#include "script/common/c_converter.h"
#include "l_camera.h"
#include "l_internal.h"
#include "content_cao.h"
#include "camera.h"

LuaCamera::LuaCamera(Camera *m)
{
	m_camera = m;
}

void LuaCamera::create(lua_State *L, Camera *m)
{
	LuaCamera *o = new LuaCamera(m);
	*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
	luaL_getmetatable(L, className);
	lua_setmetatable(L, -2);

	int camera_object = lua_gettop(L);

	lua_getglobal(L, "core");
	luaL_checktype(L, -1, LUA_TTABLE);
	int coretable = lua_gettop(L);

	lua_pushvalue(L, camera_object);
	lua_setfield(L, coretable, "camera");
}

int LuaCamera::l_set_camera_mode(lua_State *L)
{
	Camera *camera = getobject(L, 1);
	GenericCAO *playercao = getClient(L)->getEnv().getLocalPlayer()->getCAO();
	if (!camera)
		return 0;
	sanity_check(playercao);
	if (!lua_isnumber(L, 2))
		return 0;

	camera->setCameraMode((CameraMode)((int)lua_tonumber(L, 2)));
	playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
	playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
	return 0;
}

int LuaCamera::l_get_camera_mode(lua_State *L)
{
	Camera *camera = getobject(L, 1);
	if (!camera)
		return 0;

	lua_pushnumber(L, (int)camera->getCameraMode());

	return 1;
}

int LuaCamera::l_get_fov(lua_State *L)
{
	Camera *camera = getobject(L, 1);
	if (!camera)
		return 0;

	lua_newtable(L);
	lua_pushnumber(L, camera->getFovX() * core::DEGTORAD);
	lua_setfield(L, -2, "x");
	lua_pushnumber(L, camera->getFovY() * core::DEGTORAD);
	lua_setfield(L, -2, "y");
	lua_pushnumber(L, camera->getCameraNode()->getFOV() * core::RADTODEG);
	lua_setfield(L, -2, "actual");
	lua_pushnumber(L, camera->getFovMax() * core::RADTODEG);
	lua_setfield(L, -2, "max");
	return 1;
}

int LuaCamera::l_get_pos(lua_State *L)
{
	Camera *camera = getobject(L, 1);
	if (!camera)
		return 0;

	push_v3f(L, camera->getPosition());
	return 1;
}

int LuaCamera::l_get_offset(lua_State *L)
{
	Camera *camera = getobject(L, 1);
	if (!camera)
		return 0;

	push_v3s16(L, camera->getOffset());
	return 1;
}

int LuaCamera::l_get_look_dir(lua_State *L)
{
	LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
	sanity_check(player);

	float pitch = -1.0 * player->getPitch() * core::DEGTORAD;
	float yaw = (player->getYaw() + 90.) * core::DEGTORAD;
	v3f v(cos(pitch) * cos(yaw), sin(pitch), cos(pitch) * sin(yaw));

	push_v3f(L, v);
	return 1;
}

int LuaCamera::l_get_look_horizontal(lua_State *L)
{
	LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
	sanity_check(player);

	lua_pushnumber(L, (player->getYaw() + 90.) * core::DEGTORAD);
	return 1;
}

int LuaCamera::l_get_look_vertical(lua_State *L)
{
	LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
	sanity_check(player);

	lua_pushnumber(L, -1.0 * player->getPitch() * core::DEGTORAD);
	return 1;
}

int LuaCamera::l_get_aspect_ratio(lua_State *L)
{
	Camera *camera = getobject(L, 1);
	if (!camera)
		return 0;

	lua_pushnumber(L, camera->getCameraNode()->getAspectRatio());
	return 1;
}

LuaCamera *LuaCamera::checkobject(lua_State *L, int narg)
{
	luaL_checktype(L, narg, LUA_TUSERDATA);

	void *ud = luaL_checkudata(L, narg, className);
	if (!ud)
		luaL_typerror(L, narg, className);

	return *(LuaCamera **)ud;
}

Camera *LuaCamera::getobject(LuaCamera *ref)
{
	return ref->m_camera;
}

Camera *LuaCamera::getobject(lua_State *L, int narg)
{
	LuaCamera *ref = checkobject(L, narg);
	assert(ref);
	Camera *camera = getobject(ref);
	if (!camera)
		return NULL;
	return camera;
}

int LuaCamera::gc_object(lua_State *L)
{
	LuaCamera *o = *(LuaCamera **)(lua_touserdata(L, 1));
	delete o;
	return 0;
}

void LuaCamera::Register(lua_State *L)
{
	lua_newtable(L);
	int methodtable = lua_gettop(L);
	luaL_newmetatable(L, className);
	int metatable = lua_gettop(L);

	lua_pushliteral(L, "__metatable");
	lua_pushvalue(L, methodtable);
	lua_settable(L, metatable);

	lua_pushliteral(L, "__index");
	lua_pushvalue(L, methodtable);
	lua_settable(L, metatable);

	lua_pushliteral(L, "__gc");
	lua_pushcfunction(L, gc_object);
	lua_settable(L, metatable);

	lua_pop(L, 1);

	luaL_openlib(L, 0, methods, 0);
	lua_pop(L, 1);
}

const char LuaCamera::className[] = "Camera";
const luaL_Reg LuaCamera::methods[] = {luamethod(LuaCamera, set_camera_mode),
		luamethod(LuaCamera, get_camera_mode), luamethod(LuaCamera, get_fov),
		luamethod(LuaCamera, get_pos), luamethod(LuaCamera, get_offset),
		luamethod(LuaCamera, get_look_dir),
		luamethod(LuaCamera, get_look_vertical),
		luamethod(LuaCamera, get_look_horizontal),
		luamethod(LuaCamera, get_aspect_ratio),

		{0, 0}};