// ----------------------------------------------------------------------------
// -                        Open3D: www.open3d.org                            -
// ----------------------------------------------------------------------------
// Copyright (c) 2018-2023 www.open3d.org
// SPDX-License-Identifier: MIT
// ----------------------------------------------------------------------------

#include "open3d/visualization/gui/SceneWidget.h"

#include <imgui.h>

#include <Eigen/Geometry>
#include <set>
#include <unordered_set>

#include "open3d/camera/PinholeCameraIntrinsic.h"
#include "open3d/geometry/BoundingVolume.h"
#include "open3d/geometry/Image.h"
#include "open3d/visualization/gui/Application.h"
#include "open3d/visualization/gui/Color.h"
#include "open3d/visualization/gui/Events.h"
#include "open3d/visualization/gui/Label.h"
#include "open3d/visualization/gui/Label3D.h"
#include "open3d/visualization/gui/PickPointsInteractor.h"
#include "open3d/visualization/gui/Util.h"
#include "open3d/visualization/rendering/Camera.h"
#include "open3d/visualization/rendering/CameraInteractorLogic.h"
#include "open3d/visualization/rendering/CameraSphereInteractorLogic.h"
#include "open3d/visualization/rendering/IBLRotationInteractorLogic.h"
#include "open3d/visualization/rendering/LightDirectionInteractorLogic.h"
#include "open3d/visualization/rendering/ModelInteractorLogic.h"
#include "open3d/visualization/rendering/Open3DScene.h"
#include "open3d/visualization/rendering/Scene.h"
#include "open3d/visualization/rendering/View.h"

namespace open3d {
namespace visualization {
namespace gui {

static const double MIN_FAR_PLANE = 1.0;

static const double DELAY_FOR_BEST_RENDERING_SECS = 0.2;  // seconds
// ----------------------------------------------------------------------------
class RotateSunInteractor : public SceneWidget::MouseInteractor {
public:
    RotateSunInteractor(rendering::Open3DScene* scene,
                        rendering::Camera* camera)
        : light_dir_(std::make_unique<rendering::LightDirectionInteractorLogic>(
                  scene->GetScene(), camera)) {}

    rendering::MatrixInteractorLogic& GetMatrixInteractor() override {
        return *light_dir_.get();
    }

    void SetOnSunLightChanged(
            std::function<void(const Eigen::Vector3f&)> on_changed) {
        on_light_dir_changed_ = on_changed;
    }

    void Mouse(const MouseEvent& e) override {
        switch (e.type) {
            case MouseEvent::BUTTON_DOWN:
                mouse_down_x_ = e.x;
                mouse_down_y_ = e.y;
                light_dir_->StartMouseDrag();
                break;
            case MouseEvent::DRAG: {
                int dx = e.x - mouse_down_x_;
                int dy = e.y - mouse_down_y_;
                light_dir_->Rotate(dx, dy);
                if (on_light_dir_changed_) {
                    on_light_dir_changed_(light_dir_->GetCurrentDirection());
                }
                break;
            }
            case MouseEvent::WHEEL: {
                break;
            }
            case MouseEvent::BUTTON_UP:
                light_dir_->EndMouseDrag();
                break;
            default:
                break;
        }
    }

    void Key(const KeyEvent& e) override {}

private:
    std::unique_ptr<rendering::LightDirectionInteractorLogic> light_dir_;
    int mouse_down_x_ = 0;
    int mouse_down_y_ = 0;
    std::function<void(const Eigen::Vector3f&)> on_light_dir_changed_;
};

class RotateIBLInteractor : public SceneWidget::MouseInteractor {
public:
    RotateIBLInteractor(rendering::Scene* scene, rendering::Camera* camera)
        : ibl_(std::make_unique<rendering::IBLRotationInteractorLogic>(
                  scene, camera)) {}

    rendering::MatrixInteractorLogic& GetMatrixInteractor() override {
        return *ibl_.get();
    }

    void SetOnChanged(std::function<void(const rendering::Camera::Transform&)>
                              on_changed) {
        on_rotation_changed_ = on_changed;
    }

    void Mouse(const MouseEvent& e) override {
        switch (e.type) {
            case MouseEvent::BUTTON_DOWN:
                mouse_down_x_ = e.x;
                mouse_down_y_ = e.y;
                ibl_->StartMouseDrag();
                break;
            case MouseEvent::DRAG: {
                int dx = e.x - mouse_down_x_;
                int dy = e.y - mouse_down_y_;
                if (e.modifiers & int(KeyModifier::META)) {
                    ibl_->RotateZ(dx, dy);
                } else {
                    ibl_->Rotate(dx, dy);
                }
                if (on_rotation_changed_) {
                    on_rotation_changed_(ibl_->GetCurrentRotation());
                }
                break;
            }
            case MouseEvent::WHEEL: {
                break;
            }
            case MouseEvent::BUTTON_UP:
                ibl_->EndMouseDrag();
                break;
            default:
                break;
        }
    }

    void Key(const KeyEvent& e) override {}

private:
    std::unique_ptr<rendering::IBLRotationInteractorLogic> ibl_;
    int mouse_down_x_ = 0;
    int mouse_down_y_ = 0;
    std::function<void(const rendering::Camera::Transform&)>
            on_rotation_changed_;
};

class FlyInteractor : public SceneWidget::MouseInteractor {
public:
    explicit FlyInteractor(rendering::Camera* camera)
        : camera_controls_(std::make_unique<rendering::CameraInteractorLogic>(
                  camera, MIN_FAR_PLANE)) {}

    rendering::MatrixInteractorLogic& GetMatrixInteractor() override {
        return *camera_controls_.get();
    }

