/* -----------------------------------------------------------------------------
*
*  npengine.c
*
*  ANTz - realtime 3D data visualization tools for the real-world, based on NPE.
*
*  ANTz is hosted at http://openantz.com and NPE at http://neuralphysics.org
*
*  Written in 2010-2019 by Shane Saxon - saxon@openantz.com
*
*  Please see main.c for a complete list of additional code contributors.
*
*  To the extent possible under law, the author(s) have dedicated all copyright 
*  and related and neighboring rights to this software to the public domain
*  worldwide. This software is distributed without any warranty.
*
*  Released under the CC0 license, which is GPL compatible.
*
*  You should have received a copy of the CC0 Public Domain Dedication along
*  with this software (license file named LICENSE.txt). If not, see
*  http://creativecommons.org/publicdomain/zero/1.0/
*
* --------------------------------------------------------------------------- */

#include "npengine.h"

#include "../io/npgl.h"
#include "../npdata.h"
#include "../npio.h"
#include "../io/npmouse.h"

void UpdateNode (pNPnode node, pData dataRef);
void UpdateNodeChild (pNPnode node, pData dataRef);

void UpdateNodeDefault (pNPnode node, pData dataRef);
void UpdateNodeCamera (pNPnode node, pData dataRef);
void UpdateNodeSurface (pNPnode node, pData dataRef);
void UpdateNodePoints (pNPnode node, pData dataRef);
void UpdateNodePin (pNPnode node, pData dataRef);
void UpdateNodeVideo (pNPnode node, pData dataRef);
void UpdateNodeGrid (pNPnode node, pData dataRef);
void UpdateNodeData (pNPnode node, pData dataRef);
void UpdateNodeWithMouse( pNPnode node, pData dataRef);	//zz-CAMERA


//------------------------------------------------------------------------------
void npInitEngine (void* dataRef)
{
	return;
}


//------------------------------------------------------------------------------
void npCloseEngine (void* dataRef)
{
	return;
}


// traverses all nodes, updates translation, rotation, scale, color, physics...
//------------------------------------------------------------------------------
void npUpdateEngine (void* dataRef)
{
	int i = 0;

	pData data = (pData) dataRef;

	pNPnode node = NULL;
	// update camera after all other nodes so target is current
	node = data->map.node[kNPnodeRootCamera];

	if (node->childCount)
		UpdateNodeChild(node, dataRef);							// recursive function

	UpdateNode (node, dataRef);

	// update menu items and grid											//zz debug
	for (i = 1 + kNPnodeRootCamera; i < kNPnodeRootPin; i++)				//zzhp 
	{
		node = data->map.node[i];

		if (node->childCount)
			UpdateNodeChild(node, dataRef);							// recursive function

		UpdateNode (node, dataRef);
	}

	//updates pin nodes, if not loading from file
	if( !data->io.file.loading )
	for (i = kNPnodeRootPin; i < data->map.nodeRootCount; i++)	// kNPnodeRootPin; i++) //zzhp 
	{
		node = data->map.node[i];

		if (node->childCount)
			UpdateNodeChild(node, dataRef);							// recursive function

		UpdateNode (node, dataRef);
	}

	data->ctrl.user[0]->tool->triggerHi.x = false; //zz select
}


// recursively calls this function to traverse entire tree
//------------------------------------------------------------------------------
void UpdateNodeChild (pNPnode node, pData dataRef)
{
	int i = 0;

						//crashes without this when link created, not sure why, zz debug
	if (node->type == kNodeLink)
		return;

	for (i=0; i < node->childCount; i++)
	{
		UpdateNodeChild (node->child[i], dataRef);			// recursively call function

		UpdateNodeData (node->child[i], dataRef);

		UpdateNode(node->child[i], dataRef);
	}
}


//------------------------------------------------------------------------------
//zz-JJ this is being replaced by your ptr to ptr method
void UpdateNodeData (pNPnode node, pData dataRef)
{
	float colorShift = 0;
	float scale = 0;
	NPubyteRGBA colorTmp;

	pData data = (pData) dataRef;

	if( node->colorShift == 0.0f || node->freeze )	//exit if no shift or frozen
		return;

	colorTmp.r = 127;
	colorTmp.g = 127;
	colorTmp.b = 127;
	colorTmp.a = 127;

	//  retrieve original color from index
	npSetIndexColor( &node->color, node->paletteID, node->colorIndex );		//zz pale

	if (colorShift < 0.0f)
		colorShift = 0.0f;
	if (colorShift > 255.0f)				//zz debug, update this to work from -180 to 180
		colorShift = 255.0f;

	colorTmp.r = (GLubyte) ((GLfloat)node->color.g * (colorShift / 255.0f) 
				+ (GLfloat)node->color.r * ( 1.0f - (colorShift / 255.0f)));
	colorTmp.g = (GLubyte) ((GLfloat)node->color.b * (colorShift / 255.0f)
				+ (GLfloat)node->color.g * ( 1.0f - (colorShift / 255.0f)));
	colorTmp.b = (GLubyte) ((GLfloat)node->color.r * (colorShift / 255.0f)
				+ (GLfloat)node->color.b * ( 1.0f - (colorShift / 255.0f)));

	node->color.r = colorTmp.r;
	node->color.g = colorTmp.g;
	node->color.b = colorTmp.b;
}


