/****************************************************************************
* VCGLib                                                            o o     *
* Visual and Computer Graphics Library                            o     o   *
*                                                                _   O  _   *
* Copyright(C) 2004                                                \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* 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 (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#include <GL/glew.h>
#include <vcg/space/distance3.h>
#include <wrap/gui/trackmode.h>
#include <wrap/gui/trackball.h>
#include <wrap/gui/trackutils.h>

using namespace vcg;
using namespace vcg::trackutils;

// Track mode implementation, dummy.
void TrackMode::Apply (Trackball * , float ){}

void TrackMode::Apply (Trackball * , Point3f ){}

void TrackMode::Draw(Trackball * ){}

void TrackMode::SetAction (){}

void TrackMode::Reset (){}

bool TrackMode::IsAnimating(const Trackball *){ 
	return false;
}

void TrackMode::Animate(unsigned int, Trackball *){
}

bool TrackMode::isSticky() {
  return false;
}

void TrackMode::Undo(){}

// draw an inactive trackball
void InactiveMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,false);
}
 
// Sphere mode implementation.
// the most important function; given a new point in window coord,
// it update the transformation computed by the trackball.
// General scheme : the transformation is a function of just 
//   the begin and current mouse positions, with greater precision 
//   is function of just two 3d points over the manipulator.
void SphereMode::Apply (Trackball * tb, Point3f new_point)
{
  Point3f hitOld = HitSphere (tb, tb->last_point);
  Point3f hitNew = HitSphere (tb, new_point);
  tb->Hits.push_back (hitNew);
  Point3f center = tb->center;
  Point3f axis = (hitNew - center) ^ (hitOld - center);
  //  Figure out how much to rotate around that axis.
  float phi = Distance (hitNew, hitOld) / tb->radius;
//  tb->track.rot = tb->last_track.rot * Quaternionf (-phi, axis);
  tb->track.rot = Quaternionf (-phi, axis) * tb->last_track.rot;
}

void SphereMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
}

// Pan mode implementation.
void PanMode::Apply (Trackball * tb, Point3f new_point)
{
  Point3f hitOld = HitViewPlane (tb, tb->last_point);
  Point3f hitNew = HitViewPlane (tb, new_point);
  tb->Translate (hitNew - hitOld);
}

void PanMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  DrawUglyPanMode(tb);
}

// Z mode implementation.
void ZMode::Apply (Trackball * tb, float WheelNotch)
{
  Point3f dir= (GetViewPlane (tb->camera, tb->center)).Direction();
  dir.Normalize();
  tb->Translate (dir * (-WheelNotch));
}

void ZMode::Apply (Trackball * tb, Point3f new_point)
{
  Point3f dir= (GetViewPlane (tb->camera, tb->center)).Direction();
  dir.Normalize();
  tb->Translate (dir * ( -2.0f * getDeltaY(tb,new_point)));
}

void ZMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  DrawUglyZMode(tb);
 }

// Scale mode implementation.
void ScaleMode::Apply (Trackball * tb, float WheelNotch)
{
  tb->track.sca *= pow (1.2f, -WheelNotch);
}
  
void ScaleMode::Apply (Trackball * tb, Point3f new_point)
{
  tb->track.sca = tb->last_track.sca * pow (3.0f, -(getDeltaY(tb,new_point)));
}

void ScaleMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  DrawUglyScaleMode(tb);
}

// Axis mode implementation.
void AxisMode::Apply (Trackball * tb, float WheelNotch)
{
  tb->Translate (axis.Direction () * (WheelNotch / 10.0f));
}

void AxisMode::Apply (Trackball * tb, Point3f new_point)
{
  std::pair< Point3f,bool > hitOld = HitNearestPointOnAxis (tb, axis, tb->last_point);
  std::pair< Point3f,bool > hitNew = HitNearestPointOnAxis (tb, axis, new_point);
  if (hitOld.second && hitNew.second){
    tb->Translate (hitNew.first - hitOld.first);
  }
}

void AxisMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  DrawUglyAxisMode(tb,axis);
}

