# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

import bpy
from bpy.types import (
    Gizmo,
    GizmoGroup,
    PropertyGroup,
    UIList,
    Menu,
    Panel,
    Operator,
)
from bpy.props import (
    CollectionProperty,
    IntProperty,
    BoolProperty,
)
from bpy.app.handlers import persistent

bl_info = {
    "name": "VR Scene Inspection",
    "author": "Julian Eisel (Severin), Sebastian Koenig",
    "version": (0, 9, 0),
    "blender": (2, 90, 0),
    "location": "3D View > Sidebar > VR",
    "description": ("View the viewport with virtual reality glasses "
                    "(head-mounted displays)"),
    "support": "OFFICIAL",
    "warning": "This is an early, limited preview of in development "
               "VR support for Blender.",
    "doc_url": "{BLENDER_MANUAL_URL}/addons/3d_view/vr_scene_inspection.html",
    "category": "3D View",
}


@persistent
def ensure_default_vr_landmark(context: bpy.context):
    # Ensure there's a default landmark (scene camera by default).
    landmarks = bpy.context.scene.vr_landmarks
    if not landmarks:
        landmarks.add()
        landmarks[0].type = 'SCENE_CAMERA'


def xr_landmark_active_type_update(self, context):
    wm = context.window_manager
    session_settings = wm.xr_session_settings
    landmark_active = VRLandmark.get_active_landmark(context)

    # Update session's base pose type to the matching type.
    if landmark_active.type == 'SCENE_CAMERA':
        session_settings.base_pose_type = 'SCENE_CAMERA'
    elif landmark_active.type == 'USER_CAMERA':
        session_settings.base_pose_type = 'OBJECT'
    elif landmark_active.type == 'CUSTOM':
        session_settings.base_pose_type = 'CUSTOM'


def xr_landmark_active_camera_update(self, context):
    session_settings = context.window_manager.xr_session_settings
    landmark_active = VRLandmark.get_active_landmark(context)

    # Update the anchor object to the (new) camera of this landmark.
    session_settings.base_pose_object = landmark_active.base_pose_camera


def xr_landmark_active_base_pose_location_update(self, context):
    session_settings = context.window_manager.xr_session_settings
    landmark_active = VRLandmark.get_active_landmark(context)

    session_settings.base_pose_location = landmark_active.base_pose_location


def xr_landmark_active_base_pose_angle_update(self, context):
    session_settings = context.window_manager.xr_session_settings
    landmark_active = VRLandmark.get_active_landmark(context)

    session_settings.base_pose_angle = landmark_active.base_pose_angle


def xr_landmark_type_update(self, context):
    landmark_selected = VRLandmark.get_selected_landmark(context)
    landmark_active = VRLandmark.get_active_landmark(context)

    # Only update session settings data if the changed landmark is actually
    # the active one.
    if landmark_active == landmark_selected:
        xr_landmark_active_type_update(self, context)


def xr_landmark_camera_update(self, context):
    landmark_selected = VRLandmark.get_selected_landmark(context)
    landmark_active = VRLandmark.get_active_landmark(context)

    # Only update session settings data if the changed landmark is actually
    # the active one.
    if landmark_active == landmark_selected:
        xr_landmark_active_camera_update(self, context)


def xr_landmark_base_pose_location_update(self, context):
    landmark_selected = VRLandmark.get_selected_landmark(context)
    landmark_active = VRLandmark.get_active_landmark(context)

    # Only update session settings data if the changed landmark is actually
    # the active one.
    if landmark_active == landmark_selected:
        xr_landmark_active_base_pose_location_update(self, context)


def xr_landmark_base_pose_angle_update(self, context):
    landmark_selected = VRLandmark.get_selected_landmark(context)
    landmark_active = VRLandmark.get_active_landmark(context)