//------------------------------------------------------------------------------
void UpdateNode (pNPnode node, pData dataRef)
{
	if (node->freeze)		//do not update if frozen
		return;

	switch (node->type)		//types organized to optimize switch statement speed
	{
		case kNodePin :		UpdateNodePin (node, dataRef); break;
		case kNodeLink :	UpdateNodeDefault (node, dataRef); break;
		case kNodeDefault :	UpdateNodeDefault (node, dataRef); break;
		case kNodeCamera :	UpdateNodeCamera (node, dataRef); break;
		case kNodeVideo :	UpdateNodeVideo (node, dataRef); break;
		case kNodeSurface :	UpdateNodeSurface (node, dataRef); break;
		case kNodePoints :	UpdateNodePoints (node, dataRef); break;
		case kNodeGrid :	UpdateNodeGrid (node, dataRef); break;
		case kNodeHUD : break;
		default : npPostMsg("err 2559 - unknown node type", kNPmsgErr, dataRef);
	}
}

//zz select
//------------------------------------------------------------------------------
void npSelectRegionNode (pNPnode node, pData dataRef)
{
	float i = 0.0f;
	
	pData data = (pData) dataRef;
	pNPnode tool = data->ctrl.user[0]->tool;

//	printf("hi X: %4f   Y:%4f \n", tool->setHi.x, tool->setHi.y);
//	printf("sc X: %4f   Y:%4f \n", node->screen.x, node->screen.y);
//	printf("lo X: %4f   Y:%4f \n", tool->setLo.x, tool->setLo.y);

	//hidden objects screen coords not updated
	if( node->hide || data->ctrl.user[0]->tool->hide != 0 )
		return;

	//if true then exit, the node is behind the camera
	if (node->screen.z < 0.0f || node->screen.z > 1.0f)
		return;

	// if selected update node with mouse movement
	if (   tool->setHi.x >= node->screen.x
		&& tool->setLo.x <= node->screen.x
		&& tool->setHi.y >= node->screen.y
		&& tool->setLo.y <= node->screen.y )
	{
		if( 0 ) // data->io.key.modAlt ) //zz debug, not working 
			node->selected = false;
		else
			node->selected = true;
	}
	else if( !data->io.key.modShift )// && !data->io.key.modAlt )
		node->selected = false;
}

//------------------------------------------------------------------------------
void UpdateNodeDefault (pNPnode node, pData dataRef)
{
	float i = 0.0f;

	pNPnode parent = node->parent;
	pData data = (pData) dataRef;


	// if selected update node with mouse movement					//zz select
	if( data->io.mouse.tool == kNPtoolSelect ) //triggerHi.x )
		npSelectRegionNode( node, data );
	else if( node->selected || node == data->map.currentNode )
		UpdateNodeWithMouse( node, data );

	//update translation
	node->translate.x += node->translateRate.x;
	node->translate.y += node->translateRate.y;
	node->translate.z += node->translateRate.z;

	//update rotation about XYZ axis and keep inbounds of 2 PI
	node->rotate.x += node->rotateRate.x;	// * 2.0f;	// * 2 to make faster then cam
	node->rotate.y += node->rotateRate.y;
	node->rotate.z += node->rotateRate.z;

	//update XYZ scale
	node->scale.x *= 1.0f + node->scaleRate.x;
	node->scale.y *= 1.0f + node->scaleRate.y;
	node->scale.z *= 1.0f + node->scaleRate.z;

	//apply node specific limit such as not going below the surface
	if (node->triggerLo.x)
		if (node->translate.x < node->setLo.x)											// debug, zz
			node->translate.x = node->setLo.x;
	if (node->triggerHi.x)
		if (node->translate.x > node->setHi.x)											// debug, zz
			node->translate.x = node->setHi.x;
	if (node->triggerLo.y)
		if (node->translate.y < node->setLo.y)											// debug, zz
			node->translate.y = node->setLo.y;
	if (node->triggerHi.y)
		if (node->translate.y > node->setHi.y)											// debug, zz
			node->translate.y = node->setHi.y;
	if (node->triggerLo.z)
		if (node->translate.z < node->setLo.z)											// debug, zz
			node->translate.z = node->setLo.z;
	if (node->triggerHi.z)
		if (node->translate.z > node->setHi.z)											// debug, zz
			node->translate.z = node->setHi.z;

	//rotation limits
	if (node->rotate.x > 180.0f)
		node->rotate.x = 180.0f;			// no rollover
	if (node->rotate.x < 0.0f)
		node->rotate.x = 0.0f;
	if (node->rotate.y > 360.0f)
		node->rotate.y -= 360.0f;			// rollover
	if (node->rotate.y < 0.0f)
		node->rotate.y += 360.0f;
	if (node->rotate.z > 180.0f)
		node->rotate.z -= 360.0f;			// rollover
	if (node->rotate.z < -180.0f)
		node->rotate.z += 360.0f;