    void Mouse(const MouseEvent& e) override {
        switch (e.type) {
            case MouseEvent::BUTTON_DOWN:
                last_mouse_x_ = e.x;
                last_mouse_y_ = e.y;
                camera_controls_->StartMouseDrag();
                break;
            case MouseEvent::DRAG: {
                // Use relative movement because user may be moving
                // with keys at the same time.
                int dx = e.x - last_mouse_x_;
                int dy = e.y - last_mouse_y_;
                if (e.modifiers & int(KeyModifier::META)) {
                    // RotateZ() was not intended to be used for relative
                    // movement, so reset the mouse-down matrix first.
                    camera_controls_->ResetMouseDrag();
                    camera_controls_->RotateZ(dx, dy);
                } else {
                    camera_controls_->RotateFly(-dx, -dy);
                }
                last_mouse_x_ = e.x;
                last_mouse_y_ = e.y;
                break;
            }
            case MouseEvent::WHEEL: {
                break;
            }
            case MouseEvent::BUTTON_UP:
                camera_controls_->EndMouseDrag();
                break;
            default:
                break;
        }
    }

    void Key(const KeyEvent& e) override {
        switch (e.type) {
            case KeyEvent::Type::DOWN:
                keys_down_.insert(e.key);
                break;
            case KeyEvent::Type::UP:
                keys_down_.erase(e.key);
                break;
        }
    }

    bool Tick(const TickEvent& e) override {
        bool redraw = false;
        if (!keys_down_.empty()) {
            auto& bounds = camera_controls_->GetBoundingBox();
            const float dist = float(0.0025 * bounds.GetExtent().norm());
            const float angle_rad = 0.0075f;

            auto HasKey = [this](uint32_t key) -> bool {
                return (keys_down_.find(key) != keys_down_.end());
            };

            auto move = [this, &redraw](const Eigen::Vector3f& v) {
                camera_controls_->MoveLocal(v);
                redraw = true;
            };
            auto rotate = [this, &redraw](float angle_rad,
                                          const Eigen::Vector3f& axis) {
                camera_controls_->RotateLocal(angle_rad, axis);
                redraw = true;
            };
            auto rotateZ = [this, &redraw](int dy) {
                camera_controls_->StartMouseDrag();
                camera_controls_->RotateZ(0, dy);
                redraw = true;
            };

            if (HasKey('a')) {
                move({-dist, 0, 0});
            }
            if (HasKey('d')) {
                move({dist, 0, 0});
            }
            if (HasKey('w')) {
                move({0, 0, -dist});
            }
            if (HasKey('s')) {
                move({0, 0, dist});
            }
            if (HasKey('q')) {
                move({0, dist, 0});
            }
            if (HasKey('z')) {
                move({0, -dist, 0});
            }
            if (HasKey('e')) {
                rotateZ(-2);
            }
            if (HasKey('r')) {
                rotateZ(2);
            }
            if (HasKey(KEY_UP)) {
                rotate(angle_rad, {1, 0, 0});
            }
            if (HasKey(KEY_DOWN)) {
                rotate(-angle_rad, {1, 0, 0});
            }
            if (HasKey(KEY_LEFT)) {
                rotate(angle_rad, {0, 1, 0});
            }
            if (HasKey(KEY_RIGHT)) {
                rotate(-angle_rad, {0, 1, 0});
            }
        }
        return redraw;
    }

private:
    std::unique_ptr<rendering::CameraInteractorLogic> camera_controls_;
    int last_mouse_x_ = 0;
    int last_mouse_y_ = 0;
    std::set<uint32_t> keys_down_;
};

class RotationInteractor : public SceneWidget::MouseInteractor {
protected:
    void SetInteractor(rendering::RotationInteractorLogic* r) {
        interactor_ = r;
    }

public:
    rendering::MatrixInteractorLogic& GetMatrixInteractor() override {
        return *interactor_;
    }

    Eigen::Vector3f GetCenterOfRotation() const {
        return interactor_->GetCenterOfRotation();
    }

    void SetCenterOfRotation(const Eigen::Vector3f& center) {
        interactor_->SetCenterOfRotation(center);
    }

    void Mouse(const MouseEvent& e) override {
        switch (e.type) {
            case MouseEvent::BUTTON_DOWN:
                mouse_down_x_ = e.x;
                mouse_down_y_ = e.y;
                if (e.button.button == MouseButton::LEFT) {
                    if (e.modifiers & int(KeyModifier::SHIFT)) {
#ifdef __APPLE__
                        if (e.modifiers & int(KeyModifier::ALT)) {
#else
                        if (e.modifiers & int(KeyModifier::CTRL)) {
#endif  // __APPLE__
                            state_ = State::ROTATE_Z;
                        } else {
                            state_ = State::DOLLY;
                        }
                    } else if (e.modifiers & int(KeyModifier::CTRL)) {
                        state_ = State::PAN;
                    } else if (e.modifiers & int(KeyModifier::META)) {
                        state_ = State::ROTATE_Z;
                    } else {
                        state_ = State::ROTATE_XY;
                    }
                } else if (e.button.button == MouseButton::RIGHT) {
                    state_ = State::PAN;
                }
                interactor_->StartMouseDrag();
                break;
            case MouseEvent::DRAG: {
                int dx = e.x - mouse_down_x_;
                int dy = e.y - mouse_down_y_;
                switch (state_) {
                    case State::NONE:
                        break;
                    case State::PAN:
                        interactor_->Pan(dx, dy);
                        break;
                    case State::DOLLY:
                        interactor_->Dolly(dy,
                                           rendering::MatrixInteractorLogic::
                                                   DragType::MOUSE);
                        break;
                    case State::ROTATE_XY:
                        interactor_->Rotate(dx, dy);
                        break;
                    case State::ROTATE_Z:
                        interactor_->RotateZ(dx, dy);
                        break;
                }
                interactor_->UpdateMouseDragUI();
                break;
            }
            case MouseEvent::WHEEL: {
                interactor_->Dolly(2.0f * e.wheel.dy,
                                   e.wheel.isTrackpad
                                           ? rendering::MatrixInteractorLogic::
                                                     DragType::TWO_FINGER
                                           : rendering::MatrixInteractorLogic::
                                                     DragType::WHEEL);
                break;
            }
            case MouseEvent::BUTTON_UP:
                interactor_->EndMouseDrag();
                state_ = State::NONE;
                break;
            default:
                break;
        }
    }

