-- [[ VR Support Section ]] --


function BaseCamera:ApplyVRTransform()
	if not VRService.VREnabled then
		return
	end

	--we only want this to happen in first person VR
	local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint")
	if not rootJoint then
		return
	end

	local cameraSubject = game.Workspace.CurrentCamera.CameraSubject
	local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat")

	if self.inFirstPerson and not isInVehicle then
		local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
		local vrRotation = vrFrame - vrFrame.p
		rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	else
		rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	end
end

function BaseCamera:IsInFirstPerson()
	return self.inFirstPerson
end

function BaseCamera:ShouldUseVRRotation()
	if not VRService.VREnabled then
		return false
	end

	if not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then
		return false
	end

	local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
	self.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil
	self.lastVRRotationIntensityCheckTime = tick()

	self.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth"

	return self.shouldUseVRRotation
end

function BaseCamera:GetVRRotationInput()
	local vrRotateSum = ZERO_VECTOR2
	local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)

	if not success then
		return
	end

	local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2
	local delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity)

	if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then
		if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then
			local sign = 1
			if vrGamepadRotation.x < 0 then
				sign = -1
			end
			vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign
			self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true
		end
	elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then
		self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil
	end
	if self.turningLeft then
		if delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Left] then
			vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity)
			self.vrRotateKeyCooldown[Enum.KeyCode.Left] = true
		end
	else
		self.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil
	end
	if self.turningRight then
		if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Right]) then
			vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity)
			self.vrRotateKeyCooldown[Enum.KeyCode.Right] = true
		end
	else
		self.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil
	end

	if vrRotateSum ~= ZERO_VECTOR2 then
		self.lastVRRotationTime = tick()
	end

	return vrRotateSum
end

function BaseCamera:CancelCameraFreeze(keepConstraints)
	if not keepConstraints then
		self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z)
	end
	if self.cameraFrozen then
		self.trackingHumanoid = nil
		self.cameraFrozen = false
	end
end

function BaseCamera:StartCameraFreeze(subjectPosition, humanoidToTrack)
	if not self.cameraFrozen then
		self.humanoidJumpOrigin = subjectPosition
		self.trackingHumanoid = humanoidToTrack
		self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z)
		self.cameraFrozen = true
	end
end

function BaseCamera:OnNewCameraSubject()
	if self.subjectStateChangedConn then
		self.subjectStateChangedConn:Disconnect()
		self.subjectStateChangedConn = nil
	end

	local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject
	if self.trackingHumanoid ~= humanoid then
		self:CancelCameraFreeze()
	end
	if humanoid and humanoid:IsA("Humanoid") then
		self.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState)
			if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then
				self:StartCameraFreeze(self:GetSubjectPosition(), humanoid)
			elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then
				self:CancelCameraFreeze(true)
			end
		end)
	end
end

function BaseCamera:GetVRFocus(subjectPosition, timeDelta)
	local lastFocus = self.LastCameraFocus or subjectPosition
	if not self.cameraFrozen then
		self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z)
	end

	local newFocus
	if self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then
		newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))
	else
		newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y))
	end

	if self.cameraFrozen then
		-- No longer in 3rd person
		if self.inFirstPerson then -- not VRService.VREnabled
			self:CancelCameraFreeze()
		end
		-- This case you jumped off a cliff and want to keep your character in view
		-- 0.5 is to fix floating point error when not jumping off cliffs
		if self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then
			self:CancelCameraFreeze()
		end
	end

	return newFocus
end

function BaseCamera:GetRotateAmountValue(vrRotationIntensity)
	vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
	if vrRotationIntensity then
		if vrRotationIntensity == "Low" then
			return VR_LOW_INTENSITY_ROTATION
		elseif vrRotationIntensity == "High" then
			return VR_HIGH_INTENSITY_ROTATION
		end
	end
	return ZERO_VECTOR2
end

function BaseCamera:GetRepeatDelayValue(vrRotationIntensity)
	vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
	if vrRotationIntensity then
		if vrRotationIntensity == "Low" then
			return VR_LOW_INTENSITY_REPEAT
		elseif vrRotationIntensity == "High" then
			return VR_HIGH_INTENSITY_REPEAT
		end
	end
	return 0
end

function BaseCamera:Test()
	print("BaseCamera:Test()")
end

function BaseCamera:Update(dt)
	warn("BaseCamera:Update() This is a virtual function that should never be getting called.")
	return game.Workspace.CurrentCamera.CFrame, game.Workspace.CurrentCamera.Focus
end

return BaseCamera