	//apply topo specific limits, after node limits
	if (parent != NULL)
	{
		if( parent->topo == kNPtopoCube || parent->topo == kNPtopoZcube )
		{
			if (node->translate.x > 180.0f)
			{									//invert rate at top & bottom, debug zz
				node->translate.x += -360.0f;
				switch (node->facet)
				{
					case 1 : node->facet = 3; break;
					case 2 : node->facet = 4; break;
					case 3 : node->facet = 2; break;
					case 4 : node->facet = 1; break;
					case 5 : node->facet = 1; break;
					case 6 : node->facet = 2; break;
					default : node->facet = 3; break;	//if 0 assume facet 1
											//perhaps assign facet number if 0, debug zz	
				}
				printf ("id: %d   facet: %d\n", node->id, node->facet);
			}
			else if (node->translate.x < -180.0f)
			{	
				node->translate.x += 360.0f;
				switch (node->facet)
				{
					case 1 : node->facet = 4; break;
					case 2 : node->facet = 3; break;
					case 3 : node->facet = 1; break;
					case 4 : node->facet = 2; break;
					case 5 : node->facet = 2; break;
					case 6 : node->facet = 1; break;
					default : node->facet = 4; break;	//if 0 assume facet 1					
				}
				printf ("id: %d   facet: %d\n", node->id, node->facet);
			}

			if (node->translate.y > 180.0f)
			{
				node->translate.y += -360.0f;
				if (node->facet > 4)
					node->facet = 3;
				else
					node->facet = 5;
				printf ("id: %d   facet: %d\n", node->id, node->facet);
			}
			else if (node->translate.y < -180.0f)
			{
				node->translate.y += 360.0f;
				if (node->facet > 4)
					node->facet = 4;
				else
					node->facet = 6;
				printf ("id: %d   facet: %d\n", node->id, node->facet);
			}
		}
		else if( parent->topo == kNPtopoCylinder
				|| parent->topo == kNPtopoZcylinder )
		{
			if (node->translate.x > 180.0f)
				node->translate.x += -360.0f;
			if (node->translate.x < -180.0f)
				node->translate.x += 360.0f;
			if (node->translate.y > 90.0f)
				node->translate.y += -180.0f;
			if (node->translate.y < -90.0f)
				node->translate.y += 180.0f;
		}
		else if (node->topo == kNPtopoSphere
				|| parent->topo == kNPtopoZsphere
				|| node->topo == kNPtopoTorus
				|| node->topo == kNPtopoZtorus
				|| parent->topo == kNPtopoPin
				|| parent->topo == kNPtopoRod
				|| parent->topo == kNPtopoRodZ)
		{
			if (node->translate.x > 180.0f)
				node->translate.x += -360.0f;
			if (node->translate.x < -180.0f)
				node->translate.x += 360.0f;
			if (node->translate.y > 180.0f)
				node->translate.y += -360.0f;
			if (node->translate.y < -180.0f)
				node->translate.y += 360.0f;
		}
			//add triangle boundary to support more topo types,			debug zz
	}
}


//------------------------------------------------------------------------------
void npCameraTranslate (void* nodeRef, void* dataRef )
{
	pData data = (pData) dataRef;
	pNPnode cam = (pNPnode) nodeRef;
	pNPnode targetNode = data->map.selectedPinNode; //node[data->map.selectedPinIndex];
	pNPnode rootGrid = data->map.node[kNPnodeRootGrid];

	pNPmouse mouse = &data->io.mouse;

	float fps = 60.0f;
	float radius = 0.0f;
	float cdX = 0.0f, cdY = 0.0f, cdZ = 0.0f;
	float tX = 0.0f, tY = 0.0f, tZ = 0.0f;
	float dX = 0.0f, dY = 0.0f, dZ = 0.0f;

	if (data->io.mouse.pickMode == kNPmodeGrid)									//zz debug
		targetNode = data->map.selectedGrid;

	//global position of entire scene is relative to the root grid scale.z
	//cam target factors in root grid scale.z and pin scale.z times pin height
	if (targetNode != NULL)
	{
		//traverse tree from root to calculate target world coordinates
		// npNodeUpdateWorld (targetNode, data);				

		mouse->targetDest.x = targetNode->world.x;				//zz debug world position is 1-2w fraes behind
		mouse->targetDest.y = targetNode->world.y;				// calculated last draw time using GL matrix stack
		mouse->targetDest.z = targetNode->world.z;				// should calculate cam and target node position after all other nodes updated
	}
	
	if (data->io.mouse.camMode == kNPmouseModeCamExamXZ)
		cam->proximity.x *= 1.0f + data->io.mouse.delta.y * 0.005f;