// Plane mode implementation.
void PlaneMode::Apply (Trackball * tb, Point3f new_point)
{
  std::pair< Point3f, bool > hitOld = HitPlane(tb,tb->last_point,plane);
  std::pair< Point3f, bool > hitNew = HitPlane(tb,new_point,plane);
  if(hitOld.second && hitNew.second){
  	  tb->Translate (hitNew.first - hitOld.first);  	
  }
}

void PlaneMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  DrawUglyPlaneMode(tb, plane);
}

// Cylinder mode implementation.
void CylinderMode::Apply (Trackball * tb, float WheelNotch)
{
  const float PI2=6.283185307179586232f;
  float angle= (snap==0.0) ? WheelNotch/(tb->radius * PI2) : WheelNotch * snap; 
  tb->track.rot = tb->last_track.rot * Quaternionf (angle,axis.Direction());
}

void CylinderMode::Apply (Trackball * tb, Point3f new_point)
{
  Plane3f viewplane=GetViewPlane (tb->camera, tb->center);
  Line3f axisproj;
  axisproj=ProjectLineOnPlane(axis,viewplane);
  float angle;
  const float EPSILON=0.005f; // this IS scale independent
  if(axisproj.Direction().Norm() < EPSILON){
    angle=(10.0f * getDeltaY(tb,new_point)) / tb->radius; 
  } else {
    Point3f hitOld = HitViewPlane (tb, tb->last_point);
    Point3f hitNew = HitViewPlane (tb, new_point);
    axisproj.Normalize();
    Point3f plusdir= viewplane.Direction() ^ axisproj.Direction();  
    float distOld = signedDistance(axisproj,hitOld,plusdir);
    float distNew = signedDistance(axisproj,hitNew,plusdir);
    angle= (distNew-distOld) / tb->radius;
  }
  if(snap>0.0){
    angle = ((angle<0)?-1:1)* floor((((angle<0)?-angle:angle)/snap)+0.5f)*snap;
  }
//  tb->track.rot = tb->last_track.rot * Quaternionf (angle,axis.Direction());
  tb->track.rot = Quaternionf (-angle,axis.Direction()) * tb->last_track.rot;
}

void CylinderMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  DrawUglyCylinderMode(tb,axis);
}

// Path mode implementation.
void PathMode::Init(const std::vector < Point3f > &pts)
{
  unsigned int npts = int(pts.size());
  assert(npts >= 2);
  points.reserve(npts);
  for(unsigned int i=0;i<npts;i++){
    points.push_back(pts[i]);
  }
  path_length=0.0f;
  min_seg_length=Distance(points[0],points[1]);
  float seg_length;
  for(unsigned int i=1;i<npts;i++){
    seg_length=Distance(points[i-1],points[i]);
    path_length += seg_length;
    min_seg_length = (std::min)(seg_length,min_seg_length);
  }
  if(wrap){
    seg_length=Distance(points[npts-1],points[0]);
    path_length += seg_length;
    min_seg_length = (std::min)(seg_length,min_seg_length);
  }
}

void PathMode::Reset()
{
  current_state=initial_state;
}

Point3f PathMode::SetStartNear(Point3f point)
{
  float p0_state=0;
  Point3f p0,p1;
  float nearest_state=0;
  Point3f nearest_point=points[0];
  float nearest_distance=Distance(nearest_point,point);  
  unsigned int npts = int(points.size());
  for(unsigned int i = 1;i <= npts;i++){
  	if( i == npts){
  	  if (wrap){
  	  	p0=points[npts-1];
  	  	p1=points[0];
  	  } else {
  	  	break;
  	  }
  	} else {
  		p0=points[i-1];
  		p1=points[i];
  	}
    //Point3f segment_point=ClosestPoint(Segment3f(p0,p1),point);
		Point3f segment_point;
		float distance;
		vcg::SegmentPointDistance<float>(Segment3f(p0,p1),point,segment_point,distance);
   // float distance=Distance(segment_point,point);  
    if(distance<nearest_distance){
      nearest_point=segment_point;
      nearest_distance=distance;
      nearest_state=p0_state+(Distance(p0,nearest_point)/path_length);
    } 
    float segment_norm= Distance(p0,p1) / path_length;   
    p0_state+=segment_norm;
  }
  assert( nearest_state >= 0.0 );
  if(nearest_state > 1.0){
    nearest_state=1.0;
    nearest_point=( wrap ? points[0] : points[npts-1] );
  }
  initial_state=nearest_state;
  return nearest_point;
}