    void Key(const KeyEvent& e) override {}

protected:
    rendering::RotationInteractorLogic* interactor_ = nullptr;
    int mouse_down_x_ = 0;
    int mouse_down_y_ = 0;

    enum class State { NONE, PAN, DOLLY, ROTATE_XY, ROTATE_Z };
    State state_ = State::NONE;
};

class RotateModelInteractor : public RotationInteractor {
    using Super = RotationInteractor;

public:
    explicit RotateModelInteractor(rendering::Open3DScene* scene,
                                   rendering::Camera* camera)
        : RotationInteractor(),
          rotation_(new rendering::ModelInteractorLogic(
                  scene, camera, MIN_FAR_PLANE)) {
        SetInteractor(rotation_.get());
    }

    void Mouse(const MouseEvent& e) override { Super::Mouse(e); }

private:
    std::unique_ptr<rendering::ModelInteractorLogic> rotation_;
};

class RotateCameraInteractor : public RotationInteractor {
    using Super = RotationInteractor;

public:
    explicit RotateCameraInteractor(rendering::Open3DScene* scene,
                                    rendering::Camera* camera)
        : camera_controls_(std::make_unique<rendering::CameraInteractorLogic>(
                  camera, MIN_FAR_PLANE)),
          scene_(scene) {
        SetInteractor(camera_controls_.get());
    }

    void Mouse(const MouseEvent& e) override {
        switch (e.type) {
            case MouseEvent::BUTTON_DOWN: {
                if (e.button.count == 2 &&
                    e.button.button == MouseButton::LEFT) {
                    int x = e.x;
                    int y = e.y;
                    scene_->GetRenderer().RenderToDepthImage(
                            scene_->GetView(), scene_->GetScene(),
                            [x, y, this](std::shared_ptr<geometry::Image> img) {
                                ChangeCenterOfRotation(img, x, y);
                            });
                } else {
                    Super::Mouse(e);
                }
                break;
            }
            case MouseEvent::DRAG:
            case MouseEvent::BUTTON_UP:
            default:
                Super::Mouse(e);
                break;
            case MouseEvent::WHEEL: {
                if (e.modifiers == int(KeyModifier::SHIFT)) {
                    camera_controls_->Zoom(
                            e.wheel.dy,
                            e.wheel.isTrackpad
                                    ? rendering::MatrixInteractorLogic::
                                              DragType::TWO_FINGER
                                    : rendering::MatrixInteractorLogic::
                                              DragType::WHEEL);
                } else {
                    Super::Mouse(e);
                }
                break;
            }
        }
    }

private:
    std::unique_ptr<rendering::CameraInteractorLogic> camera_controls_;
    rendering::Open3DScene* scene_;

    void ChangeCenterOfRotation(std::shared_ptr<geometry::Image> depth_img,
                                int x,
                                int y) {
        const int radius_px = 2;  // should be even;  total size is 2*r+1
        float far_z = 0.999999f;  // 1.0 - epsilon
        float win_z = *depth_img->PointerAt<float>(x, y);
        if (win_z >= far_z) {
            for (int v = y - radius_px; v < y + radius_px; ++v) {
                for (int u = x - radius_px; u < x + radius_px; ++u) {
                    float z = *depth_img->PointerAt<float>(x, y);
                    win_z = std::min(win_z, z);
                }
            }
        }

        if (win_z < far_z) {
            auto vp = scene_->GetView()->GetViewport();
            auto point = scene_->GetCamera()->Unproject(
                    float(x), float(y), win_z, float(vp[2]), float(vp[3]));
            SetCenterOfRotation(point);
            interactor_->Rotate(0, 0);  // update now
        }
    }
};

class RotateCameraSphereInteractor : public RotateCameraInteractor {
    using Super = RotationInteractor;

public:
    explicit RotateCameraSphereInteractor(rendering::Open3DScene* scene,
                                          rendering::Camera* camera)
        : RotateCameraInteractor(scene, camera),
          camera_controls_(
                  std::make_unique<rendering::CameraSphereInteractorLogic>(
                          camera, MIN_FAR_PLANE)) {
        SetInteractor(camera_controls_.get());
    }

private:
    std::unique_ptr<rendering::CameraInteractorLogic> camera_controls_;
};

class PickInteractor : public RotateCameraInteractor {
    using Super = RotateCameraInteractor;

public:
    PickInteractor(rendering::Open3DScene* scene, rendering::Camera* camera)
        : Super(scene, camera),
          pick_(new PickPointsInteractor(scene, camera)) {}

    void SetViewSize(const Size& size) {
        GetMatrixInteractor().SetViewSize(size.width, size.height);
        pick_->GetMatrixInteractor().SetViewSize(size.width, size.height);
    }

    void SetPickableGeometry(
            const std::vector<SceneWidget::PickableGeometry>& geometry) {
        pick_->SetPickableGeometry(geometry);
    }

