package com.gitee.drinkjava2.frog.brain;

import static java.awt.Color.BLACK;
import static java.awt.Color.RED;
import static java.awt.Color.WHITE;
//import static java.awt.BLUE; 
import static java.lang.Math.cos;
import static java.lang.Math.round;
import static java.lang.Math.sin;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;

import javax.swing.JPanel;

import com.gitee.drinkjava2.frog.Application;
import com.gitee.drinkjava2.frog.Env;
import com.gitee.drinkjava2.frog.Frog;
import com.gitee.drinkjava2.frog.util.ColorUtils;

/**
 * BrainPicture show first frog's brain structure, for debug purpose only
 * 
 * 这个类用来画出脑图，这不是一个关键类，对脑的运行逻辑无影响，但有了脑图后可以直观地看出脑的3维结构，进行有针对性的改进
 * 可以用鼠标进行平移、缩放、旋转，以及t、f、l、r,x五个键来选择顶视、前视、左视、右视、斜视这5个方向的视图，以及空格暂停、方向键调整切面
 * 鼠标的动作定义在MouseAction类中。
 * 
 * @author Yong Zhu
 * @since 1.0
 */
@SuppressWarnings("all")
public class BrainPicture extends JPanel {
	private static final float d90 = (float) (Math.PI / 2);

	Color picColor = RED;
	int brainDispWidth; // screen display piexls width
	float scale; // brain scale
	int xOffset = 0; // brain display x offset compare to screen
	int yOffset = 0; // brain display y offset compare to screen
	float xAngle = d90 * .8f; // brain rotate on x axis
	float yAngle = d90 / 4; // brain rotate on y axis
	float zAngle = 0;// brain rotate on z axis
	int xMask = -1;// x Mask
	int yMask = -1;// y Mask
	BufferedImage buffImg;
	Graphics g;
	String note;
	public KeyAdapter keyAdapter;

	public BrainPicture(int x, int y, float brainWidth, int brainDispWidth) {
		super();
		this.setLayout(null);// 空布局
		this.brainDispWidth = brainDispWidth;
		scale = 0.5f * brainDispWidth / brainWidth;
		this.setBounds(x, y, brainDispWidth + 1, brainDispWidth + 1);
		buffImg = new BufferedImage(Env.FROG_BRAIN_DISP_WIDTH, Env.FROG_BRAIN_DISP_WIDTH, BufferedImage.TYPE_INT_RGB);
		g = buffImg.getGraphics();
		MouseAction act = new MouseAction(this);
		this.addMouseListener(act); // 添加鼠标动作监听
		this.addMouseWheelListener(act);// 添加鼠标滚轮动作监听
		this.addMouseMotionListener(act);// 添加鼠标移动动作监听

		keyAdapter = new KeyAdapter() {// 处理t,f,l,r，x键盘命令
			public void keyPressed(KeyEvent e) {
				switch (e.getKeyCode()) {
				case KeyEvent.VK_UP:// Y切面向上
					yMask++;
					if (yMask > Env.FROG_BRAIN_YSIZE)
						yMask = Env.FROG_BRAIN_YSIZE;
					break;
				case KeyEvent.VK_DOWN:// Y切面向下
					yMask--;
					if (yMask < 0)
						yMask = 0;
					break;
				case KeyEvent.VK_LEFT:// x切面向左
					xMask--;
					if (xMask < 0)
						xMask = 0;
					break;
				case KeyEvent.VK_RIGHT:// x切面向右
					xMask++;
					if (xMask > Env.FROG_BRAIN_XSIZE)
						xMask = Env.FROG_BRAIN_XSIZE;
					break;
				case ' ':// 暂停及继续
					Application.pauseAction.actionPerformed(null);
					break;
				case 'T':// 顶视
					xAngle = 0;
					yAngle = 0;
					zAngle = 0;
					break;
				case 'F':// 前视
					xAngle = d90;
					yAngle = 0;
					zAngle = 0;
					break;
				case 'L':// 左视
					xAngle = d90;
					yAngle = d90;
					zAngle = 0;
					break;
				case 'R':// 右视
					xAngle = d90;
					yAngle = -d90;
					zAngle = 0;
					break;
				case 'X':// 斜视
					xAngle = d90 * .8f;
					yAngle = d90 / 4;
					zAngle = 0;
					break;
				default:
				}
			}
		};
		addKeyListener(keyAdapter);
		this.setFocusable(true);
	}

	public void drawCuboid(Cuboid c) {// 在脑图上画一个长立方体框架，视角是TopView
		float x = c.x;
		float y = c.y;
		float z = c.z;
		float xe = c.xe;
		float ye = c.ye;
		float ze = c.ze;

