/**
 * Mandelbulber v2, a 3D fractal generator       ,=#MKNmMMKmmßMNWy,
 *                                             ,B" ]L,,p%%%,,,§;, "K
 * Copyright (C) 2014-15 Mandelbulber Team     §R-==%w["'~5]m%=L.=~5N
 *                                        ,=mm=§M ]=4 yJKA"/-Nsaj  "Bw,==,,
 * This file is part of Mandelbulber.    §R.r= jw",M  Km .mM  FW ",§=ß., ,TN
 *                                     ,4R =%["w[N=7]J '"5=],""]]M,w,-; T=]M
 * Mandelbulber is free software:     §R.ß~-Q/M=,=5"v"]=Qf,'§"M= =,M.§ Rz]M"Kw
 * you can redistribute it and/or     §w "xDY.J ' -"m=====WeC=\ ""%""y=%"]"" §
 * modify it under the terms of the    "§M=M =D=4"N #"%==A%p M§ M6  R' #"=~.4M
 * GNU General Public License as        §W =, ][T"]C  §  § '§ e===~ U  !§[Z ]N
 * published by the                    4M",,Jm=,"=e~  §  §  j]]""N  BmM"py=ßM
 * Free Software Foundation,          ]§ T,M=& 'YmMMpM9MMM%=w=,,=MT]M m§;'§,
 * either version 3 of the License,    TWw [.j"5=~N[=§%=%W,T ]R,"=="Y[LFT ]N
 * or (at your option)                   TW=,-#"%=;[  =Q:["V""  ],,M.m == ]N
 * any later version.                      J§"mr"] ,=,," =="""J]= M"M"]==ß"
 *                                          §= "=C=4 §"eM "=B:m|4"]#F,§~
 * Mandelbulber is distributed in            "9w=,,]w em%wJ '"~" ,=,,ß"
 * the hope that it will be useful,                 . "K=  ,=RMMMßM"""
 * but WITHOUT ANY WARRANTY;                            .'''
 * without even the implied warranty
 * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 * You should have received a copy of the GNU General Public License
 * along with Mandelbulber. If not, see <http://www.gnu.org/licenses/>.
 *
 * ###########################################################################
 *
 * Authors: Krzysztof Marczak (buddhi1980@gmail.com)
 *
 * cCameraTarget class - manipulation of camera and target coordinates and rotation
 */

#include "camera_target.hpp"

#include <QtCore>

cCameraTarget::cCameraTarget(CVector3 _camera, CVector3 _target, CVector3 _top)
{
	SetCameraTargetTop(_camera, _target, _top);
}

void cCameraTarget::SetCameraTargetRotation(CVector3 _camera, CVector3 _target, double _roll)
{
	camera = _camera;
	target = _target;

	if (camera == target)
	{
		forwardVector = CVector3(0.0, 1.0, 0.0);
	}
	else
	{
		forwardVector = (target - camera);
	}
	forwardVector.Normalize();
	distance = (target - camera).Length();
	yaw = forwardVector.GetAlpha() - 0.5 * M_PI;
	pitch = forwardVector.GetBeta();
	roll = _roll;

	yaw = CorrectAngle(yaw);
	pitch = CorrectAngle(pitch);
	roll = CorrectAngle(roll);

	// qDebug() << "yaw:" << yaw * 180.0/M_PI;
	// qDebug() << "pitch:" << pitch * 180.0/M_PI;
	// qDebug() << "roll:" << roll * 180.0/M_PI;

	// qDebug() << "viewVector" << forwardVector.x << forwardVector.y << forwardVector.z;
	topVector = CVector3(0.0, 0.0, 1.0);
	topVector = topVector.RotateAroundVectorByAngle(CVector3(0.0, 1.0, 0.0), roll);
	// qDebug() << "top1" << topVector.x << topVector.y << topVector.z;
	topVector = topVector.RotateAroundVectorByAngle(CVector3(1.0, 0.0, 0.0), pitch);
	// qDebug() << "top2" << topVector.x << topVector.y << topVector.z;
	topVector = topVector.RotateAroundVectorByAngle(CVector3(0.0, 0.0, 1.0), yaw);
	// qDebug() << "top3" << topVector.x << topVector.y << topVector.z;

	rightVector = forwardVector.Cross(topVector);
}

void cCameraTarget::SetCameraTargetTop(CVector3 _camera, CVector3 _target, CVector3 _top)
{
	camera = _camera;
	target = _target;

	if (camera == target)
	{
		forwardVector = CVector3(0.0, 1.0, 0.0);
	}
	else
	{
		forwardVector = (target - camera);
	}
	forwardVector.Normalize();
	distance = (target - camera).Length();
	yaw = forwardVector.GetAlpha() - 0.5 * M_PI;
	pitch = forwardVector.GetBeta();

	CVector3 topVectorTemp = _top;
	topVectorTemp.Normalize();
	topVectorTemp = topVectorTemp.RotateAroundVectorByAngle(CVector3(0.0, 0.0, 1.0), -yaw);
	// qDebug() << "temp1" << topVectorTemp.x << topVectorTemp.y << topVectorTemp.z;
	topVectorTemp = topVectorTemp.RotateAroundVectorByAngle(CVector3(1.0, 0.0, 0.0), -pitch);
	// qDebug() << "temp2" << topVectorTemp.x << topVectorTemp.y << topVectorTemp.z;
	roll = -atan2(topVectorTemp.z, topVectorTemp.x) + 0.5 * M_PI;

	yaw = CorrectAngle(yaw);
	pitch = CorrectAngle(pitch);
	roll = CorrectAngle(roll);

	// qDebug() << "yaw:" << yaw * 180.0/M_PI;
	// qDebug() << "pitch:" << pitch * 180.0/M_PI;
	// qDebug() << "roll:" << roll * 180.0/M_PI;

	topVector = CVector3(0.0, 0.0, 1.0);
	topVector = topVector.RotateAroundVectorByAngle(CVector3(0.0, 1.0, 0.0), roll);
	topVector = topVector.RotateAroundVectorByAngle(CVector3(1.0, 0.0, 0.0), pitch);
	topVector = topVector.RotateAroundVectorByAngle(CVector3(0.0, 0.0, 1.0), yaw);

	// qDebug() << "forward Vector" << forwardVector.x << forwardVector.y << forwardVector.z;
	// qDebug() << "top vector" << topVector.x << topVector.y << topVector.z;

	rightVector = forwardVector.Cross(topVector);
	// qDebug() << "right vector" << rightVector.x << rightVector.y << rightVector.z;
}

void cCameraTarget::SetCamera(CVector3 _camera, enumRotationMode mode)
{
	camera = _camera;
	if (mode == constantRoll)
	{
		SetCameraTargetRotation(camera, target, roll);
	}
	else
	{
		SetCameraTargetTop(camera, target, topVector);
	}
}

void cCameraTarget::SetTarget(CVector3 _target, enumRotationMode mode)
{
	target = _target;
	if (mode == constantRoll)
	{
		SetCameraTargetRotation(camera, target, roll);
	}
	else
	{
		SetCameraTargetTop(camera, target, topVector);
	}
}