    # Only update session settings data if the changed landmark is actually
    # the active one.
    if landmark_active == landmark_selected:
        xr_landmark_active_base_pose_angle_update(self, context)


def xr_landmark_camera_object_poll(self, object):
    return object.type == 'CAMERA'


def xr_landmark_active_update(self, context):
    wm = context.window_manager

    xr_landmark_active_type_update(self, context)
    xr_landmark_active_camera_update(self, context)
    xr_landmark_active_base_pose_location_update(self, context)
    xr_landmark_active_base_pose_angle_update(self, context)

    if wm.xr_session_state:
        wm.xr_session_state.reset_to_base_pose(context)


class VIEW3D_MT_landmark_menu(Menu):
    bl_label = "Landmark Controls"

    def draw(self, _context):
        layout = self.layout

        layout.operator("view3d.vr_landmark_from_camera")
        layout.operator("view3d.update_vr_landmark")
        layout.separator()
        layout.operator("view3d.cursor_to_vr_landmark")
        layout.operator("view3d.camera_to_vr_landmark")
        layout.operator("view3d.add_camera_from_vr_landmark")


class VRLandmark(PropertyGroup):
    name: bpy.props.StringProperty(
        name="VR Landmark",
        default="Landmark"
    )
    type: bpy.props.EnumProperty(
        name="Type",
        items=[
            ('SCENE_CAMERA', "Scene Camera",
             "Use scene's currently active camera to define the VR view base "
             "location and rotation"),
            ('USER_CAMERA', "Custom Camera",
             "Use an existing camera to define the VR view base location and "
             "rotation"),
            ('CUSTOM', "Custom Pose",
             "Allow a manually defined position and rotation to be used as "
             "the VR view base pose"),
        ],
        default='SCENE_CAMERA',
        update=xr_landmark_type_update,
    )
    base_pose_camera: bpy.props.PointerProperty(
        name="Camera",
        type=bpy.types.Object,
        poll=xr_landmark_camera_object_poll,
        update=xr_landmark_camera_update,
    )
    base_pose_location: bpy.props.FloatVectorProperty(
        name="Base Pose Location",
        subtype='TRANSLATION',
        update=xr_landmark_base_pose_location_update,
    )

    base_pose_angle: bpy.props.FloatProperty(
        name="Base Pose Angle",
        subtype='ANGLE',
        update=xr_landmark_base_pose_angle_update,
    )

    @staticmethod
    def get_selected_landmark(context):
        scene = context.scene
        landmarks = scene.vr_landmarks

        return (
            None if (len(landmarks) <
                     1) else landmarks[scene.vr_landmarks_selected]
        )

    @staticmethod
    def get_active_landmark(context):
        scene = context.scene
        landmarks = scene.vr_landmarks

        return (
            None if (len(landmarks) <
                     1) else landmarks[scene.vr_landmarks_active]
        )


class VIEW3D_UL_vr_landmarks(UIList):
    def draw_item(self, context, layout, _data, item, icon, _active_data,
                  _active_propname, index):
        landmark = item
        landmark_active_idx = context.scene.vr_landmarks_active

        layout.emboss = 'NONE'

        layout.prop(landmark, "name", text="")

        icon = (
            'RADIOBUT_ON' if (index == landmark_active_idx) else 'RADIOBUT_OFF'
        )
        props = layout.operator(
            "view3d.vr_landmark_activate", text="", icon=icon)
        props.index = index


class VIEW3D_PT_vr_landmarks(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "Landmarks"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        landmark_selected = VRLandmark.get_selected_landmark(context)

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        row = layout.row()

        row.template_list("VIEW3D_UL_vr_landmarks", "", scene, "vr_landmarks",
                          scene, "vr_landmarks_selected", rows=3)

        col = row.column(align=True)
        col.operator("view3d.vr_landmark_add", icon='ADD', text="")
        col.operator("view3d.vr_landmark_remove", icon='REMOVE', text="")
        col.operator("view3d.vr_landmark_from_session", icon='PLUS', text="")

        col.menu("VIEW3D_MT_landmark_menu", icon='DOWNARROW_HLT', text="")

        if landmark_selected:
            layout.prop(landmark_selected, "type")

            if landmark_selected.type == 'USER_CAMERA':
                layout.prop(landmark_selected, "base_pose_camera")
            elif landmark_selected.type == 'CUSTOM':
                layout.prop(landmark_selected,
                            "base_pose_location", text="Location")
                layout.prop(landmark_selected,
                            "base_pose_angle", text="Angle")


class VIEW3D_PT_vr_session_view(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "View"

    def draw(self, context):
        layout = self.layout
        session_settings = context.window_manager.xr_session_settings