    void SetPickablePointSize(int px) { pick_->SetPointSize(px); }

    void SetOnPointsPicked(
            std::function<void(
                    const std::map<
                            std::string,
                            std::vector<std::pair<size_t, Eigen::Vector3d>>>&,
                    int)> on_picked) {
        pick_->SetOnPointsPicked(on_picked);
    }

    void SetOnInteractorUIUpdated(
            std::function<void(const std::vector<Eigen::Vector2i>&)> on_ui) {
        pick_->SetOnUIChanged(on_ui);
    }

    void SetOnStartedPolygonPicking(std::function<void()> on_poly_pick) {
        pick_->SetOnStartedPolygonPicking(on_poly_pick);
    }

    void DoPolygonPick() { pick_->DoPick(); }

    void ClearPolygonPick() { pick_->ClearPick(); }

    void SetNeedsRedraw() { pick_->SetNeedsRedraw(); }

    void Mouse(const MouseEvent& e) override {
        if (e.modifiers & int(KeyModifier::CTRL)) {
            pick_->Mouse(e);
        } else {
            Super::Mouse(e);
            pick_->SetNeedsRedraw();
        }
    }

    void Key(const KeyEvent& e) override { pick_->Key(e); }

private:
    std::unique_ptr<PickPointsInteractor> pick_;
};

// ----------------------------------------------------------------------------
class Interactors {
public:
    Interactors(rendering::Open3DScene* scene, rendering::Camera* camera)
        : rotate_(std::make_unique<RotateCameraInteractor>(scene, camera)),
          rotate_sphere_(std::make_unique<RotateCameraSphereInteractor>(
                  scene, camera)),
          fly_(std::make_unique<FlyInteractor>(camera)),
          sun_(std::make_unique<RotateSunInteractor>(scene, camera)),
          ibl_(std::make_unique<RotateIBLInteractor>(scene->GetScene(),
                                                     camera)),
          model_(std::make_unique<RotateModelInteractor>(scene, camera)),
          pick_(std::make_unique<PickInteractor>(scene, camera)) {
        current_ = rotate_.get();
    }

    void SetViewSize(const Size& size) {
        rotate_->GetMatrixInteractor().SetViewSize(size.width, size.height);
        rotate_sphere_->GetMatrixInteractor().SetViewSize(size.width,
                                                          size.height);
        fly_->GetMatrixInteractor().SetViewSize(size.width, size.height);
        sun_->GetMatrixInteractor().SetViewSize(size.width, size.height);
        ibl_->GetMatrixInteractor().SetViewSize(size.width, size.height);
        model_->GetMatrixInteractor().SetViewSize(size.width, size.height);
        pick_->SetViewSize(size);
    }

    void SetBoundingBox(const geometry::AxisAlignedBoundingBox& bounds) {
        rotate_->GetMatrixInteractor().SetBoundingBox(bounds);
        rotate_sphere_->GetMatrixInteractor().SetBoundingBox(bounds);
        fly_->GetMatrixInteractor().SetBoundingBox(bounds);
        sun_->GetMatrixInteractor().SetBoundingBox(bounds);
        ibl_->GetMatrixInteractor().SetBoundingBox(bounds);
        model_->GetMatrixInteractor().SetBoundingBox(bounds);
        pick_->GetMatrixInteractor().SetBoundingBox(bounds);
    }

    Eigen::Vector3f GetCenterOfRotation() const {
        if (GetControls() == SceneWidget::Controls::ROTATE_CAMERA_SPHERE) {
            return rotate_sphere_->GetCenterOfRotation();
        } else {
            return rotate_->GetCenterOfRotation();
        }
    }

    void SetCenterOfRotation(const Eigen::Vector3f& center) {
        rotate_->SetCenterOfRotation(center);
        rotate_sphere_->SetCenterOfRotation(center);
    }

    void SetOnSunLightChanged(
            std::function<void(const Eigen::Vector3f&)> onChanged) {
        sun_->SetOnSunLightChanged(onChanged);
    }

    void SetSunInteractorEnabled(bool enable) {
        sun_interactor_enabled_ = enable;
    }

    void SetPickableGeometry(
            const std::vector<SceneWidget::PickableGeometry>& geometry) {
        pick_->SetPickableGeometry(geometry);
    }

    void SetPickablePointSize(int px) { pick_->SetPickablePointSize(px); }

    void SetOnPointsPicked(
            std::function<void(
                    const std::map<
                            std::string,
                            std::vector<std::pair<size_t, Eigen::Vector3d>>>&,
                    int)> on_picked) {
        pick_->SetOnPointsPicked(on_picked);
    }

    void SetOnStartedPolygonPicking(std::function<void()> on_poly_pick) {
        pick_->SetOnStartedPolygonPicking(on_poly_pick);
    }

    void DoPolygonPick() { pick_->DoPolygonPick(); }

    void ClearPolygonPick() { pick_->ClearPolygonPick(); }

    void SetPickNeedsRedraw() { pick_->SetNeedsRedraw(); }

    void SetOnInteractorUIUpdated(
            std::function<void(const std::vector<Eigen::Vector2i>&)> on_ui) {
        pick_->SetOnInteractorUIUpdated(on_ui);
    }

