extends RigidBody

# member variables here, example:
# var a=2
# var b="textvar"

#var dir=Vector3()

const ANIM_FLOOR = 0
const ANIM_AIR_UP = 1
const ANIM_AIR_DOWN = 2

const SHOOT_TIME = 1.5
const SHOOT_SCALE = 2

const CHAR_SCALE = Vector3(0.3,0.3,0.3)

var facing_dir = Vector3(1, 0, 0)
var movement_dir = Vector3()

var jumping=false

var turn_speed=40
var keep_jump_inertia = true
var air_idle_deaccel = false
var accel=19.0
var deaccel=14.0
var sharp_turn_threshhold = 140

var max_speed=3.1
var on_floor = false

var prev_shoot = false

var last_floor_velocity = Vector3()

var shoot_blend = 0

func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn):

	var n = p_target # normal
	var t = n.cross(current_gn).normalized()
	
	var x = n.dot(p_facing)
	var y = t.dot(p_facing)
	
	var ang = atan2(y,x)
	
	if (abs(ang)<0.001): # too small
		return p_facing
	
	var s = sign(ang)
	ang = ang * s
	var turn = ang * p_adjust_rate * p_step
	var a
	if (ang<turn):
		a=ang
	else:
		a=turn
	ang = (ang - a) * s
	
	return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length()



func _integrate_forces( state ):

	var lv = state.get_linear_velocity() # linear velocity
	var g = state.get_total_gravity()
	var delta = state.get_step()
#	var d = 1.0 - delta*state.get_total_density()
#	if (d<0):
#		d=0
	lv += g * delta #apply gravity

	var anim = ANIM_FLOOR

	var up = -g.normalized() # (up is against gravity)
	var vv = up.dot(lv) # vertical velocity
	var hv = lv - (up*vv) # horizontal velocity



	var hdir = hv.normalized() # horizontal direction
	var hspeed = hv.length()	#horizontal speed

	var floor_velocity
	var onfloor = false

	if (state.get_contact_count() == 0):
		floor_velocity = last_floor_velocity
	else:
		for i in range(state.get_contact_count()):
			if (state.get_contact_local_shape(i) != 1):
				continue
			
			onfloor = true
			floor_velocity = state.get_contact_collider_velocity_at_pos(i)
			break
		

	var dir = Vector3() #where does the player intend to walk to
	var cam_xform = get_node("target/camera").get_global_transform()
	
	if (Input.is_action_pressed("move_forward")):
		dir+=-cam_xform.basis[2] 
	if (Input.is_action_pressed("move_backwards")):
		dir+=cam_xform.basis[2] 
	if (Input.is_action_pressed("move_left")):
		dir+=-cam_xform.basis[0] 
	if (Input.is_action_pressed("move_right")):
		dir+=cam_xform.basis[0] 
		
	var jump_attempt = Input.is_action_pressed("jump")
	var shoot_attempt = Input.is_action_pressed("shoot")
		
	var target_dir = (dir - up*dir.dot(up)).normalized()
	
	if (onfloor):

		var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold

		if (dir.length()>0.1 and !sharp_turn) :
			if (hspeed > 0.001) :

				#linear_dir = linear_h_velocity/linear_vel
				#if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir)<-cos(Math::deg2rad(brake_angular_limit)))
				#	brake=true
				#else
				hdir = adjust_facing(hdir,target_dir,delta,1.0/hspeed*turn_speed,up)
				facing_dir = hdir
			else:

				hdir = target_dir
			
			if (hspeed<max_speed):
				hspeed+=accel*delta

		else:
			hspeed-=deaccel*delta
			if (hspeed<0):
				hspeed=0
		
		hv = hdir*hspeed
		
		var mesh_xform = get_node("Armature").get_transform() 
		var facing_mesh=-mesh_xform.basis[0].normalized()
		facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
		facing_mesh = adjust_facing(facing_mesh,target_dir,delta,1.0/hspeed*turn_speed,up)
		var m3 = Matrix3(-facing_mesh,up,-facing_mesh.cross(up).normalized()).scaled( CHAR_SCALE )
		
		get_node("Armature").set_transform(Transform(m3,mesh_xform.origin))
				
		if (not jumping and jump_attempt):
			vv = 7.0
			jumping = true		
			get_node("sfx").play("jump")
	else:

		if (vv>0):
			anim=ANIM_AIR_UP
		else:
			anim=ANIM_AIR_DOWN
			
		var hs
		if (dir.length()>0.1):

			hv += target_dir * (accel * 0.2) * delta
			if (hv.length() > max_speed):
				hv = hv.normalized() * max_speed

		else:

			if (air_idle_deaccel):
				hspeed = hspeed - (deaccel * 0.2) * delta
				if (hspeed<0):
					hspeed=0

				hv = hdir*hspeed
			
		
	if (jumping and vv < 0):
		jumping=false

	lv = hv+up*vv
	
	

	if (onfloor):

		movement_dir = lv
		#lv += floor_velocity
		last_floor_velocity = floor_velocity
	else:

		if (on_floor) :

			#if (keep_jump_inertia):
			#	lv += last_floor_velocity
			pass
		
		last_floor_velocity = Vector3()
		movement_dir = lv
	
	on_floor = onfloor

	state.set_linear_velocity(lv)
	
	if (shoot_blend>0):
		shoot_blend -= delta * SHOOT_SCALE
		if (shoot_blend<0):
			shoot_blend=0
	
	if (shoot_attempt and not prev_shoot):
		shoot_blend = SHOOT_TIME		
		var bullet = preload("res://bullet.scn").instance()
		bullet.set_transform( get_node("Armature/bullet").get_global_transform().orthonormalized() )
		get_parent().add_child( bullet )
		bullet.set_linear_velocity( get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20 )
		PS.body_add_collision_exception( bullet.get_rid(), get_rid() ) #add it to bullet
		get_node("sfx").play("shoot")
		
	prev_shoot = shoot_attempt
	
	if (onfloor):
		get_node("AnimationTreePlayer").blend2_node_set_amount("walk",hspeed / max_speed)
		
	get_node("AnimationTreePlayer").transition_node_set_current("state",anim)
	get_node("AnimationTreePlayer").blend2_node_set_amount("gun",min(shoot_blend,1.0))
#	state.set_angular_velocity(Vector3())	
	
	


func _ready():


	# Initalization here
	get_node("AnimationTreePlayer").set_active(true)
	pass