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        col = layout.column(align=True, heading="Show")
        col.prop(session_settings, "show_floor", text="Floor")
        col.prop(session_settings, "show_annotation", text="Annotations")

        col = layout.column(align=True)
        col.prop(session_settings, "clip_start", text="Clip Start")
        col.prop(session_settings, "clip_end", text="End")


class VIEW3D_PT_vr_session(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "VR Session"

    def draw(self, context):
        layout = self.layout
        session_settings = context.window_manager.xr_session_settings

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        is_session_running = bpy.types.XrSessionState.is_running(context)

        # Using SNAP_FACE because it looks like a stop icon -- I shouldn't
        # have commit rights...
        toggle_info = (
            ("Start VR Session", 'PLAY') if not is_session_running else (
                "Stop VR Session", 'SNAP_FACE')
        )
        layout.operator("wm.xr_session_toggle",
                        text=toggle_info[0], icon=toggle_info[1])

        layout.separator()

        layout.prop(session_settings, "use_positional_tracking")


class VIEW3D_PT_vr_info(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "VR Info"

    @classmethod
    def poll(cls, context):
        return not bpy.app.build_options.xr_openxr

    def draw(self, context):
        layout = self.layout
        layout.label(icon='ERROR', text="Built without VR/OpenXR features")


class VIEW3D_OT_vr_landmark_add(Operator):
    bl_idname = "view3d.vr_landmark_add"
    bl_label = "Add VR Landmark"
    bl_description = "Add a new VR landmark to the list and select it"
    bl_options = {'UNDO', 'REGISTER'}

    def execute(self, context):
        scene = context.scene
        landmarks = scene.vr_landmarks

        landmarks.add()

        # select newly created set
        scene.vr_landmarks_selected = len(landmarks) - 1

        return {'FINISHED'}


class VIEW3D_OT_vr_landmark_from_camera(Operator):
    bl_idname = "view3d.vr_landmark_from_camera"
    bl_label = "Add VR Landmark from camera"
    bl_description = "Add a new VR landmark from the active camera object to the list and select it"
    bl_options = {'UNDO', 'REGISTER'}

    @classmethod
    def poll(cls, context):
        cam_selected = False

        vl_objects = bpy.context.view_layer.objects
        if vl_objects.active and vl_objects.active.type == 'CAMERA':
            cam_selected = True
        return cam_selected

    def execute(self, context):
        scene = context.scene
        landmarks = scene.vr_landmarks
        cam = context.view_layer.objects.active
        lm = landmarks.add()
        lm.type = 'USER_CAMERA'
        lm.base_pose_camera = cam
        lm.name = "LM_" + cam.name

        # select newly created set
        scene.vr_landmarks_selected = len(landmarks) - 1

        return {'FINISHED'}


class VIEW3D_OT_vr_landmark_from_session(Operator):
    bl_idname = "view3d.vr_landmark_from_session"
    bl_label = "Add VR Landmark from session"
    bl_description = "Add VR landmark from the viewer pose of the running VR session to the list and select it"
    bl_options = {'UNDO', 'REGISTER'}

    @classmethod
    def poll(cls, context):
        return bpy.types.XrSessionState.is_running(context)

    @staticmethod
    def _calc_landmark_angle_from_viewer_rotation(rot):
        from mathutils import Vector

        # We want an angle around Z based on the current viewer rotation. Idea
        # is to create a vector from the viewer rotation, project that onto a
        # Z-Up plane and use the resulting vector to get an angle around Z.

        view_rot_vec = Vector((0, 0, 1))
        view_rot_vec.rotate(rot)
        angle_vec = view_rot_vec - view_rot_vec.project(Vector((0, 0, 1)))

        # We could probably use a 3D version of Vector.angle_signed() here, but
        # that's not available. So manually calculate it via a quaternion delta.
        forward_vec = Vector((0, -1, 0))
        diff = angle_vec.rotation_difference(forward_vec)

        return diff.angle * -diff.axis[2]

    def execute(self, context):
        scene = context.scene
        landmarks = scene.vr_landmarks
        wm = context.window_manager

        lm = landmarks.add()
        lm.type = 'CUSTOM'
        scene.vr_landmarks_selected = len(landmarks) - 1

        loc = wm.xr_session_state.viewer_pose_location
        rot = wm.xr_session_state.viewer_pose_rotation
        angle = self._calc_landmark_angle_from_viewer_rotation(rot)

        lm.base_pose_location = loc
        lm.base_pose_angle = angle

        return {'FINISHED'}


class VIEW3D_OT_update_vr_landmark(Operator):
    bl_idname = "view3d.update_vr_landmark"
    bl_label = "Update Custom VR Landmark"
    bl_description = "Update the selected landmark from the current viewer pose in the VR session"
    bl_options = {'UNDO', 'REGISTER'}