    SceneWidget::Controls GetControls() const {
        if (current_ == rotate_sphere_.get()) {
            return SceneWidget::Controls::ROTATE_CAMERA_SPHERE;
        } else if (current_ == fly_.get()) {
            return SceneWidget::Controls::FLY;
        } else if (current_ == sun_.get()) {
            return SceneWidget::Controls::ROTATE_SUN;
        } else if (current_ == ibl_.get()) {
            return SceneWidget::Controls::ROTATE_IBL;
        } else if (current_ == model_.get()) {
            return SceneWidget::Controls::ROTATE_MODEL;
        } else if (current_ == pick_.get()) {
            return SceneWidget::Controls::PICK_POINTS;
        } else {
            return SceneWidget::Controls::ROTATE_CAMERA;
        }
    }

    void SetControls(SceneWidget::Controls mode) {
        switch (mode) {
            case SceneWidget::Controls::ROTATE_CAMERA:
                current_ = rotate_.get();
                break;
            case SceneWidget::Controls::ROTATE_CAMERA_SPHERE:
                current_ = rotate_sphere_.get();
                break;
            case SceneWidget::Controls::FLY:
                current_ = fly_.get();
                break;
            case SceneWidget::Controls::ROTATE_SUN:
                current_ = sun_.get();
                break;
            case SceneWidget::Controls::ROTATE_IBL:
                current_ = ibl_.get();
                break;
            case SceneWidget::Controls::ROTATE_MODEL:
                current_ = model_.get();
                break;
            case SceneWidget::Controls::PICK_POINTS:
                current_ = pick_.get();
                break;
        }
    }

    void Mouse(const MouseEvent& e) {
        if (current_ == rotate_.get() && sun_interactor_enabled_) {
            if (e.type == MouseEvent::Type::BUTTON_DOWN &&
                (e.button.button == MouseButton::MIDDLE ||
                 e.modifiers == int(KeyModifier::ALT))) {
                override_ = sun_.get();
            }
        }

        if (override_) {
            override_->Mouse(e);
        } else if (current_) {
            current_->Mouse(e);
        }

        if (override_ && e.type == MouseEvent::Type::BUTTON_UP) {
            override_ = nullptr;
        }
    }

    void Key(const KeyEvent& e) {
        if (current_) {
            current_->Key(e);
        }
    }

    Widget::DrawResult Tick(const TickEvent& e) {
        if (current_) {
            if (current_->Tick(e)) {
                return Widget::DrawResult::REDRAW;
            }
        }
        return Widget::DrawResult::NONE;
    }

private:
    bool sun_interactor_enabled_ = true;

    std::unique_ptr<RotateCameraInteractor> rotate_;
    std::unique_ptr<RotateCameraSphereInteractor> rotate_sphere_;
    std::unique_ptr<FlyInteractor> fly_;
    std::unique_ptr<RotateSunInteractor> sun_;
    std::unique_ptr<RotateIBLInteractor> ibl_;
    std::unique_ptr<RotateModelInteractor> model_;
    std::unique_ptr<PickInteractor> pick_;

    SceneWidget::MouseInteractor* current_ = nullptr;
    SceneWidget::MouseInteractor* override_ = nullptr;
};

// ----------------------------------------------------------------------------
namespace {
static int g_next_button_id = 1;
}  // namespace

struct SceneWidget::Impl {
    std::string id_;
    std::shared_ptr<rendering::Open3DScene> scene_;
    geometry::AxisAlignedBoundingBox bounds_;
    std::shared_ptr<Interactors> controls_;
    std::function<void(const Eigen::Vector3f&)> on_light_dir_changed_;
    std::function<void(rendering::Camera*)> on_camera_changed_;
    int buttons_down_ = 0;
    double last_fast_time_ = 0.0;
    bool frame_rect_changed_ = false;
    SceneWidget::Quality current_render_quality_ = SceneWidget::Quality::BEST;
    bool scene_caching_enabled_ = false;
    std::vector<Eigen::Vector2i> ui_lines_;
    std::unordered_set<std::shared_ptr<Label3D>> labels_3d_;
    struct {
        Eigen::Matrix3d matrix;
        float width = 1.0f;
        float height = 1.0f;
        bool is_using = false;
    } intrinsics_;

    void UpdateFromIntrinsicMatrix(const Rect& frame) {
        float orig_aspect = intrinsics_.width / intrinsics_.height;
        float aspect = float(frame.width) / float(frame.height);
        Eigen::Matrix3d scale;
        if (aspect < 1.0f) {
            scale << 1.0, 0.0, 0.0, 0.0, (aspect / orig_aspect), 0.0, 0.0, 0.0,
                    1.0;
        } else {
            scale << (orig_aspect / aspect), 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
                    1.0;
        }
        Eigen::Matrix3d m = intrinsics_.matrix * scale;
        auto* camera = scene_->GetCamera();
        camera->SetProjection(m, rendering::Camera::CalcNearPlane(),
                              rendering::Camera::CalcFarPlane(*camera, bounds_),
                              intrinsics_.width, intrinsics_.height);
    }

    void UpdateFarPlane(const Rect& frame, float verticalFoV) {
        float aspect = 1.0f;
        if (frame.height > 0) {
            aspect = float(frame.width) / float(frame.height);
        }
        auto* camera = scene_->GetCamera();
        auto far = rendering::Camera::CalcFarPlane(*camera, bounds_);
        camera->SetProjection(verticalFoV, aspect,
                              rendering::Camera::CalcNearPlane(), far,
                              rendering::Camera::FovType::Vertical);
    }
};

SceneWidget::SceneWidget() : impl_(new Impl()) {
    impl_->id_ = std::string("SceneWidget##widget3d_") +
                 std::to_string(g_next_button_id++);
}

SceneWidget::~SceneWidget() {
    SetScene(nullptr);  // will do any necessary cleanup
}

void SceneWidget::SetFrame(const Rect& f) {
    // Early exit if frame hasn't changed because changing frame size causes GPU
    // memory re-allocations that are best avoided if unnecessary
    auto old_frame = GetFrame();
    if (f.width == old_frame.width && f.height == old_frame.height) return;

