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import { Component, createRef, useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState, type ReactNode, type RefObject } from 'react'
import { ThreeEvent, useFrame, useThree } from '@react-three/fiber'
import { RigidBody, type RapierRigidBody } from '@react-three/rapier'
import * as THREE from 'three'
import type { WorldObjectAsset, WorldObjectPhysics, WorldObjectPlacement } from '../../types/world'
import { useDebugStore } from '../../store/debug'
import { SCENE_OBJECT_INSTANCE_ID_KEY, SceneObject, type SceneObjectHandle } from './SceneObject'
import { useObjectGrab } from './useObjectGrab'
import { cameraFocusTarget, pendingFocusId } from '../camera/cameraFocus'
import { getInitialPlacements } from './placements'

const _focusPoint = new THREE.Vector3()
const _hoverObjectCenter = new THREE.Vector3()
const _projectedHoverObjectCenter = new THREE.Vector3()

type ObjectRefMap = Map<string, RefObject<SceneObjectHandle | null>>

interface RenderedObject {
  instanceId: string
  asset: WorldObjectAsset
  position: [number, number, number]
  rotation: [number, number, number]
  scale: [number, number, number]
  physics: WorldObjectPhysics
}

interface Props {
  objects: WorldObjectAsset[]
  placements?: WorldObjectPlacement[]
}

interface ObjectLoadErrorBoundaryProps {
  objectName: string
  resetKey: string
  children: ReactNode
}

interface ObjectLoadErrorBoundaryState {
  hasError: boolean
}

class ObjectLoadErrorBoundary extends Component<ObjectLoadErrorBoundaryProps, ObjectLoadErrorBoundaryState> {
  state: ObjectLoadErrorBoundaryState = { hasError: false }

  static getDerivedStateFromError(): ObjectLoadErrorBoundaryState {
    return { hasError: true }
  }

  componentDidCatch(error: unknown) {
    console.warn(`Skipping object "${this.props.objectName}" because it failed to load.`, error)
  }

  componentDidUpdate(prevProps: ObjectLoadErrorBoundaryProps) {
    if (prevProps.resetKey !== this.props.resetKey && this.state.hasError) {
      this.setState({ hasError: false })
    }
  }

  render() {
    if (this.state.hasError) return null
    return this.props.children
  }
}

function resolveRenderedObjects(
  objects: WorldObjectAsset[],
  placements?: WorldObjectPlacement[],
): RenderedObject[] {
  const assetsById = new Map<string, WorldObjectAsset>()
  for (const object of objects) {
    assetsById.set(object.id, object)
    assetsById.set(object.assetId, object)
    assetsById.set(object.baseObjectId, object)
    assetsById.set(`${object.sourceWorldSlug}/${object.baseObjectId}`, object)
  }
  return getInitialPlacements(objects, placements).flatMap((placement) => {
    const asset = assetsById.get(placement.assetId ?? placement.objectId) ?? assetsById.get(placement.objectId)
    if (!asset) return []
    return [{
      instanceId: placement.instanceId,
      asset,
      position: placement.position,
      rotation: placement.rotation,
      scale: placement.scale,
      physics: placement.physics ?? 'rigidbody',
    }]
  })
}

function objectIdFromIntersectionObject(object: THREE.Object3D) {
  let current: THREE.Object3D | null = object
  while (current) {
    const objectId = current.userData[SCENE_OBJECT_INSTANCE_ID_KEY]
    if (typeof objectId === 'string') return objectId
    current = current.parent
  }
  return null
}

function nearestGrabbableObjectId(
  event: ThreeEvent<PointerEvent>,
  fallbackObjectId: string,
  camera: THREE.Camera,
  objectRefs: ObjectRefMap,
  grabbableObjectIds: Set<string>,
) {
  const seenObjectIds = new Set<string>()
  let best: { objectId: string; centerDistanceSq: number; hitDistance: number } | null = null

  for (const intersection of event.intersections) {
    const objectId = objectIdFromIntersectionObject(intersection.object)
    if (!objectId || seenObjectIds.has(objectId) || !grabbableObjectIds.has(objectId)) continue
    seenObjectIds.add(objectId)

    const handle = objectRefs.get(objectId)?.current
    if (!handle) continue
    handle.getFocusPoint(_hoverObjectCenter)
    _projectedHoverObjectCenter.copy(_hoverObjectCenter).project(camera)
    const centerDistanceSq =
      (_projectedHoverObjectCenter.x - event.pointer.x) ** 2 +
      (_projectedHoverObjectCenter.y - event.pointer.y) ** 2
    const hitDistance = Number.isFinite(intersection.distance) ? intersection.distance : Number.POSITIVE_INFINITY
    if (
      !best ||
      centerDistanceSq < best.centerDistanceSq ||
      (centerDistanceSq === best.centerDistanceSq && hitDistance < best.hitDistance)
    ) {
      best = { objectId, centerDistanceSq, hitDistance }
    }
  }

