/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Spine.Unity.Examples {

	// This is a sample component for C# vertex effects for Spine rendering components.
	// Using shaders and materials to control vertex properties is still more performant
	// than using this API, but in cases where your vertex effect logic cannot be
	// expressed as shader code, these vertex effects can be useful.
	public class TwoByTwoTransformEffectExample : MonoBehaviour {

		public Vector2 xAxis = new Vector2(1, 0);
		public Vector2 yAxis = new Vector2(0, 1);

		SkeletonRenderer skeletonRenderer;

		void OnEnable () {
			skeletonRenderer = GetComponent<SkeletonRenderer>();
			if (skeletonRenderer == null) return;

			// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
			skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
			skeletonRenderer.OnPostProcessVertices += ProcessVertices;

			Debug.Log("2x2 Transform Effect Enabled.");
		}

		void ProcessVertices (MeshGeneratorBuffers buffers) {
			if (!this.enabled)
				return;

			int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount

			// Modify vertex positions by accessing Vector3[] vertexBuffer
			var vertices = buffers.vertexBuffer;
			Vector3 transformedPos = default(Vector3);
			for (int i = 0; i < vertexCount; i++) {
				Vector3 originalPos = vertices[i];
				transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
				transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
				vertices[i] = transformedPos;
			}

		}

		void OnDisable () {
			if (skeletonRenderer == null) return;
			skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
			Debug.Log("2x2 Transform Effect Disabled.");
		}
	}

}

#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {

	Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }

	void OnSceneGUI () {
		var transform = Target.transform;
		LocalVectorHandle(ref Target.xAxis, transform, Color.red);
		LocalVectorHandle(ref Target.yAxis, transform, Color.green);
	}

	static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
		Color originalColor = UnityEditor.Handles.color;
		UnityEditor.Handles.color = color;
		UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
		v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
		UnityEditor.Handles.color = originalColor;
	}
}
#endif