		drawLine(x, y, z, x + xe, y, z);// 画立方体的下面边
		drawLine(x + xe, y, z, x + xe, y + ye, z);
		drawLine(x + xe, y + ye, z, x, y + ye, z);
		drawLine(x, y + ye, z, x, y, z);

		drawLine(x, y, z, x, y, z + ze);// 画立方体的中间边
		drawLine(x + xe, y, z, x + xe, y, z + ze);
		drawLine(x + xe, y + ye, z, x + xe, y + ye, z + ze);
		drawLine(x, y + ye, z, x, y + ye, z + ze);

		drawLine(x, y, z + ze, x + xe, y, z + ze);// 画立方体的上面边
		drawLine(x + xe, y, z + ze, x + xe, y + ye, z + ze);
		drawLine(x + xe, y + ye, z + ze, x, y + ye, z + ze);
		drawLine(x, y + ye, z + ze, x, y, z + ze);
	}

	public void drawCone(Cone c) {// 在脑图上画一个锥体，视角是TopView
		drawLine(c.x1, c.y1, c.z1, c.x2, c.y2, c.z2);// 画锥体的中心线
		// TODO 画出锥体的上下面
	}

	/*-
	  画线，固定以top视角的角度，所以只需要从x1,y1画一条到x2,y2的直线	
		绕 x 轴旋转 θ
		x, y.cosθ-zsinθ, y.sinθ+z.cosθ
	
		绕 y 轴旋转 θ 
		z.sinθ+x.cosθ,  y,  z.cosθ-x.sinθ	
		
		 绕 z 轴旋转 θ
		x.cosθ-y.sinθ, x.sinθ+y.consθ, z
	 -*/
	public void drawLine(float px1, float py1, float pz1, float px2, float py2, float pz2) {
		double x1 = px1 - Env.FROG_BRAIN_XSIZE / 2;
		double y1 = -py1 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的，显示时要正过来
		double z1 = pz1 - Env.FROG_BRAIN_ZSIZE / 2;
		double x2 = px2 - Env.FROG_BRAIN_XSIZE / 2;
		double y2 = -py2 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的，显示时要正过来
		double z2 = pz2 - Env.FROG_BRAIN_ZSIZE / 2;
		x1 = x1 * scale;
		y1 = y1 * scale;
		z1 = z1 * scale;
		x2 = x2 * scale;
		y2 = y2 * scale;
		z2 = z2 * scale;
		double x, y, z;
		y = y1 * cos(xAngle) - z1 * sin(xAngle);// 绕x轴转
		z = y1 * sin(xAngle) + z1 * cos(xAngle);
		y1 = y;
		z1 = z;

		x = z1 * sin(yAngle) + x1 * cos(yAngle);// 绕y轴转
		z = z1 * cos(yAngle) - x1 * sin(yAngle);
		x1 = x;
		z1 = z;

		x = x1 * cos(zAngle) - y1 * sin(zAngle);// 绕z轴转
		y = x1 * sin(zAngle) + y1 * cos(zAngle);
		x1 = x;
		y1 = y;

		y = y2 * cos(xAngle) - z2 * sin(xAngle);// 绕x轴转
		z = y2 * sin(xAngle) + z2 * cos(xAngle);
		y2 = y;
		z2 = z;

		x = z2 * sin(yAngle) + x2 * cos(yAngle);// 绕y轴转
		z = z2 * cos(yAngle) - x2 * sin(yAngle);
		x2 = x;
		z2 = z;

		x = x2 * cos(zAngle) - y2 * sin(zAngle);// 绕z轴转
		y = x2 * sin(zAngle) + y2 * cos(zAngle);
		x2 = x;
		y2 = y;

		g.setColor(picColor);
		g.drawLine((int) round(x1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
				(int) round(y1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset,
				(int) round(x2) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
				(int) round(y2) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset);
	}

	/** 画出cell的中心点 */
	public void drawCellCenter(float x, float y, float z, float diameter) {
		if (x > 0 && (x < xMask || y < yMask))
			return;
		drawPoint(x + 0.5f, y + 0.5f, z + 0.5f, (int) Math.max(2, Math.round(scale * diameter)));
	}

