/*
 *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
 * 
 *	A general perpose camera, for setting FOV, Lens Focal Length,  
 *		and switching between perspective and orthographic views easily.
 *		Use this only if you do not wish to manage 
 *		both a Orthographic and Perspective Camera
 *
 */


THREE.CombinedCamera = function ( width, height, fov, near, far, orthonear, orthofar ) {

	THREE.Camera.call( this );

	this.fov = fov;
	
	this.left = -width / 2;
	this.right = width / 2
	this.top = height / 2;
	this.bottom = -height / 2;
	
	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthonear, orthofar );
	this.cameraP = new THREE.PerspectiveCamera( fov, width/height, near, far );

	this.zoom = 1;
	
	this.toPerspective();
	
	
	var aspect = width/height;
	
	


};

THREE.CombinedCamera.prototype = new THREE.Camera();
THREE.CombinedCamera.prototype.constructor = THREE.CombinedCamera;

THREE.CombinedCamera.prototype.toPerspective = function () {
	// Switches to the Perspective Camera

	this.near = this.cameraP.near;
	this.far = this.cameraP.far;
	this.cameraP.fov =  this.fov / this.zoom ;
	this.cameraP.updateProjectionMatrix();
	this.projectionMatrix = this.cameraP.projectionMatrix;
	
	this.inPersepectiveMode = true;
	this.inOrthographicMode = false;

};

THREE.CombinedCamera.prototype.toOrthographic = function () {

	// Switches to the Orthographic camera estimating viewport from Perspective
	var fov = this.fov;
	var aspect = this.cameraP.aspect;
	var near = this.cameraP.near;
	var far = this.cameraP.far;
	
	
	// The size that we set is the mid plane of the viewing frustum
	var hyperfocus = ( near + far ) / 2; 
	
	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
	var planeHeight = 2 * halfHeight;
	var planeWidth = planeHeight * aspect;
	var halfWidth = planeWidth / 2;
	
	halfHeight /= this.zoom;
	halfWidth /= this.zoom;
	
	this.cameraO.left = -halfWidth;
	this.cameraO.right = halfWidth;
	this.cameraO.top = halfHeight;
	this.cameraO.bottom = -halfHeight;
	
	// this.cameraO.left = -farHalfWidth;
	// this.cameraO.right = farHalfWidth;
	// this.cameraO.top = farHalfHeight;
	// this.cameraO.bottom = -farHalfHeight;

	// this.cameraO.left = this.left / this.zoom;
	// this.cameraO.right = this.right / this.zoom;
	// this.cameraO.top = this.top / this.zoom;
	// this.cameraO.bottom = this.bottom / this.zoom;
	
	this.cameraO.updateProjectionMatrix();

	this.near = this.cameraO.near;
	this.far = this.cameraO.far;
	this.projectionMatrix = this.cameraO.projectionMatrix;
	
	this.inPersepectiveMode = false;
	this.inOrthographicMode = true;

};

	
THREE.CombinedCamera.prototype.setSize = function(width, height) {

	this.cameraP.aspect = width / height;
	this.left = -width / 2;
	this.right = width / 2
	this.top = height / 2;
	this.bottom = -height / 2;

}


THREE.CombinedCamera.prototype.setFov = function(fov) {	
	this.fov = fov;
	
	if (this.inPersepectiveMode) {
		this.toPerspective();
	} else {
		this.toOrthographic();
	}

};

// For mantaining similar API with PerspectiveCamera
THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
	if (this.inPersepectiveMode) {
		this.toPerspective();
	} else {
		this.toPerspective();
		this.toOrthographic();
	}
};

/*
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {

	frameHeight = frameHeight !== undefined ? frameHeight : 24;

	var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );

	this.setFov( fov );

	return fov;
};


THREE.CombinedCamera.prototype.setZoom = function(zoom) {

	this.zoom = zoom;
	
	if (this.inPersepectiveMode) {
		this.toPerspective();
	} else {
		this.toOrthographic();
	}
	

};

THREE.CombinedCamera.prototype.toFrontView = function() {
	this.rotation.x = 0;
	this.rotation.y = 0;
	this.rotation.z = 0;
	// should we be modifing the matrix instead?
	this.rotationAutoUpdate = false;
};

THREE.CombinedCamera.prototype.toBackView = function() {
	this.rotation.x = 0;
	this.rotation.y = Math.PI;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;
};
	
THREE.CombinedCamera.prototype.toLeftView = function() {
	this.rotation.x = 0;
	this.rotation.y = - Math.PI / 2;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;
};

THREE.CombinedCamera.prototype.toRightView = function() {
	this.rotation.x = 0;
	this.rotation.y = Math.PI / 2;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;
};

THREE.CombinedCamera.prototype.toTopView = function() {
	this.rotation.x = - Math.PI / 2;
	this.rotation.y = 0;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;
};

THREE.CombinedCamera.prototype.toBottomView = function() {
	this.rotation.x = Math.PI / 2;
	this.rotation.y = 0;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;
};