    Super::SetFrame(f);

    impl_->controls_->SetViewSize(Size(f.width, f.height));

    // We need to update the viewport and camera, but we can't do it here
    // because we need to know the window height to convert the frame
    // to OpenGL coordinates. We will actually do the updating in Draw().
    impl_->frame_rect_changed_ = true;
}

void SceneWidget::SetupCamera(
        float verticalFoV,
        const geometry::AxisAlignedBoundingBox& scene_bounds,
        const Eigen::Vector3f& center_of_rotation) {
    impl_->intrinsics_.is_using = false;
    impl_->bounds_ = scene_bounds;
    impl_->controls_->SetBoundingBox(scene_bounds);
    impl_->controls_->SetCenterOfRotation(center_of_rotation);

    GoToCameraPreset(CameraPreset::PLUS_Z);  // default OpenGL view

    impl_->UpdateFarPlane(GetFrame(), verticalFoV);
}

void SceneWidget::SetupCamera(
        const camera::PinholeCameraIntrinsic& intrinsic,
        const Eigen::Matrix4d& extrinsic,
        const geometry::AxisAlignedBoundingBox& scene_bounds) {
    SetupCamera(intrinsic.intrinsic_matrix_, extrinsic, intrinsic.width_,
                intrinsic.height_, scene_bounds);
}

void SceneWidget::SetupCamera(
        const Eigen::Matrix3d& intrinsic,
        const Eigen::Matrix4d& extrinsic,
        int intrinsic_width_px,
        int intrinsic_height_px,
        const geometry::AxisAlignedBoundingBox& scene_bounds) {
    impl_->intrinsics_.is_using = true;
    impl_->intrinsics_.matrix = intrinsic;
    impl_->intrinsics_.width = intrinsic_width_px;
    impl_->intrinsics_.height = intrinsic_height_px;
    impl_->bounds_ = scene_bounds;
    impl_->controls_->SetBoundingBox(scene_bounds);

    auto* camera = GetCamera();
    rendering::Camera::SetupCameraAsPinholeCamera(
            *camera, intrinsic, extrinsic, intrinsic_width_px,
            intrinsic_height_px, scene_bounds);

    // We need to calculate the center of rotation (rather than specifying it
    // because the intrinsic/extrinsic matrices define a position for the camera
    // and the center of rotation needs to be visually consistent.
    Eigen::Vector3f forward = camera->GetForwardVector();
    Eigen::Vector3f pos = camera->GetPosition();
    Eigen::Vector3f toCenter = scene_bounds.GetCenter().cast<float>() - pos;
    float dist = toCenter.dot(forward);
    Eigen::Vector3f cor = pos + dist * forward;
    impl_->controls_->SetCenterOfRotation(cor);
}

void SceneWidget::LookAt(const Eigen::Vector3f& center,
                         const Eigen::Vector3f& eye,
                         const Eigen::Vector3f& up) {
    GetCamera()->LookAt(center, eye, up);
    impl_->controls_->SetCenterOfRotation(center);
    impl_->UpdateFarPlane(GetFrame(), GetCamera()->GetFieldOfView());
}

Eigen::Vector3f SceneWidget::GetCenterOfRotation() const {
    return impl_->controls_->GetCenterOfRotation();
}

void SceneWidget::SetCenterOfRotation(const Eigen::Vector3f& center) {
    impl_->controls_->SetCenterOfRotation(center);
}

void SceneWidget::SetOnCameraChanged(
        std::function<void(rendering::Camera*)> on_cam_changed) {
    impl_->on_camera_changed_ = on_cam_changed;
}

void SceneWidget::SetOnSunDirectionChanged(
        std::function<void(const Eigen::Vector3f&)> on_dir_changed) {
    impl_->on_light_dir_changed_ = on_dir_changed;
    impl_->controls_->SetOnSunLightChanged([this](const Eigen::Vector3f& dir) {
        impl_->scene_->GetScene()->SetSunLightDirection(dir);
        if (impl_->on_light_dir_changed_) {
            impl_->on_light_dir_changed_(dir);
        }
    });
}

void SceneWidget::SetSunInteractorEnabled(bool enable) {
    impl_->controls_->SetSunInteractorEnabled(enable);
}

void SceneWidget::SetPickableGeometry(
        const std::vector<PickableGeometry>& geometry) {
    impl_->controls_->SetPickableGeometry(geometry);
}

void SceneWidget::SetPickablePointSize(int px) {
    impl_->controls_->SetPickablePointSize(px);
}

void SceneWidget::SetOnPointsPicked(
        std::function<
                void(const std::map<
                             std::string,
                             std::vector<std::pair<size_t, Eigen::Vector3d>>>&,
                     int)> on_picked) {
    impl_->controls_->SetOnPointsPicked(on_picked);
}

void SceneWidget::SetScene(std::shared_ptr<rendering::Open3DScene> scene) {
    impl_->scene_ = scene;
    if (impl_->scene_) {
        auto view = impl_->scene_->GetView();
        impl_->controls_ = std::make_shared<Interactors>(impl_->scene_.get(),
                                                         view->GetCamera());
        impl_->controls_->SetOnInteractorUIUpdated(
                [this](const std::vector<Eigen::Vector2i>& lines) {
                    impl_->ui_lines_ = lines;
                    ForceRedraw();
                });
    }
}

void SceneWidget::SetOnStartedPolygonPicking(
        std::function<void()> on_poly_pick) {
    impl_->controls_->SetOnStartedPolygonPicking(on_poly_pick);
}

