import * as THREE from 'three';
import * as Constants from '../../../types/world/worldConstants';
import { useRef, useState, useEffect, useMemo } from 'react';
import { useDeletePointOrLine, useToolMode } from '../../../store/builder/store';
import { DragControls } from '@react-three/drei';
import { useAisleStore } from '../../../store/builder/useAisleStore';
import { useThree } from '@react-three/fiber';
import { useBuilderStore } from '../../../store/builder/useBuilderStore';

function Point({ point, userData }: { readonly point: Point, readonly userData: any }) {
    const materialRef = useRef<THREE.ShaderMaterial>(null);
    const { raycaster, camera, pointer } = useThree();
    const plane = useMemo(() => new THREE.Plane(new THREE.Vector3(0, 1, 0), 0), []);
    const [isHovered, setIsHovered] = useState(false);
    const { toolMode } = useToolMode();
    const { setPosition, removePoint } = useAisleStore();
    const { hoveredPoint, setHoveredPoint } = useBuilderStore();
    const { deletePointOrLine } = useDeletePointOrLine();

    const boxScale: [number, number, number] = Constants.pointConfig.boxScale;
    const defaultInnerColor = Constants.pointConfig.defaultInnerColor;
    const defaultOuterColor = Constants.pointConfig.aisleOuterColor;
    const defaultDeleteColor = Constants.pointConfig.deleteColor;

    useEffect(() => {
        if (materialRef.current && (toolMode === 'move' || deletePointOrLine)) {
            let innerColor;
            let outerColor;
            if (isHovered) {
                innerColor = deletePointOrLine ? defaultDeleteColor : defaultOuterColor;
                outerColor = deletePointOrLine ? defaultDeleteColor : defaultOuterColor;
            } else {
                innerColor = defaultInnerColor;
                outerColor = defaultOuterColor;
            }
            materialRef.current.uniforms.uInnerColor.value.set(innerColor);
            materialRef.current.uniforms.uOuterColor.value.set(outerColor);
            materialRef.current.uniformsNeedUpdate = true;
        } else if (materialRef.current && toolMode !== 'move') {
            materialRef.current.uniforms.uInnerColor.value.set(defaultInnerColor);
            materialRef.current.uniforms.uOuterColor.value.set(defaultOuterColor);
            materialRef.current.uniformsNeedUpdate = true;
        }
    }, [isHovered, defaultInnerColor, defaultOuterColor, toolMode, deletePointOrLine, defaultDeleteColor]);

    const uniforms = useMemo(() => ({
        uOuterColor: { value: new THREE.Color(defaultOuterColor) },
        uInnerColor: { value: new THREE.Color(defaultInnerColor) },
    }), [defaultInnerColor, defaultInnerColor]);

    const handleDrag = (point: Point) => {
        if (toolMode === 'move' && isHovered) {
            raycaster.setFromCamera(pointer, camera);
            const intersectionPoint = new THREE.Vector3();
            const position = raycaster.ray.intersectPlane(plane, intersectionPoint);
            if (userData.pointType === 'Aisle') {
                if (position) {
                    setPosition(point.uuid, [position.x, position.y, position.z]);
                }
            }
        }
    }

    const handleDragEnd = (point: Point) => {
        if (deletePointOrLine) return;
        console.log('point: ', point);
    }

    const handlePointClick = (point: Point) => {
        if (deletePointOrLine) {
            const removedAisles = removePoint(point.uuid);
            if (removedAisles.length > 0) {
                setHoveredPoint(null);
                console.log(removedAisles);
            }
        }
    }

    useEffect(() => {
        if (hoveredPoint && hoveredPoint.uuid !== point.uuid) {
            setIsHovered(false);
        }
    }, [hoveredPoint])

    if (!point) {
        return null;
    }

    return (
        <DragControls
            axisLock='y'
            autoTransform={false}
            onDrag={() => { handleDrag(point) }}
            onDragEnd={() => { handleDragEnd(point) }}
        >
            <mesh
                key={point.uuid}
                uuid={point.uuid}
                name='Aisle-Point'
                position={new THREE.Vector3(...point.position)}
                onClick={() => {
                    handlePointClick(point);
                }}
                onPointerOver={() => {
                    if (!hoveredPoint) {
                        setHoveredPoint(point);
                        setIsHovered(true)
                    }
                }}
                onPointerOut={() => {
                    if (hoveredPoint && hoveredPoint.uuid === point.uuid) {
                        setHoveredPoint(null);
                    }
                    setIsHovered(false)
                }}
                userData={userData}
            >
                <boxGeometry args={boxScale} />
                <shaderMaterial
                    ref={materialRef}
                    uniforms={uniforms}
                    vertexShader={
                        `
                            varying vec2 vUv;

                            void main() {
                                vUv = uv;
                                gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
                            }
                        `
                    }
                    fragmentShader={
                        `
                            varying vec2 vUv;
                            uniform vec3 uOuterColor;
                            uniform vec3 uInnerColor;
                            
                            void main() {
                                // Define the size of the white square as a proportion of the face
                                float borderThickness = 0.2; // Adjust this value for border thickness
                                if (vUv.x > borderThickness && vUv.x < 1.0 - borderThickness && vUv.y > borderThickness && vUv.y < 1.0 - borderThickness) {
                                    gl_FragColor = vec4(uInnerColor, 1.0); // Inner square
                                } else {
                                        gl_FragColor = vec4(uOuterColor, 1.0); // Border
                                    }
                                }
                        `
                    }
                />
            </mesh>
        </DragControls>
    );
}

export default Point;