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#include "fsCNative3dScene.h"

#include "raymath.h"
#include "fs3d/fsC3dPathSprite.h"
#include "fs3d/fsI3dAnimation.h"
#include "fs3d/impl/raylib/fsC3dAnimation.h"
#include "fs3d/impl/raylib/fsC3dAnimationData.h"

#if defined fs3d

#include <fsCore/src/fsNMaths.h>
#include <fsCore/fsPoint.h>

#include <fsAppCore/fsIDisplay.h>

#include <fs3d/fsC3dSprite.h>
#include <fs3d/fsC3dCamera.h>
#include <fs3d/impl/raylib/fsC3dModelData.h>


void fsCNative3dScene::pick(const fsPoint& pScreenPos, fsI3dScene::fsTPickCallback pPickCallback)<--- The member function 'fsCNative3dScene::pick' can be static.
{
}

void fsCNative3dScene::spriteRemove(fsC3dSprite* const p3dSprite)<--- The member function 'fsCNative3dScene::spriteRemove' can be static.<--- Parameter 'p3dSprite' can be declared as pointer to const
{
}

void fsCNative3dScene::spriteAdd(fsC3dSprite* const p3dSprite)
{
    auto model = static_cast<fsC3dModelData*>(p3dSprite->mModelData.get())->mModel;

    mDynamicModels.push_back(p3dSprite);
}

void fsCNative3dScene::ligthtAdd(fsI3dLight* const pLight)<--- The member function 'fsCNative3dScene::ligthtAdd' can be static.<--- Parameter 'pLight' can be declared as pointer to const
{
}

void fsCNative3dScene::ligthtRemove(fsI3dLight* const pLight)<--- The member function 'fsCNative3dScene::ligthtRemove' can be static.<--- Parameter 'pLight' can be declared as pointer to const
{
}

void fsCNative3dScene::cameraSet(fsC3dCamera* const pCamera)
{
    // Define the camera to look into our 3d world
    mCamera.position = { 0.0f, 1.0f, 5.0f }; // Camera position
    mCamera.target = { 0.0f, 0.0f, 0.0f };      // Camera looking at point
    mCamera.up = { 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    mCamera.fovy = 45.0f;                                // Camera field-of-view Y
    mCamera.projection = CAMERA_PERSPECTIVE; 
}

void fsCNative3dScene::matrixApplyDo(const fsAffineMtx2d& pRenderMatrix)
{
}

void fsCNative3dScene::renderDo()
{
    auto currModel = static_cast<fsC3dModelData*>(mDynamicModels.front()->mModelData.get())->mModel;

    ::UpdateCamera(&mCamera, CAMERA_FREE);


    if (mDynamicModels.front()->mTrack)
    {
            auto anim = static_cast<fsC3dModelData*>(mDynamicModels.front()->mTrack.get()->
                    mModelData.get())->mAnimation;

            currModel.transform = MatrixMultiply(currModel.transform,
                QuaternionToMatrix(anim->mAnim->keyframePoses[anim->mAnimCurrentFrame]->rotation));
            ::BeginMode3D(mCamera);
            ::DrawModel(
                currModel,
                anim->mAnim->keyframePoses[anim->mAnimCurrentFrame]->translation,
                1.0f,
                WHITE);
            ::DrawGrid(10, 1.0f);
            ::EndMode3D();
    }
    else
    {
        ::BeginMode3D(mCamera);
        ::DrawModel(
            currModel,
            {0.0f,0,0},
            1.0f,
            WHITE);
        ::DrawGrid(10, 1.0f);
        ::EndMode3D();
    }
}
 

fsCNative3dScene::fsCNative3dScene() :
fsINative()
{
    cameraSet(nullptr);
}

fsCNative3dScene::~fsCNative3dScene()
{
}

#endif