void PathMode::GetPoints(float state, Point3f & point, Point3f & prev_point, Point3f & next_point)
{
  assert(state >= 0.0f);
  assert(state <= 1.0f);  
  float remaining_norm=state;  
  Point3f p0(0,0,0),p1(0,0,0);
  unsigned int npts = int(points.size());
  for(unsigned int i = 1;i <= npts;i++){
  	if( i == npts){
  	  if (wrap){
  	  	p0=points[npts-1];
  	  	p1=points[0];
  	  } else {
  	  	break;
  	  }
  	} else {
  		p0=points[i-1];
  		p1=points[i];
  	}
    float segment_norm= Distance(p0,p1) / path_length;
    if (segment_norm < remaining_norm){
       remaining_norm -= segment_norm;
      continue;
    }
    prev_point = p0;
    next_point = p1;
    float ratio= remaining_norm / segment_norm;
    point = prev_point + (( next_point - prev_point ) * ratio);
  	const float EPSILON=min_seg_length * 0.01f;
    if(Distance(point,prev_point) < EPSILON){
      point=prev_point;
      if (i > 1){
       	prev_point=points[i-2];
      } else if (wrap){
        prev_point=points[npts-1];
      }     
    } else if (Distance(point,next_point) < EPSILON){
      point=next_point;
      if( i < (npts-1)){
       	next_point=points[i+1];
      } else {
       	if (wrap){
      	  next_point=points[1];
      	} else {
      	  next_point=points[npts-1];
      	}
      }      
    }
    return;
  }  
  // rounding errors can lead out of the for..
  prev_point = p0;
  point = p1;
  if (wrap){
    next_point=points[1];
  }else{
    next_point = points[npts-1];
  }
}

void PathMode::Apply (Trackball * tb, float WheelNotch)
{
  undo_current_state=current_state;
  undo_old_hitpoint=old_hitpoint;

  const float STEP_COEFF = min_seg_length * 0.5f;
  float delta=(WheelNotch*STEP_COEFF)/path_length;
  Point3f old_point,new_point,prev_point,next_point;
  GetPoints(current_state,old_point,prev_point,next_point);
  current_state=Normalize(current_state+delta);
  GetPoints(current_state,new_point,prev_point,next_point);
  tb->Translate (new_point - old_point);	
}

float PathMode::Normalize(float state)
{
  if ( wrap ) {
    double intpart;
    float fractpart;
    fractpart =(float) modf(state,&intpart);
    if( fractpart < 0.0f )
      fractpart += 1.0f;
    return fractpart;
  }
  if ( state < 0.0f )
    return 0.0f; 
  if ( state > 1.0f )
    return 1.0f;  
  return state;
}

int PathMode::Verse(Point3f reference_point,Point3f current_point,Point3f prev_point,Point3f next_point)
{
  Point3f reference_dir = reference_point - current_point ;
  Point3f prev_dir = prev_point - current_point ;
  Point3f next_dir = next_point - current_point ;
  const float EPSILON=min_seg_length * 0.005f;
  if (reference_dir.Norm()  < EPSILON)
    reference_dir = Point3f(0,0,0);
  if (prev_dir.Norm() < EPSILON)
    prev_dir = Point3f(0,0,0);
  if (next_dir.Norm()   < EPSILON)
    next_dir = Point3f(0,0,0);
  reference_dir.Normalize();
  prev_dir.Normalize();
  next_dir.Normalize();
  float prev_coeff,next_coeff;
  prev_coeff = prev_dir.dot(reference_dir);
  next_coeff = next_dir.dot(reference_dir);
  if (prev_coeff < 0.0f)
    prev_coeff = 0.0f;
   if (next_coeff < 0.0f)
    next_coeff = 0.0f;
  if( (prev_coeff == 0.0f) && (next_coeff == 0.0f)){
    return 0;
  }
  if ( prev_coeff <= next_coeff ){
    return 1;
  }
  return -1;
}

float PathMode::HitPoint(float state, Ray3fN ray, Point3f &hit_point)
{
 Point3f current_point, next_point, prev_point;
  GetPoints(state,current_point,prev_point,next_point);
  
