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/*!
  \class SoBumpMapTransform SoBumpMapTransform.h Inventor/nodes/SoBumpMapTransform.h
  \brief The SoBumpMapTransform class is used to define 2D bump map transformations.
  \ingroup nodes

  Bump maps applied to shapes in the scene can be transformed by
  "prefixing" in the state with instances of this node
  type. Translations, rotations and scaling in 2D can all be done.

  The default settings of this node's fields equals a "null
  transform", ie no transformation.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    BumpMapTransform {
        translation 0 0
        rotation 0
        scaleFactor 1 1
        center 0 0
    }
  \endcode

  \since Coin 2.2
*/

#include <Inventor/nodes/SoBumpMapTransform.h>
#include "coindefs.h"

#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/elements/SoBumpMapMatrixElement.h>
#include <Inventor/actions/SoCallbackAction.h>

#include "nodes/SoSubNodeP.h"

/*!
  \var SoSFVec2f SoBumpMapTransform::translation

  Texture coordinate translation. Default value is [0, 0].
*/
/*!
  \var SoSFFloat SoBumpMapTransform::rotation

  Texture coordinate rotation (around z-axis, s is x-axis and t is
  y-axis).  Defaults to an identity rotation (ie zero rotation).
*/
/*!
  \var SoSFVec2f SoBumpMapTransform::scaleFactor

  Texture coordinate scale factors. Default value is [1, 1].
*/
/*!
  \var SoSFVec2f SoBumpMapTransform::center

  Center for scale and rotation. Default value is [0, 0].
*/

// *************************************************************************

SO_NODE_SOURCE(SoBumpMapTransform);

/*!
  Constructor.
*/
SoBumpMapTransform::SoBumpMapTransform(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoBumpMapTransform);

  SO_NODE_ADD_FIELD(translation, (0.0f, 0.0f));
  SO_NODE_ADD_FIELD(rotation, (0.0f));
  SO_NODE_ADD_FIELD(scaleFactor, (1.0f, 1.0f));
  SO_NODE_ADD_FIELD(center, (0.0f, 0.0f));
}

/*!
  Destructor.
*/
SoBumpMapTransform::~SoBumpMapTransform()
{
}

// Documented in superclass.
void
SoBumpMapTransform::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoBumpMapTransform, SO_FROM_COIN_2_2);

  SO_ENABLE(SoGLRenderAction, SoBumpMapMatrixElement);
  SO_ENABLE(SoCallbackAction, SoBumpMapMatrixElement);
  SO_ENABLE(SoPickAction, SoBumpMapMatrixElement);
}


// Documented in superclass.
void
SoBumpMapTransform::GLRender(SoGLRenderAction * action)
{
  SoBumpMapTransform::doAction(action);
}

// Documented in superclass.
void
SoBumpMapTransform::doAction(SoAction *action)
{
  SbMatrix mat;
  this->makeMatrix(mat);
  SoBumpMapMatrixElement::mult(action->getState(), this, mat);
}

// Documented in superclass.
void
SoBumpMapTransform::callback(SoCallbackAction *action)
{
  SoBumpMapTransform::doAction(action);
}

// Documented in superclass.
void
SoBumpMapTransform::getMatrix(SoGetMatrixAction * COIN_UNUSED_ARG(action))
{
  // do nothing
}

// Documented in superclass.
void
SoBumpMapTransform::pick(SoPickAction * action)
{
  SoBumpMapTransform::doAction(action);
}

//
// generate a matrix based on the fields
//
void
SoBumpMapTransform::makeMatrix(SbMatrix & mat)
{
  SbMatrix tmp;
  SbVec2f c = this->center.isIgnored() ?
    SbVec2f(0.0f, 0.0f) :
    center.getValue();

  mat.makeIdentity();
  mat[3][0] = -c[0];
  mat[3][1] = -c[1];

  SbVec2f scale = this->scaleFactor.getValue();
  if (!this->scaleFactor.isIgnored() &&
      scale != SbVec2f(1.0f, 1.0f)) {
    tmp.makeIdentity();
    tmp[0][0] = scale[0];
    tmp[1][1] = scale[1];
    mat.multRight(tmp);
  }
  if (!this->rotation.isIgnored() && (this->rotation.getValue() != 0.0f)) {
    float cosa = (float)cos(this->rotation.getValue());
    float sina = (float)sin(this->rotation.getValue());
    tmp.makeIdentity();
    tmp[0][0] = cosa;
    tmp[1][0] = -sina;
    tmp[0][1] = sina;
    tmp[1][1] = cosa;
    mat.multRight(tmp);
  }
  if (!translation.isIgnored()) c+= this->translation.getValue();
  if (c != SbVec2f(0.0f, 0.0f)) {
    tmp.makeIdentity();
    tmp[3][0] = c[0];
    tmp[3][1] = c[1];
    mat.multRight(tmp);
  }
}