	/** 画点，固定以top视角的角度，所以只需要在x1,y1位置画一个点 */
	public void drawPoint(float px1, float py1, float pz1, int diameter) {
		double x1 = px1 - Env.FROG_BRAIN_XSIZE / 2;
		double y1 = -py1 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的，显示时要正过来
		double z1 = pz1 - Env.FROG_BRAIN_ZSIZE / 2;
		x1 = x1 * scale;
		y1 = y1 * scale;
		z1 = z1 * scale;
		double x, y, z;
		y = y1 * cos(xAngle) - z1 * sin(xAngle);// 绕x轴转
		z = y1 * sin(xAngle) + z1 * cos(xAngle);
		y1 = y;
		z1 = z;

		x = z1 * sin(yAngle) + x1 * cos(yAngle);// 绕y轴转
		z = z1 * cos(yAngle) - x1 * sin(yAngle);
		x1 = x;
		z1 = z;

		x = x1 * cos(zAngle) - y1 * sin(zAngle);// 绕z轴转
		y = x1 * sin(zAngle) + y1 * cos(zAngle);
		x1 = x;
		y1 = y;

		g.setColor(picColor);
		g.fillOval((int) round(x1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
				(int) round(y1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset - diameter / 2, diameter, diameter);
	}

	private static Cuboid brain = new Cuboid(0, 0, 0, Env.FROG_BRAIN_XSIZE, Env.FROG_BRAIN_YSIZE, Env.FROG_BRAIN_ZSIZE);

	public void drawBrainPicture(Frog f) {// 在这个方法里进行青蛙三维脑结构的绘制
		if (!f.alive)
			return;
		if (!Env.SHOW_FIRST_FROG_BRAIN)
			return;
		g.setColor(WHITE);// 先清空旧图
		g.fillRect(0, 0, brainDispWidth, brainDispWidth);
		g.setColor(BLACK); // 画边框
		g.drawRect(0, 0, brainDispWidth, brainDispWidth);
		setPicColor(BLACK);
		drawCuboid(brain);// 先把脑的框架画出来

		for (Organ organ : f.organs)// 每个器官负责画出自已在脑图中的位置和形状
			organ.drawOnBrainPicture(f, this); // each organ draw itself
		setPicColor(RED);
		drawLine(0, 0, 0, 1, 0, 0);
		drawLine(0, 0, 0, 0, 1, 0);
		drawLine(0, 0, 0, 0, 0, 1);

		for (int x = 0; x < Env.FROG_BRAIN_XSIZE; x++) {// 开始画整个脑空间的光子和激活点阵图
			if (f.cells[x] != null)
				for (int y = 0; y < Env.FROG_BRAIN_YSIZE; y++) {
					if (f.cells[x][y] != null)
						for (int z = 0; z < Env.FROG_BRAIN_ZSIZE; z++) {
							Cell cell = f.getCell(x, y, z);
							if (cell != null) {// 只显示激活点
								if (cell.hasInput && x == 0) {// 如果在左边，显示黑色大圆
									setPicColor(Color.BLACK);
									drawCellCenter(x, y, z, 0.6f);
								} else if (z == Env.FROG_BRAIN_ZSIZE - 1 && cell.hasInput) {// 如果在顶上且有输入信号，显示兰色大圆
									setPicColor(Color.BLUE);
									drawCellCenter(x, y, z, 0.6f);
								} else if (y == 0 && cell.hasInput) {// 如果在前面且有输入信号，显示兰色大圆
                                    setPicColor(Color.BLUE);
                                    drawCellCenter(x, y, z, 0.6f);
                                }

								if (cell.photonQty > 0) {// 如果在内部，只显示有光子的cell
									setPicColor(ColorUtils.colorByCode(cell.color));
									float dia = 0.2f;
									if (cell.color == 0)
										dia = 0.3f;
									if (x == xMask || y == yMask)
										dia = 0.5f;
									drawCellCenter(x, y, z, dia);
								}
							}
						}
				}
		}
		g.setColor(Color.black);
		if (note != null)
			g.drawString(note, 30, 55);
		Graphics g2 = this.getGraphics(); // 这两行是将缓存中的图像写到屏幕上
		g2.drawImage(buffImg, 0, 0, this);

	}

	public static void setNote(String note) {
		Application.brainPic.note = note;
	}

	// getters & setters
	public float getScale() {
		return scale;
	}

	public void setScale(float scale) {
		this.scale = scale;
	}

	public float getxAngle() {
		return xAngle;
	}

	public void setxAngle(float xAngle) {
		this.xAngle = xAngle;
	}

	public float getyAngle() {
		return yAngle;
	}

	public void setyAngle(float yAngle) {
		this.yAngle = yAngle;
	}

	public float getzAngle() {
		return zAngle;
	}

	public void setzAngle(float zAngle) {
		this.zAngle = zAngle;
	}

	public void setPicColor(Color color) {
		this.picColor = color;
	}

	public int getxOffset() {
		return xOffset;
	}

	public void setxOffset(int xOffset) {
		this.xOffset = xOffset;
	}

	public int getyOffset() {
		return yOffset;
	}

	public void setyOffset(int yOffset) {
		this.yOffset = yOffset;
	}

}
