import numpy as np
import json
from typing import List, Tuple, Dict, Any, Optional
from datetime import datetime
import struct

class VRExporter:
    
    @staticmethod
    def export_to_unity(vertices_4d: List[np. ndarray],
                       edges: List[Tuple[int, int]],
                       filename: str,
                       vr_ready: bool = True):
        
        unity_script = '''using UnityEngine;
using System. Collections. Generic;

public class Tesseract4D : MonoBehaviour {
    public LineRenderer lineRenderer;
    public GameObject vertexPrefab;
    private List<Transform> vertices = new List<Transform>();
    
    void Start() {
'''
        
        for i, vertex in enumerate(vertices_4d):
            unity_script += f'''        GameObject v{i} = Instantiate(vertexPrefab, transform);
        v{i}.transform.position = new Vector3({vertex[0]:. 4f}f, {vertex[1]:. 4f}f, {vertex[2]:.4f}f);
        vertices.Add(v{i}.transform);
'''
        
        unity_script += '''    }
    
    void Update() {
        DrawEdges();
    }
    
    void DrawEdges() {
'''
        
        for edge in edges:
            unity_script += f'''        lineRenderer.SetPosition({edge[0]}, vertices[{edge[0]}].position);
        lineRenderer.SetPosition({edge[1]}, vertices[{edge[1]}].position);
'''
        
        unity_script += '''    }
}
'''
        
        with open(filename, 'w') as f:
            f.write(unity_script)
    
    @staticmethod
    def export_to_unreal(vertices_4d: List[np.ndarray],
                        edges: List[Tuple[int, int]],
                        filename: str):
        
        unreal_code = '''// Generated 4D Tesseract Blueprint
#pragma once

#include "GameFramework/Actor.h"
#include "Tesseract4DActor.generated.h"

UCLASS()
class YOURPROJECT_API ATesseract4DActor : public AActor {
    GENERATED_BODY()
    
public:
    ATesseract4DActor();
    
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
    
private:
    UPROPERTY()
    class AStaticMeshActor* VertexActors[16];
    
    UPROPERTY()
    class ULineComponent* EdgeLines;
};
'''
        
        with open(filename, 'w') as f:
            f.write(unreal_code)
    
    @staticmethod
    def export_webxr_scene(vertices_4d: List[np. ndarray],
                          edges:  List[Tuple[int, int]],
                          filename: str):
        
        webxr_html = '''<!DOCTYPE html>
<html>
<head>
    <title>4DCANAS WebXR Experience</title>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
    <script src="https://cdn.jsdelivr.net/npm/three@r128/build/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@r128/examples/js/webxr/XRButton.js"></script>
    
    <script>
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window. innerWidth / window.innerHeight, 0.1, 1000);
        const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.xr.enabled = true;
        document.body.appendChild(renderer.domElement);
        document.body.appendChild(XRButton.createButton(renderer));
        
        // Create 4D visualization
        const vertices = [
'''
        
        for vertex in vertices_4d:
            webxr_html += f'            new THREE.Vector3({vertex[0]}, {vertex[1]}, {vertex[2]}),\n'
        
        webxr_html += '''        ];
        
        const edges = [
'''
        
        for edge in edges:
            webxr_html += f'            [{edge[0]}, {edge[1]}],\n'
        
        webxr_html += '''        ];
        
        const geometry = new THREE.BufferGeometry();
        geometry.setAttribute('position', new THREE. BufferAttribute(new Float32Array(vertices. flatMap(v => [v. x, v.y, v. z])), 3));
        
        const material = new THREE.LineBasicMaterial({ color: 0x00ff00 });
        const lineSegments = new THREE.LineSegments(geometry, material);
        scene.add(lineSegments);
        
        renderer.setAnimationLoop((time, frame) => {
            renderer.render(scene, camera);
        });
    </script>
</body>
</html>
'''
        
        with open(filename, 'w') as f:
            f.write(webxr_html)
    
    @staticmethod
    def export_vr_optimized_glb(vertices_4d: List[np.ndarray],
                                edges: List[Tuple[int, int]],
                                filename: str):
        
        glb_data = {
            'asset': {'version': '2.0'},
            'scene':  0,
            'scenes': [{'nodes': [0]}],
            'nodes': [{
                'mesh': 0,
                'matrix': [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
            }],
            'meshes': [{
                'primitives': [{
                    'attributes': {'POSITION': 0},
                    'indices': 1,
                    'mode': 1,
                    'extensions': {
                        'KHR_materials_unlit': {}
                    }
                }]
            }],
            'accessors': [
                {
                    'bufferView': 0,
                    'componentType': 5126,
                    'count': len(vertices_4d),
                    'type': 'VEC3'
                },
                {
                    'bufferView': 1,
                    'componentType': 5125,
                    'count': len(edges) * 2,
                    'type': 'SCALAR'
                }
            ],
            'bufferViews': [
                {'buffer': 0, 'byteOffset': 0, 'byteStride': 12},
                {'buffer': 0, 'byteOffset': len(vertices_4d) * 12}
            ],
            'buffers': [{
                'byteLength': len(vertices_4d) * 12 + len(edges) * 8
            }]
        }
        
        with open(filename, 'w') as f:
            json.dump(glb_data, f, indent=2)