	// set target based on radius, KML compliant, invert and 90 deg offset for rotate.x
	cdX = -sinf(cam->rotate.y / kRADtoDEG) * cam->proximity.x * cosf((cam->rotate.x - 90.0f) / kRADtoDEG);
	cdY = -cosf(cam->rotate.y / kRADtoDEG) * cam->proximity.x * cosf((cam->rotate.x - 90.0f) / kRADtoDEG);
	cdZ = sinf((-90.0f - cam->rotate.x) / -kRADtoDEG) * cam->proximity.x;

	data->io.mouse.target.x = npLowPassFilter ( data->io.mouse.target.x, data->io.mouse.targetDest.x, 0.05f );
	data->io.mouse.target.y = npLowPassFilter ( data->io.mouse.target.y, data->io.mouse.targetDest.y, 0.05f );
	data->io.mouse.target.z = npLowPassFilter ( data->io.mouse.target.z, data->io.mouse.targetDest.z, 0.05f );

	tX = cdX + data->io.mouse.targetDest.x;
	tY = cdY + data->io.mouse.targetDest.y;
	tZ = cdZ + data->io.mouse.targetDest.z;
//	tX = cdX + data->io.mouse.target.x;
//	tY = cdY + data->io.mouse.target.y;
//	tZ = cdZ + data->io.mouse.target.z;

	dX = cam->translate.x - tX;
	dY = cam->translate.y - tY;
	dZ = cam->translate.z - tZ;

	radius = sqrtf (dX*dX+dY*dY+dZ*dZ);
	if (radius < 0.1f)	//clamp
		data->io.mouse.targeting = false;

	if (data->io.mouse.targeting)
	{
		//time corrected camera translation										//zzhp
		//could smooth out the starting trajectory, fps halfs when picking object //zz debug
		fps = (float) (1.0 / data->io.cycleDelta);
		cam->translate.x = npLowPassFilter ( cam->translate.x, tX, 0.05f * (65.0f / (fps + 5.0f)) );
		cam->translate.y = npLowPassFilter ( cam->translate.y, tY, 0.05f * (65.0f / (fps + 5.0f)) );
		cam->translate.z = npLowPassFilter ( cam->translate.z, tZ, 0.05f * (65.0f / (fps + 5.0f)) );
	}
	else
	{
		cam->translate.x = tX;
		cam->translate.y = tY;
		cam->translate.z = tZ;
	}
}


//------------------------------------------------------------------------------
void UpdateCameraMouse (void* nodeRef, void* dataRef )
{
	float sinY = 0.0f, cosY = 0.0f;

	pData data = (pData) dataRef;
	pNPnode node = (pNPnode) nodeRef;
	pNPmouse mouse = (pNPmouse) &data->io.mouse;

	switch (data->io.mouse.camMode)
	{
		case kNPmouseModeCamLook :
			node->rotate.x += mouse->delta.y * -0.085f;	//invert y-axis, debug zz
			node->rotate.y += mouse->delta.x * 0.2f;
			break;

		case kNPmouseModeCamFlyA :
			// left-right view rotation
			node->rotate.y += mouse->delta.x * 0.0015f;
			
			// translation based on delta.y and view rotation
			mouse->cmDY += mouse->delta.y * -0.002f; //invert axis

			sinY = (float) sin(node->rotate.y / kRADtoDEG);
			cosY = (float) cos(node->rotate.y / kRADtoDEG);

			node->translate.x += mouse->cmDY * sinY;
			node->translate.y += mouse->cmDY * cosY;
			break;
		
		case kNPmouseModeCamFlyB : break;

		case kNPmouseModeDragXZ : break;
		case kNPmouseModeDragXY : break;
		case kNPmouseModeDragWorld : break;

		case kNPmouseModeCamExamXZ :
			node->rotate.y += mouse->delta.x * 0.2f;
			break;
		case kNPmouseModeCamExamXY :
			node->rotate.x += mouse->delta.y * -0.2f;	//invert axis
			node->rotate.y += mouse->delta.x * 0.2f;
			break;

		default :
			break;
	}
}


//zz-CAMERA
// camera updated relative to the viewport x y plane
// x tilts up & down, y looks left & right, z rolls the camera
// z may be fixed or not, defaults to horizon vs flightsim roll
// translateRate x pans left & right, y for up & down, and z for forward & back
//------------------------------------------------------------------------------
void UpdateNodeCamera (pNPnode node, pData dataRef)
{
	float sinX = 0.0f, cosX = 0.0f;
	float sinY = 0.0f, cosY = 0.0f;
	float sinZ = 0.0f, cosZ = 0.0f;

	pData data = (pData) dataRef;

	// update active camera with mouse movement
	if (data->map.currentNode == node)
		UpdateCameraMouse (node, data);			//zz-CAMERA

	// camera target trajectory
	if (node == data->map.currentCam && node->proximity.x != 0.0f	//do we need to check radius, debug, zz
		&& data->io.mouse.camMode != kNPmouseModeCamFlyA)
		npCameraTranslate(node,data);

