/* 
 * PROJECT: NyARToolkit
 * --------------------------------------------------------------------------------
 * This work is based on the original ARToolKit developed by
 *   Hirokazu Kato
 *   Mark Billinghurst
 *   HITLab, University of Washington, Seattle
 * http://www.hitl.washington.edu/artoolkit/
 *
 * The NyARToolkit is Java version ARToolkit class library.
 * Copyright (C)2008 R.Iizuka
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this framework; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 * 
 * For further information please contact.
 *	http://nyatla.jp/nyatoolkit/
 *	<airmail(at)ebony.plala.or.jp>
 * 
 */
package jp.nyatla.nyartoolkit.core.transmat.rotmatrix;

import jp.nyatla.nyartoolkit.NyARException;
import jp.nyatla.nyartoolkit.core.transmat.NyARTransMatResult;
import jp.nyatla.nyartoolkit.core.types.*;
import jp.nyatla.nyartoolkit.core.param.*;
/**
 * 回転行列計算用の、3x3行列
 *
 */
public class NyARRotMatrix_ARToolKit extends NyARRotMatrix
{	
	/**
	 * インスタンスを準備します。
	 * 
	 * @param i_param
	 */
	public NyARRotMatrix_ARToolKit(NyARPerspectiveProjectionMatrix i_matrix) throws NyARException
	{
		this.__initRot_vec1=new NyARRotVector(i_matrix);
		this.__initRot_vec2=new NyARRotVector(i_matrix);
		this._angle=new NyARDoublePoint3d();
		return;
	}
	final private NyARRotVector __initRot_vec1;
	final private NyARRotVector __initRot_vec2;
	final protected NyARDoublePoint3d _angle;
	

	

	public final void initRotByPrevResult(NyARTransMatResult i_prev_result)
	{

		this.m00=i_prev_result.m00;
		this.m01=i_prev_result.m01;
		this.m02=i_prev_result.m02;

		this.m10=i_prev_result.m10;
		this.m11=i_prev_result.m11;
		this.m12=i_prev_result.m12;

		this.m20=i_prev_result.m20;
		this.m21=i_prev_result.m21;
		this.m22=i_prev_result.m22;
		return;
	}	
	
	
	public final void initRotBySquare(final NyARLinear[] i_linear,final NyARDoublePoint2d[] i_sqvertex) throws NyARException
	{
		final NyARRotVector vec1=this.__initRot_vec1;
		final NyARRotVector vec2=this.__initRot_vec2;

		//向かい合った辺から、２本のベクトルを計算
		
		//軸１
		vec1.exteriorProductFromLinear(i_linear[0], i_linear[2]);
		vec1.checkVectorByVertex(i_sqvertex[0], i_sqvertex[1]);

		//軸２
		vec2.exteriorProductFromLinear(i_linear[1], i_linear[3]);
		vec2.checkVectorByVertex(i_sqvertex[3], i_sqvertex[0]);

		//回転の最適化？
		NyARRotVector.checkRotation(vec1,vec2);

		this.m00 =vec1.v1;
		this.m10 =vec1.v2;
		this.m20 =vec1.v3;
		this.m01 =vec2.v1;
		this.m11 =vec2.v2;
		this.m21 =vec2.v3;
		
		//最後の軸を計算
		final double w02 = vec1.v2 * vec2.v3 - vec1.v3 * vec2.v2;
		final double w12 = vec1.v3 * vec2.v1 - vec1.v1 * vec2.v3;
		final double w22 = vec1.v1 * vec2.v2 - vec1.v2 * vec2.v1;
		final double w = Math.sqrt(w02 * w02 + w12 * w12 + w22 * w22);
		this.m02 = w02/w;
		this.m12 = w12/w;
		this.m22 = w22/w;
		//Matrixからangleをロード
		this.updateAngleFromMatrix();
		return;
	}
	public final NyARDoublePoint3d refAngle()
	{
		return this._angle;
	}
	/**
	 * 回転角から回転行列を計算してセットします。
	 * @param i_x
	 * @param i_y
	 * @param i_z
	 */
	public void setAngle(final double i_x, final double i_y, final double i_z)
	{
		final double sina = Math.sin(i_x);
		final double cosa = Math.cos(i_x);
		final double sinb = Math.sin(i_y);
		final double cosb = Math.cos(i_y);
		final double sinc = Math.sin(i_z);
		final double cosc = Math.cos(i_z);
		// Optimize
		final double CACA = cosa * cosa;
		final double SASA = sina * sina;
		final double SACA = sina * cosa;
		final double SASB = sina * sinb;
		final double CASB = cosa * sinb;
		final double SACACB = SACA * cosb;

