using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace RootMotion.FinalIK {
	
	/// 
	/// A full-body IK solver designed specifically for a VR HMD and hand controllers.
	/// 
	//[HelpURL("http://www.root-motion.com/finalikdox/html/page16.html")]
	[AddComponentMenu("Scripts/RootMotion.FinalIK/IK/VR IK")]
	public class VRIK : IK {
		/// 
		/// VRIK-specific definition of a humanoid biped.
		/// 
		[System.Serializable]
		public class References {
            public Transform root;			// 0
            [LargeHeader("Spine")]
			public Transform pelvis;		// 1
			public Transform spine;         // 2
            [Tooltip("Optional")]
            public Transform chest;         // 3 Optional
            [Tooltip("Optional")]
            public Transform neck; 			// 4 Optional
			public Transform head;          // 5
            [LargeHeader("Left Arm")]
            [Tooltip("Optional")]
            public Transform leftShoulder;  // 6 Optional
            [Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
            public Transform leftUpperArm;	// 7
            [Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
            public Transform leftForearm;	// 8
            [Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
            public Transform leftHand;      // 9
            [LargeHeader("Right Arm")]
            [Tooltip("Optional")]
            public Transform rightShoulder;	// 10 Optional
            [Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
            public Transform rightUpperArm;	// 11
            [Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
            public Transform rightForearm;	// 12
            [Tooltip("VRIK also supports armless characters.If you do not wish to use arms, leave all arm references empty.")]
            public Transform rightHand;     // 13
            [LargeHeader("Left Leg")]
            [Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
            public Transform leftThigh;     // 14 Optional
            [Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
            public Transform leftCalf;      // 15 Optional
            [Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
            public Transform leftFoot;      // 16 Optional
            [Tooltip("Optional")]
			public Transform leftToes;      // 17 Optional
            [LargeHeader("Right Leg")]
            [Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
            public Transform rightThigh;    // 18 Optional
            [Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
            public Transform rightCalf;     // 19 Optional
            [Tooltip("VRIK also supports legless characters.If you do not wish to use legs, leave all leg references empty.")]
            public Transform rightFoot;     // 20 Optional
            [Tooltip("Optional")]
            public Transform rightToes;		// 21 Optional
            public References() { }
            public References(BipedReferences b)
            {
                root = b.root;
                pelvis = b.pelvis;
                spine = b.spine[0];
                chest = b.spine.Length > 1? b.spine[1]: null;
                head = b.head;
                leftShoulder = b.leftUpperArm.parent;
                leftUpperArm = b.leftUpperArm;
                leftForearm = b.leftForearm;
                leftHand = b.leftHand;
                rightShoulder = b.rightUpperArm.parent;
                rightUpperArm = b.rightUpperArm;
                rightForearm = b.rightForearm;
                rightHand = b.rightHand;
                leftThigh = b.leftThigh;
                leftCalf = b.leftCalf;
                leftFoot = b.leftFoot;
                leftToes = b.leftFoot.GetChild(0);
                rightThigh = b.rightThigh;
                rightCalf = b.rightCalf;
                rightFoot = b.rightFoot;
                rightToes = b.rightFoot.GetChild(0);
            }
            /// 
            /// Returns an array of all the Transforms in the definition.
            /// 
            public Transform[] GetTransforms() {
				return new Transform[22] {
					root, pelvis, spine, chest, neck, head, leftShoulder, leftUpperArm, leftForearm, leftHand, rightShoulder, rightUpperArm, rightForearm, rightHand, leftThigh, leftCalf, leftFoot, leftToes, rightThigh, rightCalf, rightFoot, rightToes
				};
			}
			/// 
			/// Returns true if all required Transforms have been assigned (shoulder, toe and neck bones are optional).
			/// 
			public bool isFilled {
				get {
					if (
						root == null ||
						pelvis == null ||
						spine == null ||
						head == null
					) return false;
                    bool noArmBones =
                        leftUpperArm == null &&
                        leftForearm == null &&
                        leftHand == null &&
                        rightUpperArm == null &&
                        rightForearm == null &&
                        rightHand == null;
                    bool atLeastOneArmBoneMissing =
                        leftUpperArm == null ||
                        leftForearm == null ||
                        leftHand == null ||
                        rightUpperArm == null ||
                        rightForearm == null ||
                        rightHand == null;
                    // If all leg bones are null, it is valid
                    bool noLegBones =
                        leftThigh == null &&
                        leftCalf == null &&
                        leftFoot == null &&
                        rightThigh == null &&
                        rightCalf == null &&
                        rightFoot == null;
                    bool atLeastOneLegBoneMissing =
                        leftThigh == null ||
                        leftCalf == null ||
                        leftFoot == null ||
                        rightThigh == null ||
                        rightCalf == null ||
                        rightFoot == null;
                    if (atLeastOneLegBoneMissing && !noLegBones) return false;
                    if (atLeastOneArmBoneMissing && !noArmBones) return false;
                    // Shoulder, toe and neck bones are optional
                    return true;
				}
			}
			/// 
			/// Returns true if none of the Transforms have been assigned.
			/// 
			public bool isEmpty {
				get {
					if (
						root != null ||
						pelvis != null ||
						spine != null ||
						chest != null ||
						neck != null ||
						head != null ||
						leftShoulder != null ||
						leftUpperArm != null ||
						leftForearm != null ||
						leftHand != null ||
						rightShoulder != null ||
						rightUpperArm != null ||
						rightForearm != null ||
						rightHand != null ||
						leftThigh != null ||
						leftCalf != null ||
						leftFoot != null ||
						leftToes != null ||
						rightThigh != null ||
						rightCalf != null ||
						rightFoot != null ||
						rightToes != null
					) return false;
					return true;
				}
			}
			/// 
			/// Auto-detects VRIK references. Works with a Humanoid Animator on the root gameobject only.
			/// 
			public static bool AutoDetectReferences(Transform root, out References references) {
				references = new References();
				var animator = root.GetComponentInChildren();
				if (animator == null || !animator.isHuman) {
					Debug.LogWarning("VRIK needs a Humanoid Animator to auto-detect biped references. Please assign references manually.");
					return false;
				}
				references.root = root;
				references.pelvis = animator.GetBoneTransform(HumanBodyBones.Hips);
				references.spine = animator.GetBoneTransform(HumanBodyBones.Spine);
				references.chest = animator.GetBoneTransform(HumanBodyBones.Chest);
				references.neck = animator.GetBoneTransform(HumanBodyBones.Neck);
				references.head = animator.GetBoneTransform(HumanBodyBones.Head);
				references.leftShoulder = animator.GetBoneTransform(HumanBodyBones.LeftShoulder);
				references.leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
				references.leftForearm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
				references.leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand);
				references.rightShoulder = animator.GetBoneTransform(HumanBodyBones.RightShoulder);
				references.rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
				references.rightForearm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
				references.rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand);
				references.leftThigh = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
				references.leftCalf = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
				references.leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
				references.leftToes = animator.GetBoneTransform(HumanBodyBones.LeftToes);
				references.rightThigh = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
				references.rightCalf = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
				references.rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
				references.rightToes = animator.GetBoneTransform(HumanBodyBones.RightToes);
				return true;
			}
		}
		// Open the User Manual URL
		[ContextMenu("User Manual")]
		protected override void OpenUserManual() {
			Application.OpenURL("http://www.root-motion.com/finalikdox/html/page16.html");
		}
		