  Point3f closest_point;
  closest_point=ray.ClosestPoint(current_point);
  int verse=Verse(closest_point,current_point,prev_point,next_point);
  if (verse == 0){
    hit_point=current_point;
    return 0.0f;
  }
 
  Segment3f active_segment;
  if (verse > 0){
  	active_segment=Segment3f(current_point,next_point);
  } else {
    active_segment= Segment3f(current_point,prev_point);
  } 

  //hit_point=ClosestPoint(active_segment,closest_point);
	float dist;
	vcg::SegmentPointDistance<float>(active_segment,closest_point,hit_point,dist);

  return verse * ((hit_point-current_point).Norm() / path_length);
}  

void PathMode::SetAction (){
  Point3f temp1,temp2;    
  GetPoints(current_state,old_hitpoint,temp1,temp2);
}
  
void PathMode::Apply (Trackball * tb, Point3f new_point)
{
    undo_current_state=current_state;
    undo_old_hitpoint=old_hitpoint;

    Ray3fN ray = line2ray(tb->camera.ViewLineFromWindow (new_point));
    Point3f hit_point;
    float delta_state=HitPoint(current_state,ray,hit_point);
    current_state=Normalize(current_state+delta_state);
    tb->Translate (hit_point - old_hitpoint);
}

bool PathMode::isSticky() {
  return true;
}

void PathMode::Undo(){
  current_state=undo_current_state;
  old_hitpoint=undo_old_hitpoint;
}

void PathMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
  Point3f current_point,prev_point,next_point;
  GetPoints(current_state,current_point,prev_point,next_point);
  DrawUglyPathMode(tb,points,current_point,prev_point,
  next_point,old_hitpoint,wrap);
}

// Area mode implementation.
void AreaMode::Init(const std::vector < Point3f > &pts)
{
  unsigned int npts = int(pts.size());
  
  assert(npts >= 3);
  //get the plane
  Point3f p0=pts[0];
  unsigned int onethird=(unsigned int)floor(npts/3.0);
  const float EPSILON = 0.005f;
  bool pts_not_in_line=false;
  Point3f a,b;
  for(unsigned int i=0;i<onethird;i++){
   	 a=(pts[(i+   onethird )%npts] - pts[i%npts]).normalized();
  	 b=(pts[(i+(2*onethird))%npts] - pts[i%npts]).normalized();
     pts_not_in_line = (a ^ b).Norm() > EPSILON;
     if(pts_not_in_line){
     	plane.Init( pts[i%npts],
     	            pts[(i+(onethird))%npts],
                    pts[(i+(2*onethird))%npts]);
     	break;
     }
  }
  assert(pts_not_in_line);  
  float ncx,ncy,ncz;
  ncx=fabs(plane.Direction()[0]);
  ncy=fabs(plane.Direction()[1]);
  ncz=fabs(plane.Direction()[2]);  
  if(( ncx > ncy ) && ( ncx > ncz )){
    first_coord_kept=1;
    second_coord_kept=2;
  } else if(( ncy > ncx ) && ( ncy > ncz)){
    first_coord_kept=0;
    second_coord_kept=2;
  } else { 
    first_coord_kept=0;
    second_coord_kept=1;
  }
  points.reserve(npts);  
  for(unsigned int i=0;i<npts;i++){
   	points.push_back(plane.Projection(pts[i]));  	
  }
  min_side_length=Distance(points[0],points[1]);
  for(unsigned int i=1;i<npts;i++){
  	min_side_length=(std::min)(Distance(points[i-1],points[i]),min_side_length);
  }
  rubberband_handle=old_status=status=initial_status=p0;
}