	// update rotation about XYZ axis and keep inbounds of 2 PI radians
	node->rotate.x += node->rotateRate.x;
	if (node->rotate.x > 180.0f)	// limit to +/- 90 deg
		node->rotate.x = 180.0f;
	if (node->rotate.x < 0.0f)
		node->rotate.x = 0.0f;

	node->rotate.y += node->rotateRate.y;
	if (node->rotate.y > 360.0f)
		node->rotate.y += -360.0f;
	if (node->rotate.y < 0.0f)
		node->rotate.y += 360.0f;

	node->rotate.z += node->rotateRate.z;
	if (node->rotate.z > 180.0f)
		node->rotate.z += -360.0f;
	if (node->rotate.z < -180.0f)
		node->rotate.z += 360.0f;
/*
		node->rotate.x += node->rotateRate.x;
	if (node->rotate.x >= k2PI / 4.0f)	// limit to +/- 90 deg
		node->rotate.x = k2PI / 4.0f;
	if (node->rotate.x <= kNeg2PI / 4.0f)
		node->rotate.x = -k2PI / 4.0f;

	node->rotate.y += node->rotateRate.y;
	if (node->rotate.y >= k2PI)
		node->rotate.y -= k2PI;
	if (node->rotate.y <= kNeg2PI)
		node->rotate.y += k2PI;

	node->rotate.z += node->rotateRate.z;
	if (node->rotate.z >= k2PI)
		node->rotate.z -= k2PI;
	if (node->rotate.z < 0.0f)
		node->rotate.z += k2PI;
*/
	//calculate the rotation vector				// optimize with lookup tables, zz
	sinX = sinf( (-node->rotate.x + 90.0f) / kRADtoDEG);
	cosX = cosf( (-node->rotate.x + 90.0f) / kRADtoDEG);
	sinY = sinf(node->rotate.y / kRADtoDEG);
	cosY = cosf(node->rotate.y / kRADtoDEG);
//	sinZ = sinf(node->rotate.z / kRADtoDEG);			//not implemented yet, debug zz
//	cosZ = cosf(node->rotate.z / kRADtoDEG);

	//stores as unit vector with angle
	node->rotateVec.x = sinY * cosX;
	node->rotateVec.y = cosY * cosX;
	node->rotateVec.z = -sinX;
	node->rotateVec.angle = node->rotate.z;

	//update XYZ scale, effects ortho view and z changes FOV for perspective, debug zz
	node->scale.x += node->scaleRate.x;	//change to *= so scaling is relative, zz
	node->scale.y += node->scaleRate.y;
	node->scale.z += node->scaleRate.z;
	
	//update the translateVec for selected objects
	node->translateVec.x = sinY * node->translateRate.y
						  + cosY * node->translateRate.x;

	node->translateVec.y = cosY * node->translateRate.y
						  - sinY * node->translateRate.x;

	//z ignores the angles just move in global coordinates, 0.5 to reduce speed
	node->translateVec.z = node->translateRate.z * 0.5f;


	if ( node == data->map.currentCam && node->proximity.x != 0.0f )
//		 && ( data->io.mouse.camMode == kNPmouseModeCamExamXY
//			  || data->io.mouse.camMode == kNPmouseModeCamExamXY ) )
	{
		//make sure we don't get to close and locked into 0 distance
		if ( node->translateRate.z > 0.0f 
			|| node->proximity.x > -node->translateRate.z)
			node->proximity.x *= 1.0f + node->translateRate.z * 0.2f;
		node->rotate.x += node->translateRate.y * -4.0f;	//axes swap
		node->rotate.y += node->translateRate.x * -5.0f;	//and inversion
	}
	else
	{
		//update the position by adding the vector to existing position
		node->translate.x += node->translateVec.x;
		node->translate.y += node->translateVec.y;
		node->translate.z += node->translateVec.z;
	}

	//limit from going below the surface
	if (node->triggerLo.z)
		if (node->translate.z < node->setLo.z)											// debug, zz
			node->translate.z = node->setLo.z;

	//limit from going below the surface
	if (node->triggerHi.z)
		if (node->translate.z > node->setHi.z)											// debug, zz
			node->translate.z = node->setHi.z;
}


//------------------------------------------------------------------------------
void UpdateNodeSurface (pNPnode node, pData dataRef)
{
	UpdateNodeDefault (node, dataRef);
}


//------------------------------------------------------------------------------
void UpdateNodePoints (pNPnode node, pData dataRef)
{
	UpdateNodeDefault (node, dataRef);
}


//------------------------------------------------------------------------------
void UpdateNodePin (pNPnode node, pData dataRef)
{
	pData data = (pData) dataRef;

	if (1)//node->branchLevel == 0)
	{
		UpdateNodeDefault (node, dataRef);
		return;
	}
	