void SceneWidget::DoPolygonPick(PolygonPickAction action) {
    switch (action) {
        case PolygonPickAction::CANCEL:
            impl_->controls_->ClearPolygonPick();
            break;
        case PolygonPickAction::SELECT:
            impl_->controls_->DoPolygonPick();
            break;
    };
}

std::shared_ptr<rendering::Open3DScene> SceneWidget::GetScene() const {
    return impl_->scene_;
}

rendering::View* SceneWidget::GetRenderView() const {
    if (impl_->scene_) {
        return impl_->scene_->GetView();
    } else {
        return nullptr;
    }
}

void SceneWidget::SetViewControls(Controls mode) {
    if (mode == Controls::ROTATE_CAMERA &&
        impl_->controls_->GetControls() == Controls::FLY) {
        impl_->controls_->SetControls(mode);
        // If we're going from fly to standard rotate obj, we need to
        // adjust the center of rotation or it will jump to a different
        // matrix rather abruptly. The center of rotation is used for the
        // panning distance so that the cursor stays in roughly the same
        // position as the user moves the mouse. Use the distance to the
        // center of the model, which should be reasonable.
        auto camera = GetCamera();
        Eigen::Vector3f to_center = impl_->bounds_.GetCenter().cast<float>() -
                                    camera->GetPosition();
        Eigen::Vector3f forward = camera->GetForwardVector();
        Eigen::Vector3f center =
                camera->GetPosition() + to_center.norm() * forward;
        impl_->controls_->SetCenterOfRotation(center);
    } else {
        impl_->controls_->SetControls(mode);
    }
}

void SceneWidget::EnableSceneCaching(bool enable) {
    impl_->scene_caching_enabled_ = enable;
    if (!enable) {
        impl_->scene_->GetScene()->SetViewActive(impl_->scene_->GetViewId(),
                                                 true);
    }
}

void SceneWidget::ForceRedraw() {
    // ForceRedraw only applies when scene caching is enabled
    if (!impl_->scene_caching_enabled_) return;

    impl_->scene_->GetScene()->SetRenderOnce(impl_->scene_->GetViewId());
    impl_->controls_->SetPickNeedsRedraw();
}

void SceneWidget::SetRenderQuality(Quality quality) {
    auto currentQuality = GetRenderQuality();
    if (currentQuality != quality) {
        impl_->current_render_quality_ = quality;
        if (quality == Quality::FAST) {
            impl_->scene_->SetLOD(rendering::Open3DScene::LOD::FAST);
            if (impl_->scene_caching_enabled_) {
                impl_->scene_->GetScene()->SetViewActive(
                        impl_->scene_->GetViewId(), true);
            }
        } else {
            impl_->scene_->SetLOD(rendering::Open3DScene::LOD::HIGH_DETAIL);
            if (impl_->scene_caching_enabled_) {
                impl_->scene_->GetScene()->SetRenderOnce(
                        impl_->scene_->GetViewId());
            }
        }
    }
}

SceneWidget::Quality SceneWidget::GetRenderQuality() const {
    return impl_->current_render_quality_;
}

void SceneWidget::GoToCameraPreset(CameraPreset preset) {
    // To get the eye position we move maxDim away from the center in the
    // appropriate direction. We cannot simply use maxDim as that value
    // for that dimension, because the model may not be centered around
    // (0, 0, 0), and this will result in the far plane being not being
    // far enough and clipping the model. To test, use
    // https://docs.google.com/uc?export=download&id=0B-ePgl6HF260ODdvT09Xc1JxOFE
    float max_dim = float(1.25 * impl_->bounds_.GetMaxExtent());
    Eigen::Vector3f center = impl_->bounds_.GetCenter().cast<float>();
    Eigen::Vector3f eye, up;
    switch (preset) {
        case CameraPreset::PLUS_X: {
            eye = Eigen::Vector3f(center.x() + max_dim, center.y(), center.z());
            up = Eigen::Vector3f(0, 1, 0);
            break;
        }
        case CameraPreset::PLUS_Y: {
            eye = Eigen::Vector3f(center.x(), center.y() + max_dim, center.z());
            up = Eigen::Vector3f(1, 0, 0);
            break;
        }
        case CameraPreset::PLUS_Z: {
            eye = Eigen::Vector3f(center.x(), center.y(), center.z() + max_dim);
            up = Eigen::Vector3f(0, 1, 0);
            break;
        }
    }
    GetCamera()->LookAt(center, eye, up);
    impl_->controls_->SetCenterOfRotation(center);
    ForceRedraw();
}

rendering::Camera* SceneWidget::GetCamera() const {
    return impl_->scene_->GetCamera();
}

std::shared_ptr<Label3D> SceneWidget::AddLabel(const Eigen::Vector3f& pos,
                                               const char* text) {
    auto l = std::make_shared<Label3D>(pos, text);
    impl_->labels_3d_.insert(l);
    return l;
}

void SceneWidget::RemoveLabel(std::shared_ptr<Label3D> label) {
    auto liter = impl_->labels_3d_.find(label);
    if (liter != impl_->labels_3d_.end()) {
        impl_->labels_3d_.erase(liter);
    }
}

void SceneWidget::ClearLabels() { impl_->labels_3d_.clear(); }

Widget::DrawResult SceneWidget::Draw(const DrawContext& context) {
    const auto f = GetFrame();

