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#
#  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.
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
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#  along with this program; if not, write to the Free Software Foundation,
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import numpy as np

import bpy
from bpy.props import IntProperty, BoolProperty, EnumProperty

from sverchok.node_tree import SverchCustomTreeNode

from sverchok.data_structure import (updateNode, match_long_repeat, fullList, get_data_nesting_level,
                                     describe_data_shape)

class SvMaterialIndexNode(bpy.types.Node, SverchCustomTreeNode):
    '''
    Triggers: material index
    Tooltip: Set material index per object face
    '''

    bl_idname = 'SvMaterialIndexNode'
    bl_label = "Set Material Index"
    bl_icon = 'MATERIAL'

    @property
    def is_scene_dependent(self):
        return (not self.inputs['Object'].is_linked) and self.inputs['Object'].object_ref_pointer

    @property
    def is_animation_dependent(self):
        return (not self.inputs['Object'].is_linked) and self.inputs['Object'].object_ref_pointer

    def update_all_faces(self, context):
        self.inputs['FaceIndex'].hide_safe = self.all_faces
        updateNode(self, context)

    all_faces: BoolProperty(name = "All Faces",
            description = "Assign materials to all faces",
            default = False,
            update = update_all_faces)

    face_index : IntProperty(name = "Face Index", default = 0,
            description = "Index of the face, to which the material is to be assigned (starting from 0)",
            min = 0,
            update = updateNode)

    material_index : IntProperty(name = "Material Index", default = 0,
            description = "Material index to set (starting from 0)",
            min = 0,
            update = updateNode)

    matching_modes = [
            ('FACE', "Per Face", "Assign specific material for each face", 0),
            ('OBJECT', "Per Object", "Assign single material for the whole object", 1)
        ]

    matching_mode : EnumProperty(
            name = "Mode",
            description = "Material assignment mode",
            items = matching_modes,
            default = 'FACE',
            update = updateNode)

    def sv_draw_buttons(self, context, layout):
        layout.prop(self, "all_faces", toggle=True)
        if self.all_faces:
            layout.prop(self, "matching_mode", text='')

    def sv_init(self, context):
        self.inputs.new('SvObjectSocket', 'Object')
        self.inputs.new('SvStringsSocket', 'FaceIndex').prop_name = 'face_index'
        self.inputs.new('SvStringsSocket', 'MaterialIndex').prop_name = 'material_index'
        self.outputs.new('SvObjectSocket', 'Object')
        self.update_all_faces(context)

    def set_material_indices(self, obj, faces, materials):
        prev_material_index_layer = obj.data.polygon_layers_int.get("prev_material_index")
        if prev_material_index_layer is None:
            self.debug("Creating a layer")
            prev_material_index_layer = obj.data.polygon_layers_int.new(name="prev_material_index")
            prev_material_indices = np.full(len(obj.data.polygons), 0, dtype=int)
            obj.data.polygons.foreach_get("material_index", prev_material_indices)
            for face_index in range(len(obj.data.polygons)):
                prev_material_index_layer.data[face_index].value = prev_material_indices[face_index]

        material_indices = np.full(len(obj.data.polygons), 0, dtype=int)
        material_by_face = dict(zip(faces, materials))
        for face_index in range(len(obj.data.polygons)):
            material_index = material_by_face.get(face_index, None)
            if material_index is None:
                material_index = prev_material_index_layer.data[face_index].value
            material_indices[face_index] = material_index
        obj.data.polygons.foreach_set("material_index", material_indices)

    def process(self):
        objects = self.inputs['Object'].sv_get()
        faces_s = self.inputs['FaceIndex'].sv_get(default = [[]])
        materials_s = self.inputs['MaterialIndex'].sv_get(default = [[]])

        materials_level = get_data_nesting_level(materials_s)
        if self.all_faces and self.matching_mode == 'OBJECT':
            if materials_level == 2:
                materials = materials_s[0]
            elif materials_level == 1:
                materials = materials_s
            else:
                raise Exception("Materials input can consume either list of indices or list of lists of indices, but got " + describe_data_shape(materials_s))

            inputs = match_long_repeat([objects, faces_s, materials])
            for obj, faces, material in zip(*inputs):
                n_faces = len(obj.data.polygons)
                faces = list(range(n_faces))
                ms = [material for i in range(len(faces))]
                self.set_material_indices(obj, faces, ms)
                obj.data.update()
        else:
            if materials_level != 2:
                raise Exception("Materials input can consume only list of lists of indices, but got " + describe_data_shape(materials_s))

            inputs = match_long_repeat([objects, faces_s, materials_s])
            for obj, faces, materials in zip(*inputs):
                n_faces = len(obj.data.polygons)
                if self.all_faces:
                    faces = list(range(n_faces))

                fullList(materials, len(faces))
                self.set_material_indices(obj, faces, materials)
                obj.data.update()

        self.outputs['Object'].sv_set(objects)

classes = [SvMaterialIndexNode]

def register():
    for name in classes:
        bpy.utils.register_class(name)


def unregister():
    for name in reversed(classes):
        bpy.utils.unregister_class(name)