void AreaMode::Reset()
{
  rubberband_handle=old_status=status=initial_status;
  path.clear();
}

void AreaMode::Apply (Trackball * tb, Point3f new_point)
{
  undo_begin_action=begin_action;
  undo_status=status;
  undo_delta_mouse=delta_mouse;
  undo_old_status=old_status;
  undo_rubberband_handle=rubberband_handle;
  undo_path_index=path.size();

  if(begin_action){
    delta_mouse=tb->camera.Project(status)-new_point;    
    begin_action=false; 
  }	
  std::pair< Point3f, bool > hitNew = HitPlane(tb,new_point+delta_mouse,plane);
  if(! hitNew.second){
  	  return;
  }
  Point3f hit_point=hitNew.first;  
  Point3f delta_status=Move(status,hit_point);
  status += delta_status;
  tb->Translate (status - old_status); 
  rubberband_handle=hit_point;
}


void AreaMode::SetAction ()
{
  begin_action=true;  
  old_status=status;
   
  path.clear();
  path.push_back(status);
  rubberband_handle=status;
}

Point3f AreaMode::Move(Point3f start,Point3f end)
{
  const float EPSILON=min_side_length*0.001f;
  Point3f pt=start;
  bool done=false;
  bool end_inside=Inside(end);
  while(!done){
  	path.push_back(pt); 
    Segment3f segment(pt,end);
    bool p_on_side = false;
    bool hit=false;
    
    Point3f pside(0,0,0),phit(0,0,0);
    bool slide=false,mid_inside=false;
    
    int np = int(points.size()), i, j;
    for (i = 0, j = np-1; i < np; j = i++) {
      Segment3f side(points[i],points[j]);
      Point3f pseg,psid;
      //std::pair<float,bool> res=SegmentSegmentDistance(segment,side,pseg,psid);
			std::pair<float,bool> res;
			vcg::SegmentSegmentDistance(segment,side,res.first,res.second,pseg,psid);
      if(res.first < EPSILON && ! res.second){
      	float dist= Distance(pt,pseg);
      	if(dist < EPSILON){
          //Point3f pn=ClosestPoint(side,end);
					Point3f pn;
					float dist;
					vcg::SegmentPointDistance<float>(side,end,pn,dist);
          if(!p_on_side || (Distance(pn,end)<Distance(end,pside))){
            pside=pn;
            p_on_side=true;
          }
      	} else {
      	  if (!hit || Distance(pt,pseg) < Distance(pt,phit)){
      	    phit=pseg;
      	    hit=true;
      	  }
      	}
      }
    }
    if (p_on_side)
      slide = Distance(pside,pt) > EPSILON;
    
    if (hit) 
      mid_inside = Inside( pt + ( ( phit - pt ) / 2) );

    if ( !hit && end_inside ){
      pt = end;
      done = true;
    } else if ( hit && (!p_on_side || (p_on_side && mid_inside))) {
      pt = phit;
    } else if ( p_on_side && slide) { 
      pt = pside;
    } else {
      done = true;
    }    
  }
  path.push_back(pt); 
  return pt - start;
}
  
// adapted from the original C code by W. Randolph Franklin
// http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
bool AreaMode::Inside(Point3f point)
{
  bool inside=false;
  float x=point[first_coord_kept];
  float y=point[second_coord_kept];
  float yi, yj, xi, xj;
  int i, j, np=int(points.size());
  for (i = 0, j = np-1; i < np; j = i++) {
  	xi=points[i][first_coord_kept];
  	yi=points[i][second_coord_kept];
  	xj=points[j][first_coord_kept];
  	yj=points[j][second_coord_kept];
    if ( ( ( (yi<=y) && (y<yj) ) || ( (yj<=y) && (y<yi) ) ) &&
         ( x < ( xj - xi ) * ( y - yi ) / ( yj - yi ) + xi )  )
    {
  	  inside=!inside;
  	}  	
   }
  return inside;
}