    @classmethod
    def poll(cls, context):
        selected_landmark = VRLandmark.get_selected_landmark(context)
        return bpy.types.XrSessionState.is_running(context) and selected_landmark.type == 'CUSTOM'

    def execute(self, context):
        wm = context.window_manager

        lm = VRLandmark.get_selected_landmark(context)

        loc = wm.xr_session_state.viewer_pose_location
        rot = wm.xr_session_state.viewer_pose_rotation.to_euler()

        lm.base_pose_location = loc
        lm.base_pose_angle = rot

        # Re-activate the landmark to trigger viewer reset and flush landmark settings to the session settings.
        xr_landmark_active_update(None, context)

        return {'FINISHED'}


class VIEW3D_OT_vr_landmark_remove(Operator):
    bl_idname = "view3d.vr_landmark_remove"
    bl_label = "Remove VR Landmark"
    bl_description = "Delete the selected VR landmark from the list"
    bl_options = {'UNDO', 'REGISTER'}

    def execute(self, context):
        scene = context.scene
        landmarks = scene.vr_landmarks

        if len(landmarks) > 1:
            landmark_selected_idx = scene.vr_landmarks_selected
            landmarks.remove(landmark_selected_idx)

            scene.vr_landmarks_selected -= 1

        return {'FINISHED'}


class VIEW3D_OT_cursor_to_vr_landmark(Operator):
    bl_idname = "view3d.cursor_to_vr_landmark"
    bl_label = "Cursor to VR Landmark"
    bl_description = "Move the 3D Cursor to the selected VR Landmark"
    bl_options = {'UNDO', 'REGISTER'}

    @classmethod
    def poll(cls, context):
        lm = VRLandmark.get_selected_landmark(context)
        if lm.type == 'SCENE_CAMERA':
            return context.scene.camera is not None
        elif lm.type == 'USER_CAMERA':
            return lm.base_pose_camera is not None

        return True

    def execute(self, context):
        scene = context.scene
        lm = VRLandmark.get_selected_landmark(context)
        if lm.type == 'SCENE_CAMERA':
            lm_pos = scene.camera.location
        elif lm.type == 'USER_CAMERA':
            lm_pos = lm.base_pose_camera.location
        else:
            lm_pos = lm.base_pose_location
        scene.cursor.location = lm_pos

        return{'FINISHED'}


class VIEW3d_OT_add_camera_from_vr_landmark(Operator):
    bl_idname = "view3d.add_camera_from_vr_landmark"
    bl_label = "New Camera from VR Landmark"
    bl_description = "Create a new Camera from the selected VR Landmark"
    bl_options = {'UNDO', 'REGISTER'}

    def execute(self, context):
        import math

        scene = context.scene
        lm = VRLandmark.get_selected_landmark(context)

        cam = bpy.data.cameras.new("Camera_" + lm.name)
        new_cam = bpy.data.objects.new("Camera_" + lm.name, cam)
        scene.collection.objects.link(new_cam)
        angle = lm.base_pose_angle
        new_cam.location = lm.base_pose_location
        new_cam.rotation_euler = (math.pi, 0, angle)

        return {'FINISHED'}


class VIEW3D_OT_camera_to_vr_landmark(Operator):
    bl_idname = "view3d.camera_to_vr_landmark"
    bl_label = "Scene Camera to VR Landmark"
    bl_description = "Position the scene camera at the selected landmark"
    bl_options = {'UNDO', 'REGISTER'}

