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using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System.Globalization;

public class ArbitraryToUnityCoordinateTransformer : MonoBehaviour
{
    public string csvFileName = "3lüveri.csv";
    // Known corresponding points
    public Vector3 unityPoint1;
    public Vector3 arbitraryPoint1;
    public Vector3 unityPoint2;
    public Vector3 arbitraryPoint2;

    private Matrix4x4 transformMatrix;

    public GameObject prefab;

    void Start()
    {
        Example();
    }

    void CalculateTransformMatrix()
    {
        Vector3 translation = arbitraryPoint1 - unityPoint1;
        Debug.Log($"Translation: {translation}");

        Vector3 arbitraryDelta = arbitraryPoint2 - arbitraryPoint1;
        Vector3 unityDelta = unityPoint2 - unityPoint1;

        Debug.Log($"Arbitrary Delta: {arbitraryDelta}, Unity Delta: {unityDelta}");

        float scaleX = 1f, scaleY = 1f, scaleZ = 1f;

        if (Mathf.Abs(arbitraryDelta.x) > Mathf.Epsilon)
            scaleX = unityDelta.x / arbitraryDelta.x;

        if (Mathf.Abs(arbitraryDelta.y) > Mathf.Epsilon)
            scaleY = unityDelta.y / arbitraryDelta.y;

        if (Mathf.Abs(arbitraryDelta.z) > Mathf.Epsilon)
            scaleZ = unityDelta.z / arbitraryDelta.z;

        Debug.Log($"Scale Factors: {scaleX}, {scaleY}, {scaleZ}");

        Quaternion rotation = Quaternion.FromToRotation(arbitraryDelta.normalized, unityDelta.normalized);
        Debug.Log($"Rotation: {rotation}");

        transformMatrix = Matrix4x4.TRS(translation, rotation, new Vector3(scaleX, scaleY, scaleZ));
        Debug.Log($"Transform Matrix: {transformMatrix}");
    }

    public List<Vector3> XD(List<Vector3> test)
    {
        List<Vector3> answers = new List<Vector3>();
        CalculateTransformMatrix(); // <--- Calculate transform matrix before using it
        foreach (var item in test)
        {
            Debug.Log(item);
            answers.Add(TransformPoint(item));
            Debug.Log(answers[answers.Count - 1]);
        }
        return answers;
    }

    public Vector3 TransformPoint(Vector3 arbitraryPoint)
    {
        return transformMatrix.MultiplyPoint(arbitraryPoint);
    }

    public List<Vector3> TransformPoints(List<Vector3> arbitraryPoints)
    {
        List<Vector3> unityPoints = new List<Vector3>();
        foreach (Vector3 point in arbitraryPoints)
        {
            unityPoints.Add(TransformPoint(point));
        }
        return unityPoints;
    }

    void Example()
    {
        TextAsset csvData = Resources.Load<TextAsset>(Path.GetFileNameWithoutExtension(csvFileName));

        if (csvData == null)
        {
            Debug.LogError($"CSV dosyası bulunamadı: {csvFileName}. Lütfen dosyanın Resources klasöründe olduğundan emin olun.");
            return;
        }

        string[] lines = csvData.text.Split(new[] { '\r', '\n' }, System.StringSplitOptions.RemoveEmptyEntries);
        Debug.Log($"CSV dosyasında {lines.Length} satır bulundu.");

        List<Vector3> arbitraryPoints = new List<Vector3>();

        for (int i = 1; i < lines.Length; i++)
        {
            string line = lines[i].Trim();

            if (string.IsNullOrEmpty(line))
            {
                continue;
            }

            string[] values = line.Split(',');

            if (values.Length >= 3)
            {
                string latStr = values[0].Trim();
                string lonStr = values[1].Trim();
                string typeStr = values[2].Trim();

                latStr = latStr.Replace(',', '.');
                lonStr = lonStr.Replace(',', '.');

                if (float.TryParse(latStr, NumberStyles.Float, CultureInfo.InvariantCulture, out float lat) &&
                    float.TryParse(lonStr, NumberStyles.Float, CultureInfo.InvariantCulture, out float lon))
                {
                    arbitraryPoints.Add(new Vector3(lat, 0, lon));
                }
                else
                {
                    Debug.LogWarning($"Geçersiz koordinat formatı satır {i + 1}: Enlem: {latStr}, Boylam: {lonStr}");
                }
            }
            else
            {
                Debug.LogWarning($"Eksik veri satır {i + 1}: {line}");
            }
        }

        List<Vector3> unityPoints = XD(arbitraryPoints);

        for (int i = 0; i < arbitraryPoints.Count; i++)
        {
            Instantiate(prefab, unityPoints[i], Quaternion.identity).transform.name = $"{unityPoints[i]}";
        }
    }
}