs, 0, 8);
			Array.Copy(offset, 0, copy.offset, 0, 8);
			copy.r = r;
			copy.g = g;
			copy.b = b;
			copy.a = a;
			return copy;
		}
	}
}