    // If the widget has changed size we need to update the viewport and the
    // camera. We can't do it in SetFrame() because we need to know the height
    // of the window to convert to OpenGL coordinates for the viewport.
    if (impl_->frame_rect_changed_) {
        impl_->frame_rect_changed_ = false;

        impl_->controls_->SetViewSize(Size(f.width, f.height));
        // GUI has origin of Y axis at top, but renderer has it at bottom
        // so we need to convert coordinates.
        int y = context.screenHeight - (f.height + f.y);

        impl_->scene_->SetViewport(f.x, y, f.width, f.height);

        if (impl_->intrinsics_.is_using) {
            if (f.height > 0) {
                impl_->UpdateFromIntrinsicMatrix(f);
            }
        } else {
            float aspect = 1.0f;
            if (f.height > 0) {
                aspect = float(f.width) / float(f.height);
            }
            auto* camera = GetCamera();
            camera->SetProjection(camera->GetFieldOfView(), aspect,
                                  camera->GetNear(), camera->GetFar(),
                                  camera->GetFieldOfViewType());
        }

        impl_->controls_->SetPickNeedsRedraw();
        ForceRedraw();
    }

    // The scene will be rendered to texture, so all we need to do is
    // draw the image. This is just a pass-through, and the ImGuiFilamentBridge
    // will blit the texture.
    ImGui::SetNextWindowPos(ImVec2(float(f.x), float(f.y)));
    ImGui::SetNextWindowSize(ImVec2(float(f.width), float(f.height)));
    ImGui::Begin(impl_->id_.c_str(), nullptr,
                 ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs |
                         ImGuiWindowFlags_NoNav |
                         ImGuiWindowFlags_NoBackground);

    auto render_tex = impl_->scene_->GetView()->GetColorBuffer();
    ImTextureID image_id = reinterpret_cast<ImTextureID>(render_tex.GetId());
    ImGui::Image(image_id, ImVec2(f.width, f.height), ImVec2(0.0f, 1.0f),
                 ImVec2(1.0f, 0.0f));

    if (!impl_->labels_3d_.empty()) {
        // Draw each text label
        for (const auto& l : impl_->labels_3d_) {
            auto ndc = GetCamera()->GetNDC(l->GetPosition());
            ndc += Eigen::Vector2f::Ones();
            ndc *= 0.5f;
            ndc.x() *= f.width;
            ndc.y() *= f.height;
            ImGui::SetWindowFontScale(l->GetTextScale());
            ImGui::SetCursorScreenPos(
                    ImVec2(ndc.x() + f.x, f.height - ndc.y() - f.y));
            auto color = l->GetTextColor();
            ImGui::TextColored({color.GetRed(), color.GetGreen(),
                                color.GetBlue(), color.GetAlpha()},
                               "%s", l->GetText());
        }
        ImGui::SetWindowFontScale(1.0);
    }

    // Draw any interactor UI
    if (!impl_->ui_lines_.empty()) {
        ImDrawList* draw_list = ImGui::GetWindowDrawList();
        auto ui_color = colorToImguiRGBA(Color(1.0f, 0.0f, 1.0f, 1.0f));
        for (size_t i = 0; i < impl_->ui_lines_.size() - 1; i += 2) {
            auto& p0 = impl_->ui_lines_[i];
            auto& p1 = impl_->ui_lines_[i + 1];
            draw_list->AddLine({float(p0.x() + f.x), float(p0.y() + f.y)},
                               {float(p1.x() + f.x), float(p1.y() + f.y)},
                               ui_color, 2);
        }
    }

    ImGui::End();

    return Widget::DrawResult::NONE;
}

Widget::EventResult SceneWidget::Mouse(const MouseEvent& e) {
    // Lower render quality while rotating, since we will be redrawing
    // frequently. This will give a snappier feel to mouse movements,
    // especially for point clouds, which are a little slow.
    if (e.type != MouseEvent::MOVE) {
        SetRenderQuality(Quality::FAST);
    }
    // Render quality will revert back to BEST after a short delay,
    // unless the user starts rotating again, or is scroll-wheeling.
    if (e.type == MouseEvent::DRAG || e.type == MouseEvent::WHEEL) {
        impl_->last_fast_time_ = Application::GetInstance().Now();
    }

    if (e.type == MouseEvent::BUTTON_DOWN) {
        impl_->buttons_down_ |= int(e.button.button);
    } else if (e.type == MouseEvent::BUTTON_UP) {
        impl_->buttons_down_ &= ~int(e.button.button);
    }

    auto& frame = GetFrame();
    MouseEvent local = e;
    local.x -= frame.x;
    local.y -= frame.y;
    impl_->controls_->Mouse(local);

    if (impl_->on_camera_changed_) {
        impl_->on_camera_changed_(GetCamera());
    }

    return Widget::EventResult::CONSUMED;
}

Widget::EventResult SceneWidget::Key(const KeyEvent& e) {
    impl_->controls_->Key(e);

    if (impl_->on_camera_changed_) {
        impl_->on_camera_changed_(GetCamera());
    }
    return Widget::EventResult::CONSUMED;
}

Widget::DrawResult SceneWidget::Tick(const TickEvent& e) {
    auto result = impl_->controls_->Tick(e);
    // If Tick() redraws, then a key is down. Make sure we are rendering
    // FAST and mark the time so that we don't timeout and revert back
    // to slow rendering before the key up happens.
    if (result == Widget::DrawResult::REDRAW) {
        SetRenderQuality(Quality::FAST);
        impl_->last_fast_time_ = Application::GetInstance().Now();
    }
    if (impl_->buttons_down_ == 0 && GetRenderQuality() == Quality::FAST) {
        double now = Application::GetInstance().Now();
        if (now - impl_->last_fast_time_ > DELAY_FOR_BEST_RENDERING_SECS) {
            SetRenderQuality(Quality::BEST);
            result = Widget::DrawResult::REDRAW;
        }
    }
    return result;
}

}  // namespace gui
}  // namespace visualization
}  // namespace open3d