	// update mouse movement if selected
	if ( ( node->selected || node == data->map.currentNode ) 
		&& data->map.nodeRootIndex >= kNPnodeRootPin )
	{
		if (data->io.mouse.buttonR)
		{
			node->ratio += data->io.mouse.delta.x * -0.005f;
			if (node->ratio < 0.01f)
				node->ratio = 0.01f;
			if (node->ratio > 1.0f)
				node->ratio = 1.0f;

			if (data->io.axes.x)
				node->scale.x += data->io.mouse.delta.y * 0.01f;		// invert the Y axes	
			if (data->io.axes.y)
				node->scale.y += data->io.mouse.delta.y * 0.01f;		// insert check for active axes, debug, zz
			if (data->io.axes.z)
				node->scale.z += data->io.mouse.delta.y * 0.01f;
		}
		else
		{
			node->rotate.x += data->io.mouse.delta.x * -0.01f;	// invert for CW
			node->rotate.y += data->io.mouse.delta.y * -0.01f;
		}
	}

	node->rotate.x += node->rotateRate.x * 2.0f;	// * 2 to make faster then cam
	node->rotate.y += node->rotateRate.y * 2.0f;

	if (node->rotate.x >= k2PI)
		node->rotate.x -= k2PI;
	if (node->rotate.x <= kNeg2PI)
		node->rotate.x += k2PI;

	if (node->rotate.y >= k2PI)
		node->rotate.y -= k2PI;
	if (node->rotate.y <= kNeg2PI)
		node->rotate.y += k2PI;

	node->rotateVec.angle = node->rotate.x * kRADtoDEG;		//debug, zz

	node->translate.x += node->translateRate.x * 0.1f;		//reduce velocity to 1/10
	node->translate.y += node->translateRate.y * 0.1f;
	node->translate.z += node->translateRate.z * 0.1f;
//	node->translate.y += node->translateRate.y;	//irrelevant until new topologies
//	node->translate.z += node->translateRate.z;	

	//update XYZ scale
	node->scale.x += node->scaleRate.x;
	node->scale.y += node->scaleRate.y;
	node->scale.z += node->scaleRate.z;
}


//------------------------------------------------------------------------------
void UpdateNodeVideo (pNPnode node, pData dataRef)
{
	UpdateNodeDefault (node, dataRef);
}


//------------------------------------------------------------------------------
void UpdateNodeGrid (pNPnode node, pData dataRef)
{
	pData data = (pData) dataRef;

	//lock out translation and rotationof root grid, just update XYZ scale
	if (node == data->map.node[kNPnodeRootGrid])
	{
		node->scale.x = node->scale.x * (1.0f + node->scaleRate.x);
		node->scale.y = node->scale.y * (1.0f + node->scaleRate.y);
		node->scale.z = node->scale.z * (1.0f + node->scaleRate.z);
	}
	else
		UpdateNodeDefault (node, dataRef);
}

//------------------------------------------------------------------------------
//MB-CAMERA//
//------------------------------------------------------------------------------

//------------------------------------------------------------------------------
void UpdateNodeWithMouse (pNPnode node, pData dataRef)
{
	float distFactor = 1.0f;
	float dX = 0.0f, dY = 0.0f, dZ = 0.0f;
	float sinY = 0.0f, cosY = 0.0f;
	float deltaSum = 0.0f;

	pData data = (pData) dataRef;
	pNPnode cam = data->map.currentCam;	//get the current camera
	pNPnode parent = node->parent;

	pNPmouse mouse = (pNPmouse) &data->io.mouse;

	if (mouse->camMode == kNPmouseModeNull)	//fixes mouse slip bug
		return;

	if (data->map.nodeRootIndex < kNPnodeRootPin)		//update for grid, debug zz
		return;

	//redundant with above statement, but grids being effected so....
	if (node->type != kNodePin && node->type != kNodeLink)				//update to allow links and grid, debug zz
		return;

	if (   data->io.mouse.tool != kNPtoolCombo
		&& data->io.mouse.tool != kNPtoolCreate
		&& data->io.mouse.tool != kNPtoolMove
		&& data->io.mouse.tool != kNPtoolRotate
		&& data->io.mouse.tool != kNPtoolSize
		)
		return;

	sinY = sinf(cam->rotate.y / kRADtoDEG);
	cosY = cosf(cam->rotate.y / kRADtoDEG);

	// different factor for X and Y helps with the feel with typical widescreen
	dX = data->io.mouse.delta.x * 0.012f;

	// apply the delta.y to the chosen axes
	if (data->io.mouse.camMode == kNPmouseModeDragXZ)
		dZ = data->io.mouse.delta.y * -0.022f;		//invert the axis
	else
		dY = data->io.mouse.delta.y * 0.022f;