		this.m00 = CACA * cosb * cosc + SASA * cosc + SACACB * sinc - SACA * sinc;
		this.m01 = -CACA * cosb * sinc - SASA * sinc + SACACB * cosc - SACA * cosc;
		this.m02 = CASB;
		this.m10 = SACACB * cosc - SACA * cosc + SASA * cosb * sinc + CACA * sinc;
		this.m11 = -SACACB * sinc + SACA * sinc + SASA * cosb * cosc + CACA * cosc;
		this.m12 = SASB;
		this.m20 = -CASB * cosc - SASB * sinc;
		this.m21 = CASB * sinc - SASB * cosc;
		this.m22 = cosb;
		updateAngleFromMatrix();
		return;
	}
	/**
	 * i_in_pointを変換行列で座標変換する。
	 * @param i_in_point
	 * @param i_out_point
	 */
	public final void getPoint3d(final NyARDoublePoint3d i_in_point,final NyARDoublePoint3d i_out_point)
	{
		final double x=i_in_point.x;
		final double y=i_in_point.y;
		final double z=i_in_point.z;
		i_out_point.x=this.m00 * x + this.m01 * y + this.m02 * z;
		i_out_point.y=this.m10 * x + this.m11 * y + this.m12 * z;
		i_out_point.z=this.m20 * x + this.m21 * y + this.m22 * z;
		return;
	}
	/**
	 * 複数の頂点を一括して変換する
	 * @param i_in_point
	 * @param i_out_point
	 * @param i_number_of_vertex
	 */
	public final void getPoint3dBatch(final NyARDoublePoint3d[] i_in_point,NyARDoublePoint3d[] i_out_point,int i_number_of_vertex)
	{
		for(int i=i_number_of_vertex-1;i>=0;i--){
			final NyARDoublePoint3d out_ptr=i_out_point[i];
			final NyARDoublePoint3d in_ptr=i_in_point[i];
			final double x=in_ptr.x;
			final double y=in_ptr.y;
			final double z=in_ptr.z;
			out_ptr.x=this.m00 * x + this.m01 * y + this.m02 * z;
			out_ptr.y=this.m10 * x + this.m11 * y + this.m12 * z;
			out_ptr.z=this.m20 * x + this.m21 * y + this.m22 * z;
		}
		return;
	}
	/**
	 * 現在のMatrixからangkeを復元する。
	 * @param o_angle
	 */
	private final void updateAngleFromMatrix()
	{
		double a,b,c;
		double sina, cosa, sinb,cosb,sinc, cosc;
		
		if (this.m22 > 1.0) {// <Optimize/>if( rot[2][2] > 1.0 ) {
			cosb = 1.0;// <Optimize/>rot[2][2] = 1.0;
		} else if (this.m22 < -1.0) {// <Optimize/>}else if( rot[2][2] < -1.0 ) {
			cosb = -1.0;// <Optimize/>rot[2][2] = -1.0;
		}else{
			cosb =this.m22;// <Optimize/>cosb = rot[2][2];
		}
		b = Math.acos(cosb);
		sinb =Math.sin(b);
		final double rot02=this.m02;
		final double rot12=this.m12;
		if (b >= 0.000001 || b <= -0.000001) {
			cosa = rot02 / sinb;// <Optimize/>cosa = rot[0][2] / sinb;
			sina = rot12 / sinb;// <Optimize/>sina = rot[1][2] / sinb;
			if (cosa > 1.0) {
				cosa = 1.0;
				sina = 0.0;
			}
			if (cosa < -1.0) {
				cosa = -1.0;
				sina = 0.0;
			}
			if (sina > 1.0) {
				sina = 1.0;
				cosa = 0.0;
			}
			if (sina < -1.0) {
				sina = -1.0;
				cosa = 0.0;
			}
			a = Math.acos(cosa);
			if (sina < 0) {
				a = -a;
			}
			final double tmp = (rot02 * rot02 + rot12 * rot12);
			sinc = (this.m21 * rot02 - this.m20 * rot12) / tmp;
			cosc = -(rot02 * this.m20 + rot12 * this.m21) / tmp;

			if (cosc > 1.0) {
				cosc = 1.0;
				sinc = 0.0;
			}
			if (cosc < -1.0) {
				cosc = -1.0;
				sinc = 0.0;
			}
			if (sinc > 1.0) {
				sinc = 1.0;
				cosc = 0.0;
			}
			if (sinc < -1.0) {
				sinc = -1.0;
				cosc = 0.0;
			}
			c = Math.acos(cosc);
			if (sinc < 0) {
				c = -c;
			}
		} else {
			a = b = 0.0;
			cosa = cosb = 1.0;
			sina = sinb = 0.0;
			cosc=this.m00;//cosc = rot[0];// <Optimize/>cosc = rot[0][0];
			sinc=this.m01;//sinc = rot[1];// <Optimize/>sinc = rot[1][0];
			if (cosc > 1.0) {
				cosc = 1.0;
				sinc = 0.0;
			}
			if (cosc < -1.0) {
				cosc = -1.0;
				sinc = 0.0;
			}
			if (sinc > 1.0) {
				sinc = 1.0;
				cosc = 0.0;
			}
			if (sinc < -1.0) {
				sinc = -1.0;
				cosc = 0.0;
			}
			c = Math.acos(cosc);
			if (sinc < 0) {
				c = -c;
			}
		}
		//angleの更新
		this._angle.x = a;// wa.value=a;//*wa = a;
		this._angle.y = b;// wb.value=b;//*wb = b;
		this._angle.z = c;// wc.value=c;//*wc = c;
		return;
	}	
}