Point3f AreaMode::SetStartNear(Point3f point)
{
  Point3f candidate=plane.Projection(point);
  if (Inside(candidate)){
    initial_status=candidate;
    return initial_status;
  }
  Point3f nearest_point=initial_status;
  float nearest_distance=Distance(nearest_point,candidate);  
  int i, j, np=int(points.size());
  for (i = 0, j = np-1; i < np; j = i++) {
    Segment3f side(points[i],points[j]);
    //Point3f side_point=ClosestPoint(side,candidate);
    //float distance=Distance(side_point,candidate);
		Point3f side_point;
		float distance;
		vcg::SegmentPointDistance<float>(side,candidate,side_point,distance);
    if( distance < nearest_distance ){
      nearest_point=side_point;
      nearest_distance=distance;
    }    
  }
  initial_status=nearest_point;
  return initial_status;
}

bool AreaMode::isSticky() {
  return true;
}

void AreaMode::Undo(){
  begin_action=undo_begin_action;
  status=undo_status;
  delta_mouse=undo_delta_mouse;
  old_status=undo_old_status;
  rubberband_handle=undo_rubberband_handle;
  for(unsigned int i=path.size() - 1; i > undo_path_index; --i)
     path.pop_back();
}

void AreaMode::Draw(Trackball * tb)
{
  DrawSphereIcon(tb,true );
  DrawUglyAreaMode(tb,points,status,old_status,plane,path,rubberband_handle);
}

// Polar mode implementation.
void PolarMode::Apply (Trackball * tb, Point3f new_point)
{
  Point3f hitOld = HitViewPlane (tb, tb->last_point);
  Point3f hitNew = HitViewPlane (tb, new_point);
  float dx = (hitNew.X() - hitOld.X());
  float dy = (hitNew.Y() - hitOld.Y());

  const float scale = float(0.5*M_PI); //sensitivity of the mouse
  const float top = float(0.9*M_PI/2); //maximum top view angle

  float anglex =  dx/(tb->radius * scale);
  float angley = -dy/(tb->radius * scale);
  enda = alpha + anglex;
  endb = beta + angley;
  if(endb > top) endb = top;
  if(endb < -top) endb = -top;
  tb->track.rot = Quaternionf (endb, Point3f(1,0,0)) * 
                  Quaternionf (enda, Point3f(0,1,0)) ;

}

void PolarMode::SetAction() {
  alpha = enda;
  beta = endb;
}

void PolarMode::Reset() {
  alpha = beta = enda = endb = 0;
}


void PolarMode::Draw(Trackball * tb){
  DrawSphereIcon(tb,true );
}


// Navigator WASD implementation

NavigatorWasdMode::NavigatorWasdMode() { 
  _flipH=1; _flipV=1;
  SetTopSpeedsAndAcc(1,1,4);
	step_height = step_length = 0;
  Reset(); 
};

void NavigatorWasdMode::Reset() {
  alpha=0;
	beta=0;
	current_speed.SetZero();
	step_x=0.0f;

	step_current = step_last = 0.0;
}

void NavigatorWasdMode::FlipH(){
 _flipH*=-1;
}

void NavigatorWasdMode::FlipV(){
 _flipV*=-1;
}


void NavigatorWasdMode::SetAction() {
  
}

bool NavigatorWasdMode::IsAnimating(const Trackball * tb){
	const unsigned int MOVEMENT_KEY_MASK = (const unsigned int)(~Trackball::MODIFIER_MASK);
	if (tb->current_button & MOVEMENT_KEY_MASK) return true;
	if (current_speed!=Point3f(0,0,0)) return true;
	if (step_current>0.0) return true;
	return false;
}

void NavigatorWasdMode::Animate(unsigned int msec, Trackball * tb){
	vcg::Point3f acc(0,0,0);
	