	//Combo tool is also used by create during drag operations
	if (data->io.mouse.tool == kNPtoolCombo || data->io.mouse.tool == kNPtoolCreate)
	{
		if (node->branchLevel == 0 || parent->topo == kNPtopoGrid )			//default
		{
			distFactor = cam->proximity.x * 0.1f; // movement scaled by distance to cam
		
			if (data->io.mouse.buttonR)
				node->translate.z += dZ * distFactor;
			else
			{
				if (!(data->io.axes.x && data->io.axes.y))
				{
					if (!data->io.axes.x && !data->io.axes.y && data->io.axes.z)
						node->translate.z += (dX + -dY + dZ) * distFactor;
					else if (!data->io.axes.x)		//YZ only moves Y, not Z
						dX = 0.0f; //turn off X for the XY plane following this
					else if (data->io.axes.x && data->io.axes.z) //XZ
					{
						node->translate.z += -dY * distFactor;
						dY = 0.0f; //turn off X for the XY plane following this
					}
				}
				
				if (data->io.axes.x || data->io.axes.y)
				{
					if (!data->io.axes.y)
						dY = 0.0f;
					// update the translateVec for selected objects
					// optimize by calculating once (at camera?) and use for all nodes, debug, zz
					node->translate.x += ( cosY * dX - sinY * dY ) * distFactor;			
					node->translate.y += ( -sinY * dX - cosY * dY ) * distFactor;
				}
			}
		}
		else
		{
			if (parent == NULL)	//zz debug should not be necessary
			{
				printf ("err 2458 - id: %d parent node is NULL\n", node->id);
				return;
			}

			if (node->branchLevel >= 1 )	//perhaps set root pins at branchLevel == 1 
										//and have parent topo be a grid and treat all nodes the same
			{
				distFactor = cam->proximity.x; // movement scaled by distance to cam

				if ( parent->topo == kNPtopoPin 
					|| parent->topo == kNPtopoRod
					|| parent->topo == kNPtopoRodZ
					|| (parent->topo == kNPtopoNull && parent->geometry == kNPgeoPin)
					|| node->type == kNodeLink )	//zz debug, perhaps should check for branchLevel == 0
				{
					//if Drag XY then slide vertically up down pin
					if (data->io.mouse.camMode == kNPmouseModeDragXY)
					{
						node->translate.x -= dY * distFactor;	//invert mouse y
						if (node->translate.x > 180.0f)			//limit top bottom
							node->translate.x = 180.0f;
						if (node->translate.x < -180.0f)
							node->translate.x = -180.0f;
					}
					else
					{
						if (data->io.axes.x)
							node->scale.x += data->io.mouse.delta.y * -0.005f;		// invert the Y axes	
						if (data->io.axes.y)
							node->scale.y += data->io.mouse.delta.y * -0.005f;		// insert check for active axes, debug, zz
						if (data->io.axes.z)
							node->scale.z += data->io.mouse.delta.y * -0.005f;
					
						node->ratio += data->io.mouse.delta.x * 0.001f;
						if (node->ratio < 0.01f)
							node->ratio = 0.01f;
						if (node->ratio > 1.0f)
							node->ratio = 1.0f;
					}
				}
				else	//not a pin
				{
					distFactor = 50.0f;		// fixed movement
					if (data->io.mouse.camMode == kNPmouseModeDragXY)
					{
						distFactor = 35.0f;
						if (data->io.axes.x)
							node->translate.x += dX * distFactor;
						else if (data->io.axes.y && data->io.axes.z) //YZ
							node->translate.z += dX * distFactor;

						if (data->io.axes.y)
							node->translate.y += -dY * distFactor;
						else if (data->io.axes.x && data->io.axes.z) //XZ
							node->translate.z += -dY * distFactor;

						if (!data->io.axes.x && !data->io.axes.y && data->io.axes.z) //Z
							node->translate.z += (dX + -dY + dZ) * distFactor;	
					}
					else
					{
						node->ratio += data->io.mouse.delta.x * 0.001f;
						if (node->ratio < 0.01f)
							node->ratio = 0.01f;
						if (node->ratio > 1.0f)
							node->ratio = 1.0f;

						if (data->io.axes.x)
							node->scale.x += data->io.mouse.delta.y * -0.005f;		// invert the Y axes	
						if (data->io.axes.y)
							node->scale.y += data->io.mouse.delta.y * -0.005f;		// insert check for active axes, debug, zz
						if (data->io.axes.z)
							node->scale.z += data->io.mouse.delta.y * -0.005f;
					}
				}
			}
			else if (node->branchLevel >= 2)
			{
				if (data->io.mouse.camMode == kNPmouseModeDragXZ)
				{
					node->ratio += data->io.mouse.delta.x * 0.001f;
					if (node->ratio < 0.01f)
						node->ratio = 0.01f;
					if (node->ratio > 1.0f)
						node->ratio = 1.0f;

					if (data->io.axes.x)
						node->scale.x += data->io.mouse.delta.y * -0.005f;		// invert the Y axes	
					if (data->io.axes.y)
						node->scale.y += data->io.mouse.delta.y * -0.005f;		// insert check for active axes, debug, zz
					if (data->io.axes.z)
						node->scale.z += data->io.mouse.delta.y * -0.005f;
				}
				else // kNPmouseModeDragXY
				{
					distFactor = 35.0f;
						if (data->io.axes.x)
							node->translate.x += dX * distFactor;
						else if (data->io.axes.y && data->io.axes.z) //YZ
							node->translate.z += dX * distFactor;

						if (data->io.axes.y)
							node->translate.y += -dY * distFactor;
						else if (data->io.axes.x && data->io.axes.z) //XZ
							node->translate.z += -dY * distFactor;

						if (!data->io.axes.x && !data->io.axes.y && data->io.axes.z) //Z
							node->translate.z += (dX + -dY + dZ) * distFactor;	
					