    @classmethod
    def poll(cls, context):
        return context.scene.camera is not None

    def execute(self, context):
        import math

        scene = context.scene
        lm = VRLandmark.get_selected_landmark(context)

        cam = scene.camera
        angle = lm.base_pose_angle
        cam.location = lm.base_pose_location
        cam.rotation_euler = (math.pi / 2, 0, angle)

        return {'FINISHED'}


class VIEW3D_OT_vr_landmark_activate(Operator):
    bl_idname = "view3d.vr_landmark_activate"
    bl_label = "Activate VR Landmark"
    bl_description = "Change to the selected VR landmark from the list"
    bl_options = {'UNDO', 'REGISTER'}

    index: IntProperty(
        name="Index",
        options={'HIDDEN'},
    )

    def execute(self, context):
        scene = context.scene

        if self.index >= len(scene.vr_landmarks):
            return {'CANCELLED'}

        scene.vr_landmarks_active = (
            self.index if self.properties.is_property_set(
                "index") else scene.vr_landmarks_selected
        )

        return {'FINISHED'}


class VIEW3D_PT_vr_viewport_feedback(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "VR"
    bl_label = "Viewport Feedback"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        view3d = context.space_data

        col = layout.column(align=True)
        col.label(icon='ERROR', text="Note:")
        col.label(text="Settings here may have a significant")
        col.label(text="performance impact!")

        layout.separator()

        layout.prop(view3d.shading, "vr_show_virtual_camera")
        layout.prop(view3d.shading, "vr_show_landmarks")
        layout.prop(view3d, "mirror_xr_session")


class VIEW3D_GT_vr_camera_cone(Gizmo):
    bl_idname = "VIEW_3D_GT_vr_camera_cone"

    aspect = 1.0, 1.0

    def draw(self, context):
        import bgl

        if not hasattr(self, "frame_shape"):
            aspect = self.aspect

            frame_shape_verts = (
                (-aspect[0], -aspect[1], -1.0),
                (aspect[0], -aspect[1], -1.0),
                (aspect[0], aspect[1], -1.0),
                (-aspect[0], aspect[1], -1.0),
            )
            lines_shape_verts = (
                (0.0, 0.0, 0.0),
                frame_shape_verts[0],
                (0.0, 0.0, 0.0),
                frame_shape_verts[1],
                (0.0, 0.0, 0.0),
                frame_shape_verts[2],
                (0.0, 0.0, 0.0),
                frame_shape_verts[3],
            )

            self.frame_shape = self.new_custom_shape(
                'LINE_LOOP', frame_shape_verts)
            self.lines_shape = self.new_custom_shape(
                'LINES', lines_shape_verts)

        # Ensure correct GL state (otherwise other gizmos might mess that up)
        bgl.glLineWidth(1)
        bgl.glEnable(bgl.GL_BLEND)

        self.draw_custom_shape(self.frame_shape)
        self.draw_custom_shape(self.lines_shape)


class VIEW3D_GGT_vr_viewer_pose(GizmoGroup):
    bl_idname = "VIEW3D_GGT_vr_viewer_pose"
    bl_label = "VR Viewer Pose Indicator"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'WINDOW'
    bl_options = {'3D', 'PERSISTENT', 'SCALE', 'VR_REDRAWS'}

    @classmethod
    def poll(cls, context):
        view3d = context.space_data
        return (
            view3d.shading.vr_show_virtual_camera and
            bpy.types.XrSessionState.is_running(context) and
            not view3d.mirror_xr_session
        )

    @staticmethod
    def _get_viewer_pose_matrix(context):
        from mathutils import Matrix, Quaternion

        wm = context.window_manager

        loc = wm.xr_session_state.viewer_pose_location
        rot = wm.xr_session_state.viewer_pose_rotation

        rotmat = Matrix.Identity(3)
        rotmat.rotate(rot)
        rotmat.resize_4x4()
        transmat = Matrix.Translation(loc)

        return transmat @ rotmat

    def setup(self, context):
        gizmo = self.gizmos.new(VIEW3D_GT_vr_camera_cone.bl_idname)
        gizmo.aspect = 1 / 3, 1 / 4

        gizmo.color = gizmo.color_highlight = 0.2, 0.6, 1.0
        gizmo.alpha = 1.0

        self.gizmo = gizmo

    def draw_prepare(self, context):
        self.gizmo.matrix_basis = self._get_viewer_pose_matrix(context)


class VIEW3D_GGT_vr_landmarks(GizmoGroup):
    bl_idname = "VIEW3D_GGT_vr_landmarks"
    bl_label = "VR Landmark Indicators"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'WINDOW'
    bl_options = {'3D', 'PERSISTENT', 'SCALE'}

