/*
 * 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.
 */

/** \file
 * \ingroup collada
 */

/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"

#include "TransformReader.h"

TransformReader::TransformReader(UnitConverter *conv) : unit_converter(conv)
{
  /* pass */
}

void TransformReader::get_node_mat(float mat[4][4],
                                   COLLADAFW::Node *node,
                                   std::map<COLLADAFW::UniqueId, Animation> *animation_map,
                                   Object *ob)
{
  get_node_mat(mat, node, animation_map, ob, NULL);
}

void TransformReader::get_node_mat(float mat[4][4],
                                   COLLADAFW::Node *node,
                                   std::map<COLLADAFW::UniqueId, Animation> *animation_map,
                                   Object *ob,
                                   float parent_mat[4][4])
{
  float cur[4][4];
  float copy[4][4];

  unit_m4(mat);

  for (unsigned int i = 0; i < node->getTransformations().getCount(); i++) {

    COLLADAFW::Transformation *tm = node->getTransformations()[i];
    COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();

    switch (type) {
      case COLLADAFW::Transformation::MATRIX:
        // When matrix AND Trans/Rot/Scale are defined for a node,
        // then this is considered as redundant information.
        // So if we find a Matrix we use that and return.
        dae_matrix_to_mat4(tm, mat);
        if (parent_mat) {
          mul_m4_m4m4(mat, parent_mat, mat);
        }
        return;
      case COLLADAFW::Transformation::TRANSLATE:
        dae_translate_to_mat4(tm, cur);
        break;
      case COLLADAFW::Transformation::ROTATE:
        dae_rotate_to_mat4(tm, cur);
        break;
      case COLLADAFW::Transformation::SCALE:
        dae_scale_to_mat4(tm, cur);
        break;
      case COLLADAFW::Transformation::LOOKAT:
        fprintf(stderr, "|!     LOOKAT transformations are not supported yet.\n");
        break;
      case COLLADAFW::Transformation::SKEW:
        fprintf(stderr, "|!     SKEW transformations are not supported yet.\n");
        break;
    }

    copy_m4_m4(copy, mat);
    mul_m4_m4m4(mat, copy, cur);

    if (animation_map) {
      // AnimationList that drives this Transformation
      const COLLADAFW::UniqueId &anim_list_id = tm->getAnimationList();

      // store this so later we can link animation data with ob
      Animation anim = {ob, node, tm};
      (*animation_map)[anim_list_id] = anim;
    }
  }

  if (parent_mat) {
    mul_m4_m4m4(mat, parent_mat, mat);
  }
}

void TransformReader::dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
  COLLADAFW::Rotate *ro = (COLLADAFW::Rotate *)tm;
  COLLADABU::Math::Vector3 &axis = ro->getRotationAxis();
  const float angle = (float)DEG2RAD(ro->getRotationAngle());
  const float ax[] = {(float)axis[0], (float)axis[1], (float)axis[2]};
  // float quat[4];
  // axis_angle_to_quat(quat, axis, angle);
  // quat_to_mat4(m, quat);
  axis_angle_to_mat4(m, ax, angle);
}

void TransformReader::dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
  COLLADAFW::Translate *tra = (COLLADAFW::Translate *)tm;
  COLLADABU::Math::Vector3 &t = tra->getTranslation();

  unit_m4(m);

  m[3][0] = (float)t[0];
  m[3][1] = (float)t[1];
  m[3][2] = (float)t[2];
}

void TransformReader::dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
  COLLADABU::Math::Vector3 &s = ((COLLADAFW::Scale *)tm)->getScale();
  float size[3] = {(float)s[0], (float)s[1], (float)s[2]};
  size_to_mat4(m, size);
}

void TransformReader::dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
{
  unit_converter->dae_matrix_to_mat4_(m, ((COLLADAFW::Matrix *)tm)->getMatrix());
}

void TransformReader::dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3])
{
  dae_vector3_to_v3(((COLLADAFW::Translate *)tm)->getTranslation(), v);
}

void TransformReader::dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3])
{
  dae_vector3_to_v3(((COLLADAFW::Scale *)tm)->getScale(), v);
}

void TransformReader::dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3])
{
  v[0] = v3.x;
  v[1] = v3.y;
  v[2] = v3.z;
}