		// Open the Script Reference URL
		[ContextMenu("Scrpt Reference")]
		protected override void OpenScriptReference() {
			Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_v_r_i_k.html");
		}
		// Open a video tutorial about setting up the component
		[ContextMenu("TUTORIAL VIDEO (STEAMVR SETUP)")]
		void OpenSetupTutorial() {
			Application.OpenURL("https://www.youtube.com/watch?v=6Pfx7lYQiIA&feature=youtu.be");
		}
        /// 
        /// Bone mapping. Right-click on the component header and select 'Auto-detect References' of fill in manually if not a Humanoid character. Chest, neck, shoulder and toe bones are optional. VRIK also supports legless characters. If you do not wish to use legs, leave all leg references empty.
        /// 
        [ContextMenuItem("Auto-detect References", "AutoDetectReferences")]
		[Tooltip("Bone mapping. Right-click on the component header and select 'Auto-detect References' of fill in manually if not a Humanoid character. Chest, neck, shoulder and toe bones are optional. VRIK also supports legless characters. If you do not wish to use legs, leave all leg references empty.")]
		public References references = new References();
		
		/// 
		/// The solver.
		/// 
		[Tooltip("The VRIK solver.")]
		public IKSolverVR solver = new IKSolverVR();
		/// 
		/// Auto-detects bone references for this VRIK. Works with a Humanoid Animator on the gameobject only.
		/// 
		[ContextMenu("Auto-detect References")]
		public void AutoDetectReferences() {
			References.AutoDetectReferences(transform, out references);
		}
		/// 
		/// Fills in arm wristToPalmAxis and palmToThumbAxis.
		/// 
		[ContextMenu("Guess Hand Orientations")]
		public void GuessHandOrientations() {
			solver.GuessHandOrientations(references, false);
		}
		public override IKSolver GetIKSolver() {
			return solver as IKSolver;
		}
		protected override void InitiateSolver() {
			if (references.isEmpty) AutoDetectReferences();
			if (references.isFilled) solver.SetToReferences(references);
			base.InitiateSolver();
		}
		protected override void UpdateSolver() {
			if (references.root != null && references.root.localScale == Vector3.zero) {
				Debug.LogError("VRIK Root Transform's scale is zero, can not update VRIK. Make sure you have not calibrated the character to a zero scale.", transform);
				enabled = false;
				return;
			}
			base.UpdateSolver();
		}
	}
}