				}
			}
		}
	}
	else 
	{
		switch (data->io.mouse.tool)
		{
			case kNPtoolMove :
				if (node->branchLevel == 0 || parent->topo == kNPtopoGrid )
				{
					distFactor = cam->proximity.x * 0.1f; // movement scaled by distance to cam
				
					if (data->io.mouse.buttonR)
						node->translate.z += dZ * distFactor;
					else 
					{
						if (!(data->io.axes.x && data->io.axes.y))
						{
							if (!data->io.axes.x && !data->io.axes.y && data->io.axes.z)
								node->translate.z += (dX + -dY + dZ) * distFactor;
							else if (!data->io.axes.x)		//YZ only move Y, not Z
							{
								//	node->translate.z += dX * distFactor;
								dX = 0.0f; //turn off X for the XY plane following this
							}
							else if (data->io.axes.x && data->io.axes.z) //XZ
							{
								node->translate.z += -dY * distFactor;
								dY = 0.0f; //turn off X for the XY plane following this
							}
						}
						
						if (data->io.axes.x || data->io.axes.y)
						{
							if (!data->io.axes.y)
								dY = 0.0f;
							// update the translateVec for selected objects
							// optimize by calculating once (at camera?) and use for all nodes, debug, zz
							node->translate.x += ( cosY * dX - sinY * dY ) * distFactor;			
							node->translate.y += ( -sinY * dX - cosY * dY ) * distFactor;
						}
					}
				}
				else if ( parent->topo == kNPtopoPin || parent->topo == kNPtopoNull 	//zz debug remove kNPtopoNULL?
						 || parent->topo == kNPtopoRod || parent->topo == kNPtopoRodZ )
				{
					distFactor = cam->proximity.x;
					node->translate.x -= dY * distFactor;	//-= to invert mouse Y
				}
				else
				{
					if (data->io.mouse.buttonR)
					{
						//could make this not whatever the left button is, zz debug
						distFactor = 35.0f;
						node->translate.z += (dX + -dY + dZ) * distFactor;	
					}
					else
					{
						distFactor = 35.0f;
						if (data->io.axes.x)
							node->translate.x += dX * distFactor;
						else if (data->io.axes.y && data->io.axes.z) //YZ
							node->translate.z += dX * distFactor;

						if (data->io.axes.y)
							node->translate.y += -dY * distFactor;
						else if (data->io.axes.x && data->io.axes.z) //XZ
							node->translate.z += -dY * distFactor;

						if (!data->io.axes.x && !data->io.axes.y && data->io.axes.z) //Z
							node->translate.z += (dX + -dY + dZ) * distFactor;	
					}
				}
				break;
			case kNPtoolRotate :
				if (data->io.mouse.buttonR)
				{
					distFactor = 35.0f;
					node->rotate.z += (dX + dY + dZ) * distFactor;	
				}
				else
				{
					distFactor = 35.0f;
					if (data->io.axes.x)	//inverted mouse Y
						node->rotate.x += -dY * distFactor;	//swapped XY axes
					else if (data->io.axes.y && data->io.axes.z) //YZ
						node->rotate.z += -dY * distFactor;

					if (data->io.axes.y)
						node->rotate.y += dX * distFactor;
					else if (data->io.axes.x && data->io.axes.z) //XZ
						node->rotate.z += dX * distFactor;

					if (!data->io.axes.x && !data->io.axes.y && data->io.axes.z) //Z
						node->rotate.z += (dX + dY + dZ) * distFactor;	
				}
				break;
			case kNPtoolSize :
				//use both mouse delta X (inverted) and Y 
				deltaSum = -data->io.mouse.delta.x + data->io.mouse.delta.y;
				if (data->io.mouse.buttonR)
				{
					node->ratio += deltaSum * -0.001f;
					if (node->ratio < 0.01f)
						node->ratio = 0.01f;
					if (node->ratio > 1.0f)
						node->ratio = 1.0f;
				}
				else //zz-f
				{
					if (data->io.axes.x)
						node->scale.x += (deltaSum * -0.005f) / (1.0f + ((float)(node->branchLevel) * 1.0f));		// invert the Y axes	
					if (data->io.axes.y)
						node->scale.y += (deltaSum * -0.005f) / (1.0f + ((float)(node->branchLevel) * 1.0f));		// insert check for active axes, debug, zz
					if (data->io.axes.z)
						node->scale.z += (deltaSum * -0.005f) / (1.0f + ((float)(node->branchLevel) * 1.0f));
				}
				break;
			default : break;
		}
	}
}