    @classmethod
    def poll(cls, context):
        view3d = context.space_data
        return (
            view3d.shading.vr_show_landmarks
        )

    def setup(self, context):
        pass

    def draw_prepare(self, context):
        # first delete the old gizmos
        for g in self.gizmos:
            self.gizmos.remove(g)

        from math import radians
        from mathutils import Matrix, Euler
        scene = context.scene
        landmarks = scene.vr_landmarks

        for lm in landmarks:
            if ((lm.type == 'SCENE_CAMERA' and not scene.camera) or
                    (lm.type == 'USER_CAMERA' and not lm.base_pose_camera)):
                continue

            gizmo = self.gizmos.new(VIEW3D_GT_vr_camera_cone.bl_idname)
            gizmo.aspect = 1 / 3, 1 / 4

            gizmo.color = gizmo.color_highlight = 0.2, 1.0, 0.6
            gizmo.alpha = 1.0

            self.gizmo = gizmo

            if lm.type == 'SCENE_CAMERA':
                cam = scene.camera
                lm_mat = cam.matrix_world if cam else Matrix.Identity(4)
            elif lm.type == 'USER_CAMERA':
                lm_mat = lm.base_pose_camera.matrix_world
            else:
                angle = lm.base_pose_angle
                raw_rot = Euler((radians(90.0), 0, angle))

                rotmat = Matrix.Identity(3)
                rotmat.rotate(raw_rot)
                rotmat.resize_4x4()

                transmat = Matrix.Translation(lm.base_pose_location)

                lm_mat = transmat @ rotmat

            self.gizmo.matrix_basis = lm_mat


classes = (
    VIEW3D_PT_vr_session,
    VIEW3D_PT_vr_session_view,
    VIEW3D_PT_vr_landmarks,
    VIEW3D_PT_vr_viewport_feedback,

    VRLandmark,
    VIEW3D_UL_vr_landmarks,
    VIEW3D_MT_landmark_menu,

    VIEW3D_OT_vr_landmark_add,
    VIEW3D_OT_vr_landmark_remove,
    VIEW3D_OT_vr_landmark_activate,
    VIEW3D_OT_vr_landmark_from_session,
    VIEW3d_OT_add_camera_from_vr_landmark,
    VIEW3D_OT_camera_to_vr_landmark,
    VIEW3D_OT_vr_landmark_from_camera,
    VIEW3D_OT_cursor_to_vr_landmark,
    VIEW3D_OT_update_vr_landmark,

    VIEW3D_GT_vr_camera_cone,
    VIEW3D_GGT_vr_viewer_pose,
    VIEW3D_GGT_vr_landmarks,
)


def register():
    if not bpy.app.build_options.xr_openxr:
        bpy.utils.register_class(VIEW3D_PT_vr_info)
        return

    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.Scene.vr_landmarks = CollectionProperty(
        name="Landmark",
        type=VRLandmark,
    )
    bpy.types.Scene.vr_landmarks_selected = IntProperty(
        name="Selected Landmark"
    )
    bpy.types.Scene.vr_landmarks_active = IntProperty(
        update=xr_landmark_active_update,
    )
    # View3DShading is the only per 3D-View struct with custom property
    # support, so "abusing" that to get a per 3D-View option.
    bpy.types.View3DShading.vr_show_virtual_camera = BoolProperty(
        name="Show VR Camera"
    )
    bpy.types.View3DShading.vr_show_landmarks = BoolProperty(
        name="Show Landmarks"
    )

    bpy.app.handlers.load_post.append(ensure_default_vr_landmark)


def unregister():
    if not bpy.app.build_options.xr_openxr:
        bpy.utils.unregister_class(VIEW3D_PT_vr_info)
        return

    for cls in classes:
        bpy.utils.unregister_class(cls)

    del bpy.types.Scene.vr_landmarks
    del bpy.types.Scene.vr_landmarks_selected
    del bpy.types.Scene.vr_landmarks_active
    del bpy.types.View3DShading.vr_show_virtual_camera
    del bpy.types.View3DShading.vr_show_landmarks

    bpy.app.handlers.load_post.remove(ensure_default_vr_landmark)


if __name__ == "__main__":
    register()