  if (best) return best.objectId
  return grabbableObjectIds.has(fallbackObjectId) ? fallbackObjectId : null
}

export function ObjectGrid({ objects, placements }: Props) {
  const { camera, gl } = useThree()
  const [hoveredObjectId, setHoveredObjectId] = useState<string | null>(null)
  const renderedObjects = useMemo(() => resolveRenderedObjects(objects, placements), [objects, placements])
  const objectRenderMode = useDebugStore((s) => s.objectRenderMode)
  const objectResetToken = useDebugStore((s) => s.objectResetToken)
  const objectRefs = useRef(new Map<string, RefObject<SceneObjectHandle | null>>())
  const anchorRef = useRef<RapierRigidBody>(null)
  const anchorSphereRef = useRef<THREE.Mesh>(null)
  const grabbableObjectIds = useMemo(
    () => new Set(renderedObjects.filter((object) => object.physics === 'rigidbody').map((object) => object.instanceId)),
    [renderedObjects],
  )
  const isObjectEligible = useCallback((objectId: string) => grabbableObjectIds.has(objectId), [grabbableObjectIds])
  const { activeObjectId, onPointerDown, resetObjects, activeGrabRef, cancelGrab } = useObjectGrab({
    anchorRef,
    objectRefs,
    isObjectEligible,
  })

  useLayoutEffect(() => {
    const objectIds = new Set([
      ...renderedObjects.map((object) => object.instanceId),
    ])
    if (activeGrabRef.current && !objectIds.has(activeGrabRef.current.objectId)) {
      cancelGrab()
    }
    for (const id of objectRefs.current.keys()) {
      if (!objectIds.has(id)) objectRefs.current.delete(id)
    }
  }, [activeGrabRef, cancelGrab, renderedObjects])

  useEffect(() => {
    if (objectResetToken > 0) {
      resetObjects()
    }
  }, [objectResetToken, resetObjects])

  const getObjectRef = (objectId: string) => {
    let objectRef = objectRefs.current.get(objectId)
    if (!objectRef) {
      objectRef = createRef<SceneObjectHandle>()
      objectRefs.current.set(objectId, objectRef)
    }
    return objectRef
  }

  const handleHover = useCallback((event: ThreeEvent<PointerEvent>, objectId: string, hovering: boolean) => {
    const nearestObjectId = hovering
      ? nearestGrabbableObjectId(event, objectId, camera, objectRefs.current, grabbableObjectIds)
      : null
    setHoveredObjectId((current) => {
      if (hovering) return nearestObjectId
      return current ? null : current
    })
  }, [camera, grabbableObjectIds])

  useEffect(() => {
    gl.domElement.style.cursor = activeObjectId ? 'move' : hoveredObjectId ? 'grab' : ''
    return () => {
      gl.domElement.style.cursor = ''
    }
  }, [activeObjectId, gl.domElement, hoveredObjectId, renderedObjects])

  useFrame(() => {
    const id = pendingFocusId.current
    if (id) {
      pendingFocusId.current = null
      const point = objectRefs.current.get(id)?.current?.getFocusPoint(_focusPoint)
      if (point) {
        cameraFocusTarget.current = point.clone()
      }
    }

    const sphere = anchorSphereRef.current
    if (sphere) {
      const grab = activeGrabRef.current
      if (grab) {
        sphere.position.copy(grab.target)
        sphere.visible = true
      } else {
        sphere.visible = false
      }
    }
  })

  if (!renderedObjects.length) return null

  return (
    <>
      <RigidBody ref={anchorRef} type="kinematicPosition" colliders={false} position={[0, -1000, 0]} />
      <mesh ref={anchorSphereRef} visible={false} renderOrder={10000}>
        <sphereGeometry args={[0.025, 10, 10]} />
        <meshBasicMaterial color={0xffffff} depthTest={false} depthWrite={false} toneMapped={false} transparent />
      </mesh>
      {renderedObjects.map((object) => (
        <ObjectLoadErrorBoundary key={`${object.instanceId}:${object.asset.assetId}:${object.asset.url}`} objectName={object.asset.name} resetKey={object.asset.url}>
          <SceneObject
            ref={getObjectRef(object.instanceId)}
            key={`${object.instanceId}:${object.asset.assetId}:${object.position.join(',')}:${object.rotation.join(',')}:${object.scale.join(',')}:${object.physics}`}
            object={{ ...object.asset, id: object.instanceId }}
            position={object.position}
            rotation={object.rotation}
            scale={object.scale}
            physics={object.physics}
            renderMode={objectRenderMode}
            onHover={handleHover}
            onPointerDown={(event) => onPointerDown(object.instanceId, event)}
          />
        </ObjectLoadErrorBoundary>
      ))}
    </>
  )
}