	float sa = sin(-alpha);
	float ca = cos(-alpha);
	if (tb->current_button & Trackball::KEY_UP    ) acc += vcg::Point3f( sa,0,ca)*(accY*_flipH);
	if (tb->current_button & Trackball::KEY_DOWN  ) acc -= vcg::Point3f( sa,0,ca)*(accY*_flipH);
	if (tb->current_button & Trackball::KEY_LEFT  ) acc -= vcg::Point3f(-ca,0,sa)*accX;
	if (tb->current_button & Trackball::KEY_RIGHT ) acc += vcg::Point3f(-ca,0,sa)*accX;
	if (tb->current_button & Trackball::KEY_PGUP  ) acc -= vcg::Point3f(  0,1, 0)*accZ;
	if (tb->current_button & Trackball::KEY_PGDOWN) acc += vcg::Point3f(  0,1, 0)*accZ;
	
	float sec = msec/1.0f;
	current_speed += acc*sec;
	tb->track.tra+=current_speed*sec;
	
	// compute step height.
	Point3f current_speed_h = current_speed;
	current_speed_h[1]=0;
	float vel = current_speed_h.Norm(); 
	if (vel<topSpeedH*0.05) { 
    // stopped: decrease step heigth to zero
		step_current*=pow(dumping,sec); 
    if (step_current<step_height*0.06) { step_current=0; step_x=0.0f;}
  } else {
    // running: rise step heigth
    vel = current_speed.Norm();
		step_x += vel*sec;
	  float step_current_min = (float)fabs(sin( step_x*M_PI / step_length ))*step_height;
		if (step_current<step_current_min) step_current=step_current_min;
	}

	current_speed*=pow(dumping,sec);
	if (current_speed.Norm()<topSpeedH*0.005) current_speed.SetZero(); // full stop

  tb->track.tra[1]+=step_last;
  tb->track.tra[1]-=step_current;
	step_last=step_current;
	
  //tb->track.tra[1]+=0.01;
}

void NavigatorWasdMode::Apply (Trackball * tb, Point3f new_point)
{
  Point3f hitOld = tb->last_point;
  Point3f hitNew = new_point;
	tb->last_point=new_point;
  float dx = (hitNew.X() - hitOld.X());
  float dy = (hitNew.Y() - hitOld.Y());

  const float scale = float(150*M_PI); //sensitivity of the mouse
  const float top = float(0.9f*M_PI/2); //maximum top view angle

  float anglex =  dx/(tb->radius * scale);
  float angley = -dy/(tb->radius * scale * 0.5f);
  alpha+= anglex*_flipH;
  beta += angley*_flipV;
  if(beta > +top) beta = +top;
  if(beta < -top) beta = -top;

  Point3f viewpoint = tb->track.InverseMatrix()*Point3f(0,0,0);
	tb->track.tra = tb->track.rot.Inverse().Rotate(tb->track.tra + viewpoint ) ;
  tb->track.rot = Quaternionf (beta , Point3f(1,0,0)) * 
                  Quaternionf (alpha, Point3f(0,1,0)) ;
	tb->track.tra = tb->track.rot.Rotate(tb->track.tra)  - viewpoint ;

	tb->track.tra[1]+=step_last;
  tb->track.tra[1]-=step_current;
	
	step_last=step_current;

}

void NavigatorWasdMode::SetTopSpeedsAndAcc(float hspeed, float vspeed, float acc){
  // conversion to msec
  hspeed /= 1000;
  vspeed /= 1000;
  acc /= 1000000;
  
  accX = accY = acc;
  dumping = hspeed / ( hspeed + acc );
  accZ = ( vspeed  / dumping ) - vspeed;
  if (acc==0) {
    accX = accY = hspeed;
    accZ = vspeed;
    dumping=0.0;
  }
  topSpeedH = hspeed;  topSpeedV=vspeed;
  
}

void NavigatorWasdMode::SetStepOnWalk(float width, float height){
  step_length  = width; 
  step_height = height;
}

void NavigatorWasdMode::Apply (Trackball * tb, float WheelNotch)
{
  tb->Translate(Point3f(0,topSpeedV,0)*(-WheelNotch*100));
}


bool NavigatorWasdMode::isSticky(){
	return false;
}