import {
	Mesh,
	MeshBasicMaterial,
	Object3D,
	Quaternion,
	SphereBufferGeometry,
} from "../../../build/three.module.js";

import { GLTFLoader } from '../loaders/GLTFLoader.js';

import {
	Constants as MotionControllerConstants,
	fetchProfile,
	MotionController
} from '../libs/motion-controllers.module.js';

const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
const DEFAULT_PROFILE = 'generic-trigger';

function XRControllerModel( ) {

	Object3D.call( this );

	this.motionController = null;
	this.envMap = null;

}

XRControllerModel.prototype = Object.assign( Object.create( Object3D.prototype ), {

	constructor: XRControllerModel,

	setEnvironmentMap: function ( envMap ) {

		if ( this.envMap == envMap ) {

			return this;

		}

		this.envMap = envMap;
		this.traverse( ( child ) => {

			if ( child.isMesh ) {

				child.material.envMap = this.envMap;
				child.material.needsUpdate = true;

			}

		} );

		return this;

	},

	/**
	 * Polls data from the XRInputSource and updates the model's components to match
	 * the real world data
	 */
	updateMatrixWorld: function ( force ) {

		Object3D.prototype.updateMatrixWorld.call( this, force );

		if ( ! this.motionController ) return;

		// Cause the MotionController to poll the Gamepad for data
		this.motionController.updateFromGamepad();

		// Update the 3D model to reflect the button, thumbstick, and touchpad state
		Object.values( this.motionController.components ).forEach( ( component ) => {

			// Update node data based on the visual responses' current states
			Object.values( component.visualResponses ).forEach( ( visualResponse ) => {

				const { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;

				// Skip if the visual response node is not found. No error is needed,
				// because it will have been reported at load time.
				if ( ! valueNode ) return;

				// Calculate the new properties based on the weight supplied
				if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) {

					valueNode.visible = value;

				} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {

					Quaternion.slerp(
						minNode.quaternion,
						maxNode.quaternion,
						valueNode.quaternion,
						value
					);

					valueNode.position.lerpVectors(
						minNode.position,
						maxNode.position,
						value
					);

				}

			} );

		} );

	}

} );

/**
 * Walks the model's tree to find the nodes needed to animate the components and
 * saves them to the motionContoller components for use in the frame loop. When
 * touchpads are found, attaches a touch dot to them.
 */
function findNodes( motionController, scene ) {

	// Loop through the components and find the nodes needed for each components' visual responses
	Object.values( motionController.components ).forEach( ( component ) => {

		const { type, touchPointNodeName, visualResponses } = component;

		if ( type === MotionControllerConstants.ComponentType.TOUCHPAD ) {

			component.touchPointNode = scene.getObjectByName( touchPointNodeName );
			if ( component.touchPointNode ) {

				// Attach a touch dot to the touchpad.
				const sphereGeometry = new SphereBufferGeometry( 0.001 );
				const material = new MeshBasicMaterial( { color: 0x0000FF } );
				const sphere = new Mesh( sphereGeometry, material );
				component.touchPointNode.add( sphere );

			} else {

				console.warn( `Could not find touch dot, ${component.touchPointNodeName}, in touchpad component ${component.id}` );

			}

		}

		// Loop through all the visual responses to be applied to this component
		Object.values( visualResponses ).forEach( ( visualResponse ) => {

			const { valueNodeName, minNodeName, maxNodeName, valueNodeProperty } = visualResponse;

			// If animating a transform, find the two nodes to be interpolated between.
			if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {

				visualResponse.minNode = scene.getObjectByName( minNodeName );
				visualResponse.maxNode = scene.getObjectByName( maxNodeName );

				// If the extents cannot be found, skip this animation
				if ( ! visualResponse.minNode ) {

					console.warn( `Could not find ${minNodeName} in the model` );
					return;

				}

				if ( ! visualResponse.maxNode ) {

					console.warn( `Could not find ${maxNodeName} in the model` );
					return;

				}

			}

			// If the target node cannot be found, skip this animation
			visualResponse.valueNode = scene.getObjectByName( valueNodeName );
			if ( ! visualResponse.valueNode ) {

				console.warn( `Could not find ${valueNodeName} in the model` );

			}

		} );

	} );

}

function addAssetSceneToControllerModel( controllerModel, scene ) {

	// Find the nodes needed for animation and cache them on the motionController.
	findNodes( controllerModel.motionController, scene );

	// Apply any environment map that the mesh already has set.
	if ( controllerModel.envMap ) {

		scene.traverse( ( child ) => {

			if ( child.isMesh ) {

				child.material.envMap = controllerModel.envMap;
				child.material.needsUpdate = true;

			}

		} );

	}

	// Add the glTF scene to the controllerModel.
	controllerModel.add( scene );

}

var XRControllerModelFactory = ( function () {

	function XRControllerModelFactory( gltfLoader = null ) {

		this.gltfLoader = gltfLoader;
		this.path = DEFAULT_PROFILES_PATH;
		this._assetCache = {};

		// If a GLTFLoader wasn't supplied to the constructor create a new one.
		if ( ! this.gltfLoader ) {

			this.gltfLoader = new GLTFLoader();

		}

	}

	XRControllerModelFactory.prototype = {

		constructor: XRControllerModelFactory,

		createControllerModel: function ( controller ) {

			const controllerModel = new XRControllerModel();
			let scene = null;

			controller.addEventListener( 'connected', ( event ) => {

				const xrInputSource = event.data;

				if ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad ) return;

				fetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {

					controllerModel.motionController = new MotionController(
						xrInputSource,
						profile,
						assetPath
					);

					const cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];
					if ( cachedAsset ) {

						scene = cachedAsset.scene.clone();

						addAssetSceneToControllerModel( controllerModel, scene );

					} else {

						if ( ! this.gltfLoader ) {

							throw new Error( `GLTFLoader not set.` );

						}

						this.gltfLoader.setPath( '' );
						this.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {

							this._assetCache[ controllerModel.motionController.assetUrl ] = asset;

							scene = asset.scene.clone();

							addAssetSceneToControllerModel( controllerModel, scene );

						},
						null,
						() => {

							throw new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );

						} );

					}

				} ).catch( ( err ) => {

					console.warn( err );

				} );

			} );

			controller.addEventListener( 'disconnected', () => {

				controllerModel.motionController = null;
				controllerModel.remove( scene );
				scene = null;

			} );

			return controllerModel;

		}

	};

	return XRControllerModelFactory;

} )();

export { XRControllerModelFactory };
